RimWorld

RimWorld

Skipdoor Delivery
65 Comments
joseasoler  [author] 27 Apr, 2024 @ 11:41pm 
Awesome! That's perfect.
Nirahiel 27 Apr, 2024 @ 2:27pm 
Well it's on my github, although I don't think I've posted a link anywhere (yet). Might do that in the description later. Also credits are updated on my upload of the mod, if you wanna have a look.
joseasoler  [author] 27 Apr, 2024 @ 2:15pm 
That's fine by me, as long as the credits are kept and code is kept public somewhere
Nirahiel 27 Apr, 2024 @ 1:33pm 
You're welcome ! Since you're not the original creator I don't know if I should ask you, but i plan on tweaking it even more, adding more features and such.
joseasoler  [author] 27 Apr, 2024 @ 1:15pm 
@Nirahiel Thank you for looking into it :)
Nirahiel 26 Apr, 2024 @ 4:23pm 
Alright, tomorrow i'll see about updating this mod for 1.5
joseasoler  [author] 15 Apr, 2024 @ 1:25am 
@Chaosstripe I stopped using Vanilla Psycasts Expanded during 1.4, and as a result I also stopped using this mod. I will not be updating it to 1.5.

Here are some pointers in case anyone is interested on continuing it, the mod is licensed under the MIT license. Please keep the credit section, extended accordingly with your own contributions. The project source code can be found under my gitlab profile.
Chaosstripe 14 Apr, 2024 @ 10:47pm 
1.5 please?
jack 22 Mar, 2024 @ 10:46am 
Kriosiss that's literally not what it does, it lets pawn automatically path through the skipdoors without manual intervention, it just doesn't work between maps because that's a huge pain to code, would obliterate tps, and break pathfinding completely
joseasoler  [author] 3 Mar, 2024 @ 4:10pm 
Well, I was just trying to help you. In any case, the feature you suggest is out of scope for this mod and I have no plans for implementing anything like that.
Kriosiss 3 Mar, 2024 @ 4:06pm 
*automaticly to another map i should say
Kriosiss 3 Mar, 2024 @ 4:02pm 
that mod does not at all make it so they will automaticly use it, if you read the description of it carefully you can tell that its not made to make them actually path thru the portal on their own
Kriosiss 3 Mar, 2024 @ 4:01pm 
@joseasoler lol someone already tried to reccomend that to me, its not what you think... it just makes it so when you MANUALLY tell them to use it they can use it from any direction instead of having to be on a specific side of it
joseasoler  [author] 3 Mar, 2024 @ 1:56pm 
@Kriosiss You might want to try this mod. I have never tried it, but it seems to do what you need: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3011764218
Kriosiss 3 Mar, 2024 @ 12:40pm 
can you make it so that the colonists can path themselves thru the portal and have a seperate allowed zone on the other map? (i want to use this with save our ship 2 but dont want my colonists yeeting themselves into space, and the other mod thats supposed to let them path thru the door does not work)
Suzan 2 Feb, 2024 @ 7:29pm 
I havent found one either, nor in the xml files after a lot of searching it may be a code thing to add more stockpile priorities than xml
joseasoler  [author] 11 Jan, 2024 @ 12:52am 
@Suzan I am not aware of any mod which does that.
Suzan 10 Jan, 2024 @ 11:56pm 
Not finding any mods that add more priority levels to stockpiles, this mod uses 2 of the 5 up just to function at all. Do you know of any that add more stockpile priority levels?
joseasoler  [author] 23 Sep, 2023 @ 11:46pm 
@Hoovy is medic No new features are planned for this mod.
hoovy is medic 23 Sep, 2023 @ 8:00pm 
can you make it so skip doors can transport downed colonists
Widget237 2 Sep, 2023 @ 8:12pm 
Does this patch work with shelves?
joseasoler  [author] 22 Jun, 2023 @ 8:01am 
@Paolini The skipdoor psycast and the mechanics that it uses do not exist in vanilla.

Without VPE, there are other mods with a more general approach that you can use, such as the excellent Item Teleporter mod.
Paolini 22 Jun, 2023 @ 6:40am 
Any possibility to make this a standalone version ?
VPE is gamebreakingly op and hasn't been balanced since its release so there's no hope help.
Avarice 9 Jun, 2023 @ 3:22am 
Another fine example of should be in vanilla... or, um original mod?

Excellent Mod Mod Looking forward to using this as opposed to a tiny fleet of srts cargo drones!
joseasoler  [author] 26 Mar, 2023 @ 2:01am 
@Kaleyn @Pear Thank you both for the reports!

I do not know why, but it seems that HugsLibs is broken and it cannot export anymore.

Luckily I could get the same issue locally easily. Vanilla Psycasts Expanded has recently been updated with some changes that affected skipdoors. I have updated Skipdoor Delivery to deal with the same changes and pushed this new version to the Steam Workshop.

The mod should hopefully be working fine for you with this new update. Let me know if there are any more issues :)
Pear 25 Mar, 2023 @ 10:59pm 
There's a second error as well, similar to the first but with slightly different numbers. I'm assuming it applies to my second skipdoor, but just in case:

Exception ticking VPE_Skipdoor5438792 (at (90, 0, 224)): System.TypeLoadException: Could not resolve type with token 01000033 (from typeref, class/assembly VanillaPsycastsExpanded.Skipmaster.WorldComponent_SkipdoorManager, VanillaPsycastsExpanded, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null)
at Verse.ThingWithComps.Tick () [0x00024] in <38562b1a2ab64eacb931fb5df05ca994>:0
at VFECore.DoorTeleporter.Tick () [0x00001] in <c69ee81821cc4f81968df84f51439829>:0
at VanillaPsycastsExpanded.Skipmaster.Skipdoor.Tick () [0x00001] in <0bee98116ac74b7bab80406376eb7dd8>:0
at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch0(Verse.TickList)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Pear 25 Mar, 2023 @ 10:58pm 
I'm having trouble uploading the logs (the UI is spitting out "Upload error: Failed to parse response") but the following error keeps repeating:

Exception ticking VPE_Skipdoor5447288 (at (154, 0, 185)): System.TypeLoadException: Could not resolve type with token 01000033 (from typeref, class/assembly VanillaPsycastsExpanded.Skipmaster.WorldComponent_SkipdoorManager, VanillaPsycastsExpanded, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null)
at Verse.ThingWithComps.Tick () [0x00024] in <38562b1a2ab64eacb931fb5df05ca994>:0
at VFECore.DoorTeleporter.Tick () [0x00001] in <c69ee81821cc4f81968df84f51439829>:0
at VanillaPsycastsExpanded.Skipmaster.Skipdoor.Tick () [0x00001] in <0bee98116ac74b7bab80406376eb7dd8>:0
at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch0(Verse.TickList)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Kaleyn 25 Mar, 2023 @ 5:43am 
Yup same as squirtle Oo !
This and the animation from the portals are stuck too.

Thanks for your wonderfull mod Joseasoler ! :D (It's a game changer for me, I use it to make portals between asteroids, moon bases and planet bases from the mod Rimnauts 2 ^^)

How can we give you the hugslib logs @Joseasoler ?

Thanks for your time and pasion ! :D
joseasoler  [author] 24 Mar, 2023 @ 5:29am 
@Squirtle Could you upload a Hugslib log? There might be some updates to the Vanilla Expanded Framework or Vanilla Psycasts Expanded that I need to address.
Squirtle 24 Mar, 2023 @ 12:44am 
Mod stopped working for me, noticed Vanilla psycasts expanded updated between play sessions, so not sure if I broke something or if the update broke something. Anyone else having issues?
FoxyLover69 11 Jan, 2023 @ 4:28am 
NGL, when I first started using Skipdoors, I thought "Yeah, but the portals in Rimworld of Magic could port items..."

Then I saw this mod... <3
Trouperton 8 Jan, 2023 @ 12:20pm 
I'm a bit late but @Egalexandr, the item teleporter mod does what you want. It can intercept the hauling of resources to the workbench making so your colonists don't have to run around far.
MC Honk 20 Dec, 2022 @ 10:36am 
I was just looking for a way to transport my loot from the lab I raided to my base. My first thought was to try to find a way to get a caravan to use the skipgate, but this seems way better
gravy 29 Nov, 2022 @ 9:49am 
aight this is fucking cool
Tia 15 Nov, 2022 @ 11:17pm 
Awesome.
Fred the Merchandiser 8 Nov, 2022 @ 4:14am 
Grate mod, would totally be down for a Rick and Morty skip color.
Lekoda 27 Oct, 2022 @ 5:32pm 
Make it transport prisoners!
GwenBlanketSpecter 25 Oct, 2022 @ 6:50pm 
Thanks for updating this
joseasoler  [author] 21 Oct, 2022 @ 2:12pm 
Updated to 1.4.
joseasoler  [author] 19 Oct, 2022 @ 4:26am 
@Chief_Curtains I'm really happy you like it! I did not know about the Flickable Storage mod, it looks awesome and is going directly into my modlist. It also looks like a perfect companion mod for Skipdoor Delivery. Next time I update this mod, I will recommend Flickable Storage in the mod description, thanks for mentioning it!
Chief_Curtains 19 Oct, 2022 @ 4:20am 
Been using this mod for a couple dozen hours now. My guy, this mod is phenomenal. I have found that using the mod Flickable Storage and setting the receiving stockpile to "Remove only" makes it flow super well. Great job!
asaphx 25 Sep, 2022 @ 9:42pm 
accidentally read "doordash" instead of "doorskip"
Egalexandr 19 Sep, 2022 @ 9:57am 
ok! still good as is! thx for your job
joseasoler  [author] 19 Sep, 2022 @ 9:27am 
@Egalexandr Thanks! This mod is intentionally kept very simple. It is mostly intended to teleport items from other maps back to the main colony. It can also serve as a low-tech alternative to move items around the base, with some restrictions. I believe that skipdoors are already a bit overpowered with this mod and I currently have no plans to give them further abilities.
Egalexandr 19 Sep, 2022 @ 9:20am 
Nice mod. I really like mods that adding functionality.
Could you add an abbility to get materials from a skipdoor which is close to workbench to get materials for current bill? There on steam a mod exist with the same purpose but its a device, not a power
joseasoler  [author] 19 Sep, 2022 @ 9:01am 
@Paolini Thank you for your kind words!
Paolini 19 Sep, 2022 @ 7:35am 
When i first saw Psycasts Expanded it was not that what hyped me most but awesome people like you that push (the already great) content even further !
joseasoler  [author] 2 Sep, 2022 @ 12:18am 
I have improved the mod description, explaining in detail how the mod works, and how to set up stockpile zones. Hopefully now it is more clear how it works, if you think of anything that could be improved please let me know!

@Rinklestein Thank you, I am glad you like it!
jjdinkle 1 Sep, 2022 @ 10:46pm 
You have practically enabled simultaneous colonies.
Like it's actually possible to have plantation styled peasant / slave colonies elsewhere in the world where their excess product gets flushed directly into the main colony's fridge lol
This is beautiful.