RimWorld

RimWorld

Transport Shuttle Standalone
362 Comments
CoolHacka 7 hours ago 
Take your time friend, no need to rush.
Azazellz  [author] 12 Jul @ 5:49am 
I still haven't gotten to the new shuttles from Odyssey, so please be patient.

As a player, I don't want to spoil the experience of learning new game mechanics in one of my favorite games.
Mr. Fives 11 Jul @ 1:36pm 
o7
想和盖欧卡一起喷水 11 Jul @ 11:49am 
We still need this mod in1.6 plz !!!
Dovenius 10 Jul @ 3:51pm 
o7
Azazellz  [author] 6 Jul @ 12:14am 
Yes, we've known about the DLC shuttles for quite some time now.
But the shuttles from the mod work differently than what was shown in the preview for the DLC. If I can update the code (hopefully! There may be a lot of changes to it, and my skills are very limited), it will be a non-DLC shuttle variant.
FubarXS 4 Jul @ 10:20pm 
o7
If you will read the post youll see its part of the DLC
zishui 29 Jun @ 9:00am 
Hi, could you update it for 1.6?
Azazellz  [author] 28 Jun @ 2:25am 
can i add this mod mid save?
Yes.
If you have no conflicting mods, of course.
Ballistic 26 Jun @ 1:04pm 
can i add this mod mid save? on 1.5 still obviously
Azazellz  [author] 25 Jun @ 6:12pm 
Mod conflict, perhaps.
Or you playing on unstable build. Mod not updated to 1.6.
ivo 25 Jun @ 5:55am 
i use transport shuttle mod too, is that the reason why when placing (even with dev mode) the shuttle it doesnt physically *appear* like it refuses to materialize, so i cant even place it and use it?
Azazellz  [author] 19 Jun @ 10:43pm 
Yes, that's right.
To understand how this will work further, I need to see the DLC content.
Therefore, there will be no updates to this mod before the DLC release.
stonhinge 19 Jun @ 9:37pm 
I'm just stopping by to say that I appreciate all the work you've done on the two shuttle mod versions. However it appears that we're getting player shuttles in Odyssey, so this mod will sadly probably be of no use - depends on the carry capacity of the player shuttles compared to the various ones in the mods.

That said, please do not stop updating it - there will always be players out there that don't have Odyssey and they deserve shuttles too.
RRSN 17 Jun @ 5:54am 
1.6 plz:steamhappy:
Scout Gaming 14 Jun @ 2:08am 
o7
Azazellz  [author] 19 May @ 2:26am 
when I created the caravan
It doesn't work with caravans like it does in VVE.
It's a mobile drop pod.
Your pawns have to load items into shuttle manually.
Forgotten Heaven 18 May @ 1:14pm 
"Display All Items" not working, even if is "ON", I just cleared an area and when I created the caravan with the ship, only pieces of rock appear, not the objects lying on the ground.
Azazellz  [author] 10 May @ 5:00am 
and they all instantly died upon arival?
If the shuttle lands on a tile with a thick rock roof - it's destroyed.
Consider that your pilot was dumb enough to crash =)

This is impossible to fix with my skill level, unfortunately.
GEORGEBUILDER 9 May @ 11:00am 
just used it agian and it works fine now??
GEORGEBUILDER 9 May @ 10:55am 
um so i got my pawns in a shuttle and sent them to a emi dynamo and they all instantly died upon arival?
Farbott 1 May @ 11:41pm 
god DAMNIT i keep missing these
Azazellz  [author] 1 May @ 6:02pm 
@Farbott
There's one here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3328968709
Some balance issues from my point of view, but otherwise quite a good mod.

I'm assuming people are waiting for Imperial Vehicles from Oscar. There's supposed to be shuttles (and more).
Farbott 1 May @ 9:33am 
I'm surprised nobody has made a vehicles expanded version of shuttles, its THE base game vehicle lol
月空 10 Apr @ 9:03pm 
But the boat can be unloaded and transported which is a good design for convenience
月空 10 Apr @ 9:02pm 
It is not possible to supplement the loading of the goods after loading, which is not very convenient
Azazellz  [author] 22 Mar @ 9:20am 
@dfdffish
I'm using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2130184293
And I can't recall such a problem, to be honest.

I haven't played with my shuttles in quite a while though, since Anomaly's release or so.
Then there was Medieval, and then an Industrial colony that used helicopters.
And then I lost interest.
dfdffish 22 Mar @ 9:11am 
@Azazellz Yeah but colonists should only lose ownership when sleep on a bed outside of colony right? I use Sensible Bed Ownership to solve this.

The issue is the moment colonist return and get out of shuttle, they lose their bed ownership immediately, no matter whether they slept outside.

I don't know, might be some conflicts on my end. You can try reproduce that if you want. :/
Azazellz  [author] 22 Mar @ 2:23am 
@dfdffish
Isn't that a vanilla feature? I remember there's a mod in the Workshop that prevents this.

@CurryMan
Me neither. Not enough information.
Try enabling the devmod and see if any errors appear.
Also check for conflicting mods.
CurryMan 21 Mar @ 11:13pm 
everytime I craft one of the shuttles, they just disappear. and I dont know why
dfdffish 21 Mar @ 9:13pm 
Colonists lose their bed ownership when return home and get out of shuttle.
Azazellz  [author] 16 Mar @ 10:02pm 
@Citrix
Hmm. That's weird. I've never encountered anything like this before.
I don't think I can fix it...
Citrix 16 Mar @ 12:51pm 
No, I mean, the map isn't even generated. On the world map, they arrive at the location I send them to, but no map is generated. In the top left corner, it simply says "The cargo was lost because there were no pawns on the ship." Even though my best pawns were on the ship.
Azazellz  [author] 15 Mar @ 11:33am 
@Citrix
It usually happens when the shuttle lands on solid rock roof.
I'm not sure there is a fix for that.
Citrix 15 Mar @ 11:23am 
Sometimes when I land somewhere with my pawns in the ship, the ship and my pawns simply disappear. It then says that the things disappeared because there were no pawns in it. What could be causing this? Does anyone know what this is?
Mobbin25 11 Mar @ 12:24am 
Thanks for the advice ^^
Azazellz  [author] 9 Mar @ 3:18am 
@Mobbin25
It may be possible, I just don't know how to do it.
The major part of the code that is responsible for running the mod isn't written by me.

There is another shuttle mod that can even be upgraded, based on Vehicle Framework. You can give it a try. Although from my point of view fuel consumption is not very well configured there with some upgrades.
Or you can just use VVE helicopters.They're very cool and useful too, especially from Tier 3.
Mobbin25 9 Mar @ 1:21am 
Since under 1.5 vanilla Transport Pods allow to change their cargo without compleatly unloading them first, would it be possible to make the transport shuttles of this mod work the same way? I love everything about this mod exept that their loading mechanics work like it did for Transport Pods pre 1.5.

I completely understand if it's not possible. I just figured that asking wouldn't hurt. ^^
StarFruit692093 8 Feb @ 11:24am 
I can't use the spawn thing debug using this mod
Azazellz  [author] 1 Jan @ 7:10pm 
can i re fuel while in another settlement?
Yes. If you have chemfuel in your shuttle inventory.
Cheeks McClapperson 1 Jan @ 3:59pm 
can i re fuel while in another settlement?
Azazellz  [author] 22 Dec, 2024 @ 5:06am 
a little annoying i cant put people ive captured on the shuttle
It should work if you have captured them correctly - i.e. they are in a "prison" - a room with beds defined for prisoners.
Ranger With a Big Iron 22 Dec, 2024 @ 1:29am 
pretty cool so far but its a little annoying i cant put people ive captured on the shuttle
artyxxx 12 Dec, 2024 @ 5:00am 
к сожалению в связке с модом на контракты работает не коректно, когда врилетаешь к поселению с добычей и нажимаешь выполнить контракт, то месте с добычей пропадает челнок.
Azazellz  [author] 5 Dec, 2024 @ 12:25am 
feature where the use of shuttles has the chance to attract raiders?
Impossible.
That's a lot for me to handle with my zero knowledge of programming =)

Even the guys from VE team didn't make the air caravans attract more attention (yet).
And there are some very experienced people there.
Cosmic Meatball 4 Dec, 2024 @ 6:58pm 
this may sound stupid, but to balance this, could you add an optionable feature where the use of shuttles has the chance to attract raiders?
JerrBear888 2 Nov, 2024 @ 7:59pm 
gotta say this is now my favourite shuttle to use for long range scanner mining sites.
when shuttle lands back home it'll drop everything (and colonist) down, said colonist instantly start to haul everything away.
I just dig a 1 tile hole through my steel roof landing zone so shuttle lands spot on everytime. 5/5
sas_zar 27 Oct, 2024 @ 1:17am 
Azazellz [author]

>> All the main code is written by the SRTS team, I just used it.


You can fix the loading of things yourself, but there will be some bug with loading people.
Everything will work, but the pawn will disappear from the list of suggested items after being assigned to loading.

In the file that lies in the Core mod:

"GameFolder>\Data\Core\Defs\ThingDefs_Buildings\Buildings_Misc.xml"

Look for strings:

<Thing Def ParentName="BuildingBase">
<defName>TransportPod</defName>
....
<comps>
<li Class="CompProperties_Transporter">
...
<canChawangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
</li>
...
</comps>
All you need from there is a string:

<canChawangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
Add this line to your mod files:

\Buildings_MechanitorShip.xml
\Buildings_TransportShuttle.xml
Ayruwi 25 Oct, 2024 @ 6:57am 
Thanks for this! Tho is it possible to have an option for items to stay in shuttles upon landing? Kind of hassle to reload them when doing multiple stops. Also an option to add more things to shuttle after setting the initial item loading if possible