RimWorld

RimWorld

SimplePortal
47 Comments
electriccid May 15 @ 6:26pm 
This is generally a great mod, except for one issue. If one of my colonists isn't there during a schedule call, it will continuously send out calls that can't happen because of the missing colonist, and this doesn't stop unless I cancel it manually. Would it be possible to put something in place that either ends the call early if all other colonists have gone through, or not count colonists that aren't on the right map?
LeoZin13 Apr 18 @ 12:30pm 
I'm using this with vehicles interiors, any easy way to build inside spaces without having to micromanage resources? Similar to Multifloors?
wax999 Feb 16 @ 3:35am 
On the research page
Precision Assembly>>Advanced Precision Assembly
Daleus Jan 26 @ 10:28am 
I'm not seeing any research or build in the game that is related to this portal. What am I missing?
Aizuki Dec 28, 2024 @ 12:57pm 
are there simpleportal Icon yet? feels weird i got lvl sceduller text cropped on my bottom tab
Celestial Dec 19, 2024 @ 5:34pm 
Would it be possible to add an "unlink" button for the portal?
If it's not too much trouble, could you also add a way to send the portal to another map without relying on other mods? For example, a special one-time-use drop pod that deploys the portal at the drop site and remains active for around 5-6 hours. Again, only if it's not too tedious to implement.
Celestial Dec 19, 2024 @ 5:34pm 
I ended up with a funny combo using the Minify Everything mod. I connected it at the base, packed it into a box, and for the first time, sent it on a raid to another map via a drop pod (there were no console errors). Once on the ground, I set it up and started transferring all the raid loot back to the base—it worked great across maps. When I was done, I packed it back into the box, loaded it into a Carryall air transporter, and flew to another raid. This time, there were lots of console errors, but they stopped after landing. Interestingly, pawns could still interact with the portal even when it was in the box, which was hilarious. I assume this is why the errors occurred while the transporter was in flight and the boxed portal was in its cargo hold. Also, energy was being distributed between the portals just fine.
Haxer347 Nov 13, 2024 @ 8:53pm 
does this and the hell portal mod for anomaly work together?
want to go from normal portal to hell portal during my playthrough
Deadsnake_at Nov 12, 2024 @ 4:11am 
awesome mod, would be cool if we could use teh scedule to let pawns load available material into the portal like every day at noon they load 500 steel into the portal or something like that
start20051119 Nov 8, 2024 @ 9:19pm 
will add traditional Chinese?
Enrico Nov 6, 2024 @ 9:26am 
I feel like it's weird that there's a timezone setting in the portal mod, as well as in the RV mod. Should only be in the RV mod, or not at all. Too confusing. Preferably it's just always LocalTime.
Gun Built Nov 5, 2024 @ 8:51pm 
@Enrico Ah well I seem to be having the problem again. The time in the RV and display time are the same but the schedule is treating it as different.
Enrico Nov 5, 2024 @ 6:38pm 
Yeah, as I responded to myself, the mod was updated and fixed.
Gun Built Nov 5, 2024 @ 5:36pm 
@Enrico did you ever find a solution to it? Its very annoying managing my pawns like this
litekoala Oct 31, 2024 @ 2:05pm 
that doesnt really relate to what i said, i didnt ask if this mod had that feature i asked if people who read it knew of a mod similar to this with that added feature.
Furia  [author] Oct 31, 2024 @ 12:16pm 
Portals in this mod have the ability to issue periodic entry request once a day at a specified time.
Since this mod allows movement within the same map, and also allows for two or more routes to be set up on different maps, we felt that making it any more complicated would be too confusing.
litekoala Oct 30, 2024 @ 9:05am 
is there a mod like this that lets pawns move between the places without being told to?
Enrico Oct 14, 2024 @ 1:33pm 
Never mind I see you just uploaded a patch for that on the RV mod page, lemme check it out.
Enrico Oct 14, 2024 @ 1:19pm 
The time inside the RV should preferably always remain in accordance with its longitude.
Enrico Oct 14, 2024 @ 1:17pm 
So I tested this, and when driving an RV from one part of the world all the way to the other side of the world, the time inside the RV remains linked to its original map, and becomes thus, desynced with its exterior map, until the original map is abandoned. At least the pawn scheduling behaves in accordance to the value displayed in GUI, sure, but the GUI displays a desynced time to begin with, in the above mentioned case.
Furia  [author] Oct 14, 2024 @ 9:37am 
””The scheduled time that an automated request runs now matches the time displayed in the GUI.””
Enrico Oct 14, 2024 @ 8:29am 
Haven't tested it yet, but shouldn't local time and region time be equal? Isn't it possible to somehow sync the times of RV and exterior map? Why does it desync in the first place?

It would sound logical for example to set entering to 8:00PM and leaving to 8:00AM for example, but due to the desync, and now the fact that you listen local instead of region time, we'll have to select arbitrary numbers that don't make much sense.
Furia  [author] Oct 14, 2024 @ 8:18am 
update build 0.1.11
The scheduled time that an automated request is executed is now consistent with the time displayed in the GUI.
Previously, the target time was referenced to the local time of the region where the map was located, but this was changed because it was very confusing as it differed from the GUI.
Enrico Oct 13, 2024 @ 9:25am 
Enable the Schedule Enter toggle, click on the Schedule Time button until a satisfactory time is selected, then press the Schedule button to select the pawns who will listen to this scheduling.
♋ Ziru J. Soulslayer Oct 13, 2024 @ 9:21am 
"Added the ability to automatically issue a command to enter a portal at a specified time."

How this work?
Ranger Rick Oct 11, 2024 @ 10:49am 
Perfect thank you!
Furia  [author] Oct 11, 2024 @ 4:23am 
@Ranger Rick
I hope this will be helpful or informative. Please use it.
This MOD is just an extension of vanila MapPortal. I do not claim any rights other than the images.
Ranger Rick Oct 10, 2024 @ 1:53pm 
Would love to talk to you about using this or something like it for the Collaboration projects!
SonicPaladin Oct 6, 2024 @ 6:57pm 
Just tested it, no issues with multiplayer!
Furia  [author] Oct 6, 2024 @ 6:02pm 
I'm afraid I don't know.
SonicPaladin Oct 6, 2024 @ 4:53pm 
Do you know if its multiplayer compatible?
Furia  [author] Oct 5, 2024 @ 9:23pm 
That's right, there are no particular conditions for connecting.
I'm just restricting it to make it easier to distinguish ViechleExit.
I didn't see the value in restricting it.
Darkequation Oct 5, 2024 @ 4:04pm 
It seems that all portals can link to vehicles?
Korovo Oct 5, 2024 @ 11:54am 
@Furia did you publish it here?
Creeper Gamer Oct 5, 2024 @ 12:03am 
Ok, thanks
Furia  [author] Oct 4, 2024 @ 11:18pm 
This portal does not support 1.4 as it uses 1.5 mechanisms.

First, create two portals on the same map.
Then link the two portals.
Uninstall one of the portals, carry it with you and place it on another map.
That's it.
Vendaplay Oct 4, 2024 @ 6:37pm 
Is there any plans to port to 1.4?
Creeper Gamer Oct 4, 2024 @ 2:14pm 
How can you Connect Portals between Maps?
Legiaseth Oct 2, 2024 @ 9:25am 
oooh, thank you for the answers, so this mod seems like a perfect option to use excess power from my main base to power outposts that don't need their own power supply!
Furia  [author] Oct 1, 2024 @ 8:00pm 
Yes, that's right.
This electrical portal simply works like a battery.
When one side of these portals is charged, the other portal acts like a battery that automatically recharges.
Legiaseth Sep 29, 2024 @ 9:27am 
So if I powered a portal on one end, the network on the other end would still be able to drain power from the portal's battery if its grid was in deficit?
Furia  [author] Sep 28, 2024 @ 12:19pm 
The portals act as batteries.
The battery charge is equalized between the two batteries.

The power grids of the portals are not interconnected; power is simply shared via the batteries.
Legiaseth Sep 28, 2024 @ 7:30am 
Can the powered portal transmit power between both sides? I'm trying to connect power grids between two maps and wondering if this mod might be able to do that
Furia  [author] Sep 6, 2024 @ 1:35pm 
*IMPORTANT NOTICE*
The old portal will disappear in the next update because we need to fix the DefName XML error.
Sorry. Please build a new portal.


Portal connections can easily be disrupted by an EMP.
In flavor, this means that if one is hit with enough force to destroy it, it won't have the power to affect the other side.
Valdrax Sep 6, 2024 @ 10:36am 
No. No, they shouldn't.
DigiDragoon Sep 6, 2024 @ 8:17am 
@KhanTheMad Wouldn't that defeat the point of it being simple?
KhanTheMad Sep 6, 2024 @ 6:57am 
should make it explode if damaged and have it do a small anti grain explosion on both ends if one explodes