RimWorld

RimWorld

Transport Pod MK2
36 Comments
Elf  [author] 19 Apr, 2020 @ 2:01pm 
Thanks @Mlie. The mod is your's now. <3
Mlie 17 Apr, 2020 @ 12:44pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2064607975
Hope this helps anyone!
Lizy_Sticks 13 Apr, 2020 @ 9:15pm 
news on an update ?
Elf  [author] 28 Feb, 2020 @ 4:27pm 
@ksumicek, I'll try. But please don't get your hopes up. Life's really busy atm sorry. The code is there if you want to update it and publish as yours fee lfree. Don't even need to mention me. <3 Sorry
ksymicek 27 Feb, 2020 @ 12:03pm 
Love this mod, will it be updated for 1.1?
xseverohatredx 20 Nov, 2019 @ 4:37pm 
@Elf https://pastebin.com/HFBGvsTw hopefully this helps,
Elf  [author] 20 Nov, 2019 @ 3:50pm 
@xSEVEROHATREDx Try pasting it here https://pastebin.com/ then post the link
xseverohatredx 19 Nov, 2019 @ 6:33pm 
@Elf how can i send you a link to show you my mods and error? i tried to copy and paste but its to many characters,
Elf  [author] 16 Nov, 2019 @ 5:18pm 
@xSEVEROHATREDx and @jcewazhere

I tried to replicate the bug but couldn't. Perhaps post the mod list so we can together figure out common mods and test them.
xseverohatredx 9 Nov, 2019 @ 3:10pm 
@jcewazhere im having the same issue i can place a launcher but the pod will not place or be built but i can place the vanilla pod no problem, but its also doing the exact same thing with advance transport pod mod as well, so it must be a mod we both have maybe, because i also have about 70+ mods lol
jcewazhere 8 Jun, 2019 @ 5:03pm 
I'm having a weird bug. If I build a mk2 pod on the pad of a mk2 launcher the pod disappears. If I build a mk1 pod on the mk2 pad it seems to work, but it only has the 150kg capacity. The extreme range works fine though. That's enough for me to be happy, thanks regardless of the bug.
I do have about 90 mods running but no others that I can think of mess with pod launchers.
Lady Sorcia 28 Mar, 2019 @ 5:10am 
I meant the material.
Elf  [author] 25 Mar, 2019 @ 2:04pm 
@Traurig Transport Pod MK2 research which requires Transport Pod research.
Lady Sorcia 23 Mar, 2019 @ 11:45pm 
Requirments to build?
pgames-food 26 Feb, 2019 @ 8:55pm 
ah thanks, heheh i will try :)
Elf  [author] 26 Feb, 2019 @ 7:40am 
lol pgames-food, seems like you're having fun despite what the game throws at you. Keep it up!

Pods only use fuel needed for the distance traveled and the unused fuel stays in the launcher.

Now you go and teach those raiders a lesson!
pgames-food 25 Feb, 2019 @ 10:35pm 
a recent raid (about a week ago) saw 14 raiders attack my base, and one of them stole a very expensive melee axe legend or artifact item, i think it was about 1k to 5k or something, from the medieval mod i think, so techincally, my base seems to have a lot of wealth (by some visitor thoughts) yet hardly any silver lol :)
pgames-food 25 Feb, 2019 @ 10:33pm 
yikes, 3200 wood lol, my base usually only has about 0-5 wood (theres a cold snap going on, and the medieval mod is turning wood into coal or charcoal, to sell at about 1.3x its value, which isnt that much, and my base has never had more than about 5k in silver lol :)

i dont mind if the Launcher (that you build 1 time) needs an advanced component, but then the pods could simply just need regular ones and steel :)
IceMaverick 25 Feb, 2019 @ 9:08am 
Yeah, I'd love to have a researchable, better transport pod, I just think the numbers there are a bit overtuned. If there was a way for the end-user to configure them, then I think this would be great and it wouldn't matter what the defaults were set to.
Elf  [author] 25 Feb, 2019 @ 6:30am 
Now that I'm thinking, I could code some C# and make the crafting cost, cargo capacity and fuel capacity easily configurable.

The reach is only limited by fuel capacity anyway. So to configure reach I just need to make fuel capacity configurable.

I'll think about this and probably code when I have the time.
Elf  [author] 25 Feb, 2019 @ 6:27am 
Gating content behind insufferable post-endgame researches and bloating it with multiple tiers of the exact same machine with only skin and number changes is not my style.

I'd rather make the mod content straight-forward and accessible mid-game and let each individual decide how to use it according to what he/she thinks is balanced.

I'm not the type that tells players how to play their game and this mod doesn't force anyone to use the powerful Pod either, it doesn't replace the vanilla pod.

Again, I appreciate your attention and I apologize if I come across as condescending and rude. :steamsad:
IceMaverick 24 Feb, 2019 @ 9:19pm 
The biggest issue isn't that it costs too little. You probably can't assign an appropriate price tag to the capabilities of an instant-win pod that lets you bypass all of the space-ship research and building.

It's biggest flaw is that the range is entirely global with such a low cost. The low cost is fine, but I'd cut the range and carry capacity by an order of magnitude so that you might actually need to build more than 1 to transport everything you could ever need to its destination. The mod in its current form is what I'd expect like a Tier 3 or Tier 4 drop pod to perform. I'd expect T2 to be better, but not to obsolete every other tech in the game. I'd rather this particular pod end up towards the end of the tech tree as like a T4 Spacer tech with reasonable upgrades to the basic pod showing up between the standard pod and this current iteration.
Elf  [author] 24 Feb, 2019 @ 8:58pm 
@Beats-With-BothHands You're a person of great culture I see. :steamhappy:
Elf  [author] 24 Feb, 2019 @ 8:56pm 
Different players have different playstyles and stances on balancing.

1600 fuel takes 3200 wood to craft and it is painfully slow to craft.

Veins are limited, steel is used everywhere in recipes. Implying steel is an abundant during early/mid gameplay automatically puts the comment into "yeah, no" category.

To me the current cost is fair. Specially because the resources are burned per-travel.

One tip: customize recipe costs of any mod using the excellent KV's Def Editor: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1568772413

An easier route is: burn away the resources you think would be fair to build the Pod.

Finally, the mod code is available and is just very simple XML. I'd love to see someone copy it, improve and upload as theirs. Don't even need to credit me. Feel free to use any art also. I'll update the mod to state that it's Public Domain when I have the time.

I'm grateful for the interest but saddened that I can't please everyone. Have fun guys.
Beats-With-BothHands 24 Feb, 2019 @ 8:31pm 
but do my pawns grow tail and turn into great apes like the picture? or is the picture misleading?
IceMaverick 24 Feb, 2019 @ 7:38pm 
1600 fuel, 100 steel, and a component is stupidly cheap for being able to instantly teleport over to the caravan win-condition. 100 steel is like... an eighth of a steel vein and 1600 chemfuel is like a single harvest from a tree farm being converted over. This is absolutely busted for how cheap it is. 5 Mg weight capacity is enough to move basically an entire colony from one point to another. The capability to do that should not be so easily achievable unless you're intentionally trying to build a cheat mod to trivialize global travel. The cost of building and fueling 1 pod is low enough that I can have these ready to launch before I'm even half-way to space-ship tech, especially because the caravan win-condition generally isn't exactly 100% across the world from you. There's no way you'd even NEED to fuel up to 1600 to reach your target for nearly all use cases. These costs absolutely reflect a mid-game colony capability.
Elf  [author] 24 Feb, 2019 @ 4:12pm 
Chemfuel generator is permanent machine that sits in base forever while drop pod is one-use only and requires fuel to travel.

To travel far it requires mindblowing 1000+ fuel which is not something a player can spam midgame let alone early game.

You CANNOT teleport anywhere in the world with next to no cost. 1600 fuel, 100 steel and a component is not cheap.
RogieDoji 24 Feb, 2019 @ 3:24pm 
Steel is easy as hell and 100 steel is cheap as hell. Three of those is still cheaper than ONE chem fuel generator. And not only that but this is an incredibly overpowered item. 5000kg is a TON of weight. In fact it is exactly 2.5 tonnes of weight. AND it has literally unlimited jump range. That completely demolishes a huge factor in the game.You can literally just teleport to anywhere in the world for what is frankly next to no cost.
Elf  [author] 24 Feb, 2019 @ 3:00pm 
Not to mention extra research required.
Elf  [author] 24 Feb, 2019 @ 2:59pm 
100 steel and 1 component per pod is already late game enough. At least in my playthroughs, steel is scarse up until endgame. To travel far, one would need tons of fuel plus 100 steel per-trip. It's not like players can spam raid the globe at mid-game. This is fine.
RogieDoji 24 Feb, 2019 @ 1:53pm 
This should 100% be a late game item though. Without something like that to limit it then this mod is WAYWAYWAY overpowered
Elf  [author] 24 Feb, 2019 @ 10:14am 
@dumbledoreisreallygay I updated material costs. Launcher is 200 steel + 1 component. Pod is 100 steel + 1 component. No longer requires advanced component. Enjoy your raids!
Latex Santa 24 Feb, 2019 @ 7:56am 
@Elf I'd say that it's a pretty good cost, but the fact that one pod costs 1 advanced component kind of restricts it to be sort of a late-game item, when you can produce advanced components en masse. But being able to ship out 5 tonnes of stuff (or troops, attack beasts and their equipment) anywhere in the world, is invaluable for anyone playing with multiple colonies or that has ambitions of world domination.

This mod, in combination, with OHU's Dropships (when it's ready), plus Giddy-Up!, would make for a truly mobile raiding force.
Elf  [author] 24 Feb, 2019 @ 4:27am 
@pgames-food Haha, that was a concern of mine too. Turns out that it only consumes the amount of fuel needed for the distance. The unused fuel is kept in the launcher.

@EP!C Let me check the costs for you, 1 sec... Found it:
Launcher costs 100 steel and 3 components.
Pod costs 300 steel and 1 advanced component.

Suggestions for costs?
pgames-food 23 Feb, 2019 @ 10:26pm 
the global reach is cool (though in my game only 30% of the world was generated, so its not that OP) :) actually, if they need the full 1500 chemfuel, thats quite a lot.. ive only got a few hundred chemfuel lol.
Friendly Noob 22 Feb, 2019 @ 9:49am 
do these have a really expensive recipe? because if not it is too OP