RimWorld

RimWorld

(Discontinued) WM Self launching pods
64 Comments
Radioactive 25 Jun, 2019 @ 10:53am 
I remember this mod, too bad it wasn't updated to 1.0. Still, a late thumbs up from me!

Maybe you could slap some open source license on it in case someone wants to pick up parts or update it all?
Carlito Mendoza 27 May, 2019 @ 12:16pm 
1.0 mate please
Lizy_Sticks 19 Nov, 2018 @ 5:46pm 
1.0 ?
Tess Tickle 26 Sep, 2018 @ 8:27am 
Wish there were more transport mods out there. this is the best by far even with issues
.:M3ssi@h:. 24 Sep, 2018 @ 10:34pm 
Please update.Other transport pod mods are crap compared to this.Thank you!
Lizy_Sticks 17 Sep, 2018 @ 11:13pm 
bump
Kradas 15 Sep, 2018 @ 12:08pm 
Best transport pod mod ever!, already wanting to see it in B19!!
Derpino  [author] 7 Sep, 2018 @ 5:09am 
Maybe soon...
SGT.Pepper 3 Sep, 2018 @ 1:48pm 
B19?
sigmaMGE 2.0 27 May, 2018 @ 7:15am 
I have a request, make 1 large reusable capsule, which will carry 1000 kg.....
seb 24 May, 2018 @ 6:54am 
im having an issue when i launch the pods. itll be working fine and the pods will launch like they should but one ive hit 30+ hours the pods will launch but get stuck as an icon on the world map. first time this happened i started a new game incase a new mod was causing an issue but i havent added any since and ive moved this mod to the top of the list. anyone know how to stop this from happening?
Meyar 13 Apr, 2018 @ 7:46pm 
I'm also getting the pod missing on build issue and getting errors. {LINK REMOVED}
stafftank 6 Apr, 2018 @ 9:33pm 
i have quite a few mods but i think that i is thin one causing the error where i cannot target podes on my home map i can just chose the tile also somtimes when i launch it leaves behind a glicked pod please fix
CreamKaKao 25 Mar, 2018 @ 5:47am 
The pod is disappeared when the construction was completed. anyone same error?
Sillls 5 Mar, 2018 @ 9:20pm 
Found a new issue. I tryed clearing an area but every time I leave. It makes a pod icon which is a bug and pervents me from using the pods anymore.
Sillls 5 Mar, 2018 @ 6:55am 
If you happen to be using the (Camping mod) and want to abandon the camp site. Make sure that you remove the (trade marker) or you will NEVER be able to camp again.
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.
sammysticks 26 Feb, 2018 @ 7:34pm 
Love the mod, and I hate to bring up with a few issues I'm dealing with, because this is something the game needs. I'm sure you're working hard to make it great, and it mostly is! Issue 1: When I return to my base, the pods don't use the landing spots. They end up landing way far out on the edge of the map, which is super inconvenient if they come back with a lot of items. Issue 2: Also, the mod doesn't seem compatible with Simple Sidearms. When my pods land, they have dropped all of their sidearms. Issue 3: Finally, I have left a special event on the map, but the pods' icon has remained. There isn't any way for me to dismiss it. When I select it, I can't select anything else. I have to F5 back to my base to get my cursor back.
RafikiBlue565 20 Jan, 2018 @ 8:14pm 
Awesome Mod.One thing I have found is that if you launch all of your pods at the same time, I get the same error that DiabloMoc and Norell get. In the world map there will be an overlay over your settlemend of the Pod picture with an error message. When I click more info all it says is "Self Launching Pods Fleet." After that you will not be able to get caravans to go into your settlement and the pods will arrive in random places. The fix is to remove the mod, save, reload the mod and load the game.
Osme 13 Jan, 2018 @ 1:15am 
Just the mod I was looking for my sea ice base :D.

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
Daniel_USA 10 Jan, 2018 @ 12:36pm 
this mod keeps telling me that you have uppercasing and lowercasing errors in your xml.

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.
Norell 9 Dec, 2017 @ 4:14am 
I found the same fix myself a while back :) thanks for sharing.
Diablomoc 3 Dec, 2017 @ 8:07pm 
@Norell
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.
Norell 1 Dec, 2017 @ 9:56am 
For some reason the pods yust lands randomly on the map instead of on the designated landingspots. Anyone got a solution for this or is it something I'm missin?
Diego 1 Dec, 2017 @ 7:05am 
i mean when the ygot 1 launch left they can repair it so it has 2 launches back
Diego 1 Dec, 2017 @ 7:04am 
nice mod im using to transfer item from my colonie to my outpost and back or to raid the enemy outposts. Really nice mod, but could you add an "force to repair" option?
Tanya Sapien 27 Nov, 2017 @ 9:11pm 
Tried Arbit's fix and it worked. I have no idea what in my mod list could be breaking it but eh, so long as it works I'm happy.
ArbitrageX 26 Nov, 2017 @ 10:41am 
I'm having same issue as ~-C6600d0★Tanya Sapien. I suspect it's mod load order interferance. I'm going to try loading this mod at the top. I don't have Redistheat.
Vicid 24 Nov, 2017 @ 1:28pm 
I know going 1/3 of the globe is pretty cool - but gosh darn it I want to go even farther!
Tanya Sapien 22 Nov, 2017 @ 11:53pm 
having an issue with the pods, looks like it may be internal judging by the log. When I try to place the landing pads it fails to place them, and when I build the pods they vanish when finished.

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.
Tanya Sapien 22 Nov, 2017 @ 11:25pm 
Question, would it be possible to make larger versions of these and/or make them pawn-able so you can "fly" them around for precise landing?

Kinda like what this guy did:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1189302747&searchtext=transport

But, you know, actually updated for B18.
Derpino  [author] 18 Nov, 2017 @ 5:18am 
Updated to A18.
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.
Hippo ♫ 17 Nov, 2017 @ 9:38pm 
Is it possible to make a version of this that's a bit harder, i.e. smaller range, same capacity as vanilla, harder research?
IceMaverick 25 Oct, 2017 @ 3:03am 
They carry their own fuel because they propell themselves through the air and can expend said fuel to safely land. The launched ones don't carry their own fuel because the fuel is expended to literally shoot them off into a sub-orbital path and crash back down to the planet when they lose momentum.
Therax 23 Oct, 2017 @ 8:45pm 
Linked: You rather answered your own question there. They carry their own fuel. Planes can go further than a catapult, and land safer.
Linked 23 Oct, 2017 @ 3:34pm 
I don't know why I'm so triggered about this.
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?
Derpino  [author] 23 Oct, 2017 @ 2:25pm 
@Linked well that's is a good idea. Maybe set several difficulty levels instead of just a fully customisable thing.
@nacross link ?
nacross 23 Oct, 2017 @ 4:23am 
I filed a bug report with the mod list I am using. Hopefully it helps!
Linked 22 Oct, 2017 @ 10:51am 
Adding settings wouldn't be cheating, it'd be alowing people to chose a higher difficulty so the mod doesn't feel like cheating
Derpino  [author] 22 Oct, 2017 @ 10:37am 
Another way is to add settings so the player can choose its own balance... but that looks weird. It's like having a cheat button.
Derpino  [author] 22 Oct, 2017 @ 10:36am 
Yeah I suspected a lot before releasing the mod that it would be OP. I have made topics on the forum about it...
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.
Linked 22 Oct, 2017 @ 10:03am 
Seems a little overpowered, if anything they should break after a single use and have less range than the default pod launchers.
Derpino  [author] 21 Oct, 2017 @ 4:48am 
Seriously. People voting negative without reporting anything is just NOT COOL at all.
Derpino  [author] 21 Oct, 2017 @ 4:45am 
Damn that's very surprising. The same thing was reported with reuse pods although it does not even add a new kind of pod....
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
nacross 21 Oct, 2017 @ 12:33am 
This is an interesting idea but it must conflict with some other mods I have because everytime I build a transport pod I just vanishes along with all the resources that went into creating it :steamsad:

I also could not place the landing site but that doesn't really matter if I can never build a pod.
PapaRage 20 Oct, 2017 @ 9:49pm 
@wishmaster After several hours, i found that the teleporting was doing ok, and yeah seems normal, i also had the inventory thing, noticed it after, havent had sidearms problem anymore by unequiping before trading pretty much, fun mod bro, congrats on this work.
Derpino  [author] 20 Oct, 2017 @ 3:01pm 
forum link dude...
Elkstone 20 Oct, 2017 @ 2:09pm 
Can we please get a standalone?
Derpino  [author] 20 Oct, 2017 @ 12:31pm 
that teleport thing is meant to happen. when remote trade is done, the negotiator should be teleported back to the comms console. Usually remains completely unnoticed right ?
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.
PapaRage 20 Oct, 2017 @ 11:42am 
Just tried replicating the bugs, i unequipped sidearms on my colonist, and engaged in remote trading, when i started the trade i got the "inmobile caravan" message, meaning my colonist did get teleported to the base, but when i concluded, my colonist got back to the console, and the message dissapeared (assuming this is working as intended) so my best bet is that sidearms trigger a bug when coming back from said teleportation.
PapaRage 20 Oct, 2017 @ 11:35am 
Hey man, just encountered a couple of bugs (i assume they are bugs), here they go.

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.