RimWorld

RimWorld

Rimsential - Spaceports (Continued)
185 Comments
CrackaJack 19 hours ago 
the ironic thing is the angry and frustrated people writing ARE the ones who actually care(about the mod, maybe not your feelings :D)
Coolchilion Aug 1 @ 10:48am 
@xlite.x078 Use cherry picker if it bothers you so much
Zibrolta16 Jul 29 @ 5:19am 
Hello, it seems like the mod currently doesn't recognize your continued version of Hospitality, guests do arrive by shuttles but mod considers them visitors, and settings do not appear for guests.
xlite.x078 Jul 27 @ 9:59pm 
Remove the Archotech Shuttler Generator, it's too powerful
LZIM Jul 12 @ 7:05pm 
not clear if it is caused by this mod (versus all trade caravans because I seldom see any walk in) or just adding options for rich merchants but it often happens that merchants will appear carrying every known variety of Wooden Javelins. They bring a muffalo with a handful of javelins each.. but hundreds of muffalo.

is there no way to hard cap the number of occupants that can be generated with any merchant ?
n1brawler@bandit Jul 12 @ 5:58pm 
Look i was just asking a simple question there's no need to deep it so much
SwampyMcG Jul 12 @ 9:54am 
@Zaljerem, I'm sorry that there are a vocal group of fans who just don't understand the time and knowledge necessary to bring these features up to snuff. They are fools to think that everything new would plug in seamlessly. Thanks for hanging around, though! Loved using your work throughout 1.5
Zaljerem  [author] Jul 11 @ 6:02pm 
It will work fine on-planet, but a spaceport in space will not receive visitors at this time, the incidents won't even fire. Maybe give me a little time, as Odyssey has been out for about five minutes?
n1brawler@bandit Jul 11 @ 5:59pm 
does this mod work wt odyssey?
Danger Close Jul 8 @ 4:24pm 
This mod seems to mostly be working on my campaign except the new events. So far, I've built the landing pads and refueling stations and those both work (different shuttle types have landed, unloaded people, and paid for fuel) but after about 2 days of playing, I haven't received any of the new quest types. And yes, I have the new events enabled.
Jet Jun 17 @ 3:07pm 
can we stop tribals from coming in on shuttles???
ColossalFossil Jun 3 @ 11:56am 
I dunno .. the image of a Spelljammer ship landing would be kind of neat.
Bunuffin Jun 3 @ 9:48am 
would it be possible to restrict faction tech level that can use the spaceports?
Having medieval people show up with a ship is kinda dumb xD
Lori37 May 26 @ 2:32pm 
@BikeBoi the Hospitality mod is in desperate need of a good update, but the mod creator has said he's not going to do it anymore
Mask of Humble May 22 @ 2:06am 
I finally got guests to land, turns out there was a hidden enemies on the map so it was in lock down mode but wasn't showing on the screen, tho I still have the problem of the hospitality mod where they won't buy anything or rent out the beds
thesoupiest Apr 28 @ 6:56am 
Medieval version would go crazy. Ocean port?
Smile☆Sky Apr 7 @ 4:33am 
This module cannot be safely removed, deleting it will cause loss of UI.
BikeBoi Mar 23 @ 8:32pm 
When using this mod along with hospitality, guests have never landed. Everything is up to date and I haven't messed with any of the mod settings. Has anyone else had this issue and knows what I can do to fix it?
Dogged Feb 22 @ 4:44pm 
Alright, I think I know the issue. It's not a bug (well, it literally is), but maybe it's something to look into. I had one bug from a hive raid still around on the map, so it shut down my entire map.
The syntax for the issue probably leads to the confusion, since it implies that the pads are blocked by something when they're actually shut down due to a hostile on the map.
Dogged Feb 22 @ 4:35am 
Getting the "All landing pads are full - landings suspended" issue. Will troubleshoot when I'm less sleepy, but worth noting. Has anyone stumbled onto a fix for that yet?
Derp pup Feb 14 @ 7:49am 
so i realized a issue not sure why but the quest you get from the mech spider wreck that gives you a mechlink does not spawn the mechanator shuttle with this mod enabled i know it has something to do with this mod as it is the only mod i removed after noticing this isuue and starting a new game.
TurtleShroom Feb 8 @ 3:59pm 
@aikixd

I am experiencing the same issue as you and the user 2962342497. "X HAS NO READING COMPONENT" spams the error log every millisecond.
weregamer Feb 3 @ 9:48pm 
After some experimentation and observation using dev mode, The answers seem to be that you need a Spaceport Beacon. (Perhaps the description of the two things could be made clearer?) Imperial shuttles will use a spaceport pad. The fusion fuel is delivered through the power lines, but the processor needs chemfuel hand-delivered to it (in addition to the power and being in water).
weregamer Feb 3 @ 10:09am 
Could you explain the Spaceport Beacon vs the Shuttle Landing Pad? Do I need one of the former even though the description makes it sound redundant if I have one or more of the latter? Also, will imperial shuttles treat a Shuttle Landing Pad the way they do an area marked with the vanilla Ship Landing Beacons?

Also, to clarify, since I have neither DBH nor Rimefeller, the connections between the fusion fuel processor, the tanks, and the dispensers are via the power network, correct?
kurikinton Jan 21 @ 7:42pm 
Sorry, I mean "guests": make everyone except traders act as proper guests, but maybe set their period of stay to something shorter (if that's possible).
kurikinton Jan 21 @ 7:42pm 
Maybe just make them all "visitors" according to Hospitality if they aren't there for another specific reason (such as trade).
kurikinton Jan 21 @ 7:41pm 
It would be really nice to provide a way for non-guest visitors via the spaceport to use an empty bed when designated as available to them. I set my spaceport visitor spot in my casino to at least make them look busy, but then they just sleep on the floor there.
Panzerechse Jan 20 @ 2:29pm 
Thanks for continuing this mod! Are you allowed to do changes to it? If so, this mod would be perfect, if the "visitors" really would be visitors, aka using your hospitality mod and colony stuff...just putting them around a beacon and have them doing nothing is kind of the opposite a spaceport should be. :/
Kelarius Jan 4 @ 3:02pm 
I just found this mod recently and it's quite neat -- thanks for keeping it updated. Question, is there any chance of compatibility with Rimnauts (link here: https://steamcommunity.com/sharedfiles/filedetails/?id=2880599514) . I expected this mod to work with Rimnauts asteroid bases since I have SoS2 also, and it works great there. Specifically, I currently have a SoS2 ship map and a Rimnauts asteroid map. Ships land no problem at my SoS2 ship map, but I can't get traders to land at the asteroid. Visitor ships are able to come to the asteroid map no problem -- but traders throw a red error in the log for some reason. Rimnauts integrates SoS2 features for space, and I have the landing pads at the asteroid map built on SoS2 ship hull tiles (so they are also under ship roof). Thanks again.
Camping_Zone Dec 20, 2024 @ 9:36pm 
medevac cant land with access control set to all and no shuttles landed
harrydubois Nov 29, 2024 @ 12:16pm 
This mod seems to add quite alot of complicated operations with the whole spaceport thing. I assume it does alot of background calculations? How is it in the performance department? I'll guess it eats up quite a decent amount of FPS/TPS.
Orpheusly Nov 28, 2024 @ 10:39am 
@zaljerem

I've added you. Let's chat. Love that someone is keeping this one going.
Tassie Tiger Nov 27, 2024 @ 12:03pm 
any way to improve the traders that arrive via shuttle? Everyone has basically the same stuff, a few reinforced barrels, maybe 5 components and some food plus only 200 silver
borkchoy 🥬 Nov 25, 2024 @ 7:07am 
is there any chance you might integrate mod compatibility with "hospitals" ? it would be nice for patients to be able to arrive and leave via spaceports :3
WJSabey Oct 30, 2024 @ 3:10pm 
How exactly do we load cargo into the summoned shuttles? There's no gizmo for loading them, only for right-clicking to load people. They aren't much use if we can only use them for moving people.
aikixd Oct 22, 2024 @ 7:20am 
Same issue as @2962342497. A rescued pawn became a guest and the "X has no reading component" was raised.
aciel.samael Oct 11, 2024 @ 5:16pm 
@AutumLight i think there is a roof type that is meant for shuttles and the like that is I think built in to SOS2, if not there is also a mod to the same effect.
AutumnLight Oct 3, 2024 @ 12:39pm 
Okay, traders cannot land under ship roof
AutumnLight Oct 2, 2024 @ 8:58pm 
For some reason no traders arrive in my sos2 map
Ambir Sep 27, 2024 @ 11:51am 
<3
Zaljerem  [author] Sep 27, 2024 @ 11:38am 
That's an excellent suggestion. I will look into it.

CTH2004, as far as additional plans - not really? Unless an Ambir comes along and makes a good suggestion! ;)
Ambir Sep 27, 2024 @ 11:37am 
It would be neat if we could have an option to manually lockdown instead of it being forced. Just because there are hostiles on the map doesn't mean I will want to be closing my spaceport.
CTH2004 Sep 26, 2024 @ 9:03am 
I am just wondering, do you have any additional plans for this mod, or is it as-is (excluding bug fixes)

either is fine, I'm just curious!
Zaljerem  [author] Aug 29, 2024 @ 2:35pm 
Right, retextures generally do, I was just saying I'll repost it on Steam so more can use it easily.
Gooby King Aug 29, 2024 @ 2:26pm 
it works out the box, it's just a retexture. fits very well with the alpha memes steampunk style.
Zaljerem  [author] Aug 29, 2024 @ 12:03pm 
Nice. Looks like that might have to get continued in the near future ...
Gooby King Aug 29, 2024 @ 10:53am 
can report that the retexture, if anyone like me, wants an airship port for their colony, does exist. it was deleted from the workshop but a copy exists online :). Steampunk Aeroport
Gooby King Aug 28, 2024 @ 7:31am 
There was a steampunk version of this mod before but i couldn't find it for the life of me. It used that airship trader texture and re-flavoured everything as airships, can't find it though lol. Anyone know what im talking about?
Gooby King Aug 28, 2024 @ 7:29am 
I'm thinking of making a medieval tech level overhaul of this mod, using patches of course. Same fundamental mechanics but re flavoured as airships etc
spaceprogram444 Aug 26, 2024 @ 11:09pm 
I have the dlcs. I built the landing pad and beacon. Nothing ever lands for me. No one has ever landed. I also run Trader Ships mod but those also never land (I have never seen anything land from either of these mods) I cant even uninstall those 2 mods because it breaks the game (dark screen or no interface at all). Royalty shuttles / quests work fine.