RimWorld

RimWorld

[Deprecated] Colonial Shuttle
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Update: 26 Jun @ 8:17pm

🔖 2.0.7

♻️ Lower the techprint’s market value (4000→3000).

Update: 26 Jun @ 6:33pm

🔖 2.0.6


♻️ Increase the research project’s cost (1500→6000) and the amount of techprints required (1→2), but make them more common.

🐛 Fix an error when loading without Biotech.

Update: 30 May @ 8:14am

🔖 2.0.5

♻️ Passenger cabins now remove less cargo capacity. It’s now possible to have better armor, a bigger fuel tank and the grenade launcher along the biggest cabin upgrade without being forced to install “Cargo racks (A)”; this combination leaves 26 kg of cargo capacity, which equals the “Chemfuel tank (A)” or 520 units of chemfuel. If a player needs more space to store ammo for the grenade launcher, they’ll be forced into 3 options: 1) install “Cargo racks (A)”; 2) install a smaller cabin; 3) use the standard hull.

Update: 27 May @ 12:16am

🔖 2.0.4


♻️ Cargo racks (A) now increases the cargo capacity by 600 kg, up from 500 kg. Long-range scanners can find up to 1200 kg of steel or 800 kg of uranium, so a player should be able to haul all of that steel with Racks (A) + Thrusters (A), or all of uranium with Racks (B) + Thrusters (A), which is a thing already. Since Rimworld will be updating in the second quarter, the next version of the mod will break save files—Cargo racks (B) will be the only upgrade, but it will be possible to overload shuttles at any time at no cost.

♻️ Slightly increased the spread of EMP and incendiary grenades when fired in bursts to cover more ground.

Update: 22 May @ 7:17pm

🔖 2.0.3


🐛 Fix the issue where changing a grenade type would change it for all shuttles.

🐛 Fix the chosen grenade type reverting back to the default one on startup.

Update: 18 May @ 2:27pm

🔖 2.0.2


🐛 Fix the fuel consumption rate to never be smaller than the minimum.

♻️ Add a warning to the description of Cargo Racks (A) for clarity.

♻️ Decrease the cost of Cargo Racks (A) to be the same as (B).

Update: 21 Mar @ 10:20am

🔖 2.0.1


🐛 Fix errors when loading without Biotech.

♻️ Set EMP as the default selection for the grenade launcher, because it’s the first one to be available.

Update: 2 Jan @ 2:47pm

🔖 2.0.0


🛠️ The turret is now capable of launching all kinds of grenades: incendiary, EMP, smoke, tox (requires Biotech) and firefoam. Like before, grenades are not craftable, consume a different amount of a resource when reloading and can be used once a colony completes research projects that unlock craftable grenade launchers. The balance between all launchers is maintained.

🪧 Combat Extended users won’t notice any difference—there’s a patch that makes the shuttle use CE’s ammo, so most changes made in v2 are disabled for CE. That said, if you use CE, you’ll have to keep using v1[github.com] until CE is updated.

⚠️ Steam will automatically download this release, which will break save files that depend on v1. If you’re affected, here’s how to deal with this.

Update: 25 Dec, 2024 @ 7:40am

🔖 1.1.4

🐛 Fix fuel consumption rate evaluating to 0 when flying with no cargo whatsoever (including pawns).

Update: 21 Dec, 2024 @ 1:53pm

🔖 1.1.3

🐛 Remove Royalty from dependencies. Thanks, @drshahramanvariazar!