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RimWorld

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SimplePortal
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.085 MB
Sep 6, 2024 @ 1:38am
Jul 4 @ 8:17am
18 Change Notes ( view )

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SimplePortal

Description
Adds a simple portal.
It uses an interface similar to Pit Gate to move between two different maps.

Portal Functions:
- To operate a portal, you must place it on the same map and link it.
Once it is linked, it will work no matter where you place it.
- It can be placed safely in the open.
- Pawns will not use it spontaneously without instructions.
 - It is now possible to automatically issue instructions to enter at a scheduled time.
- Size: 3x3
- A request gizmo has been added.

Portal types:
-Portal (electrical)
 -Required research
  -Battery
  -Advanced assembly
 -Functions as a battery.
 -Large capacity, but not very efficient.
 -Power must be stored to operate.
 -Linked portals and power reserves are averaged, so only one supply is needed to operate.
 -No power consumption other than battery discharge.
 -Operation may be disrupted by EMP.
 -This is accessible by vehicle.

*When Anomaly is active
-Controllable warped obelisk
 -Required discovery
  -Warped obelisk
  -Runs on bioferrite as fuel.
 -Bioferrite is averaged with the connected portal.
 -Can also be connected to electrical types.
 -Does not affect power reserves.

-Small pit gate type
 -Required discovery
  -Pit gate
  -Warped obelisk
 -Cannot be moved
 -Cannot be dismantled. Can be buried.
 -Otherwise the same as obelisk type.

-Pit Gate Exit
 -Required discovery
  -Pit Gate
  -Warped Obelisk
 -Can only be replaced once.
 -Can be dismantled, but materials will not be returned.
 -Otherwise the same as the obelisk type.
 -This is accessible by vehicle.

*When VehicleFramework is active
- Vehicle exit
 - Only has entrance and exit functions.
 - Can be used at no cost.
 - Can only be linked to vehicles.
 - Can be dismantled, but materials will not be returned.

Supported Languages:
- English
- Japanese

There are other portal mods already.
However, I wanted a portal with an interface similar to Pit Gate that could be built at will, so I made a new one.


Update:
0.2.15
Fixed an exception that occurred when saving the game.
Scheduled commands will not be issued to pawns that are not on the map.
If an entry command is attempted on a pawn that is not on the map and fails, it will be removed from the entry list. This change is reflected in 1.5.
If an order is received to transport an item to a portal that is on a different map than the pawn, the command will fail.
If an order is received to enter a portal that is on a different map than the pawn, the command will fail.

10/4
Added the ability to automatically issue a command to enter a portal at a specified time.
build 0.1.11 : The scheduled time that an automated request is executed is now consistent with the time displayed in the GUI.

VehicleFramework support
Vehicles can be used as portals.
A dedicated portal for connecting to vehicles will be added.


https://steamcommunity.com/sharedfiles/filedetails/?id=3342334887
Popular Discussions View All (1)
2
Oct 5, 2024 @ 8:08am
Can we get a port to 1.4 please?
Vendaplay
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?