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Maybe you could slap some open source license on it in case someone wants to pick up parts or update it all?
You will also not be able to use the pods anymore due to conflict with the existing trade marker. While you will allow you to fly. You will not be able to trade or set up a new camp.
The only way to fix this is to load a save before abandoning camp and delete trade marker.
So far one issue. If you use minifyeverything, and try reinstalling the pod somewhere, the game will get absolutely smashed with errors and become unplayable
If you want the log, itll all be at the bottom. https://drive.google.com/open?id=14ghVnAa2d80bsySKueYLhFbtNF-7MeUg
this means somewhere you in your xml you have a capitalized letter that shouldn't be or vice versa and it is effecting your mod.
I had that problem too. I also had were my caravans could not enter any colony. I corrected this by removing the mod, have it reload, load the save, exit and re-add the mod and it seemed to fix it. I also got rid of the pods before removing the mod, but dont know if that really did anything or not.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1208661851
Screenshot of the logs. I could grab a load order and a complete log if needed.
Kinda like what this guy did:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1189302747&searchtext=transport
But, you know, actually updated for B18.
New features, some rebalance. New fuel efficiency tech.
Will publish a legacy A17 version if requested.
I may publish a "hardcore" version of this mod. You would need uranium to build those pods.
Self-launching pods should be weaker than normal pods in all ways; they don't have launchers to propell them and would have to carry thier own fuel. Also how the hell would these be able to be used twice? have you seen the normal pods land, they're mangled into slag when they do. These heavier pods would be able to land safely somehow? How does that work?
@nacross link ?
But now people may be unhappy if I nerf the mod.
I am preparing an update now which includes rebalancing things but 1 launch = 1 break would be to much.
I am just rising the cost of research and adding new ones to increase fuel capacity and efficiency however...
Also the range is barely higher than vanilla pods and the roundtrip distance is sightly lower.
Can I have your mod list please ?
On windows the related config file is
...\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\modconfig.xml
I also could not place the landing site but that doesn't really matter if I can never build a pod.
That was the best way I found to make remote trading possible without recreating to much things.
Are you using the side arms mod ? I guess the mod has its own way to record pawn's equipment when traveling... Idk what I can for this but creating a specific patch.
Also check it does not end up in your colonist inventory after both traveling and remote trading. I had this kind of bug when developing the mod.
First bug is related to sidearms, forgot the exact name of the mod but is quite popular, when u send a colonist on the pod, it loses his sidearm and its nowhere to be found (lost 2 sidearms both went missing), and this takes me to the second issue, when i send a pod without colonist to trade with another faction's base, i go to the comms console and select the remote trade, then the colonist that is going to trade is teleported (shit you not) to the base to start the trade, instead of just trading via the comms, idk if this is intended or not, apart from that the mod is really great.
I play with alot of mods, so theres a chance im having this bugs due to that, still i think its worth noting.