RimWorld

RimWorld

Resource Drop Pod Redirection
32 Comments
MrXarous 27 Apr, 2024 @ 4:51pm 
This currently works in all my testing in 1.5 with DLC
Гений 12 Apr, 2024 @ 12:31am 
Hi mate! Thanks for awesome mod. Wanted to suggest you feature to let choose what resource or resources list you can look for redirection that will multiply value of needed effort in redirector. Also could you please advise if you've tested it in 1.5?
FBPanther 18 Aug, 2023 @ 5:42am 
@Kokorocodon, like a weak ground based tractor beam. The ones already in motion would be moving too fast to intercept. Give them a very slow automatic success to make the installation worth the power your dedicating to it's operation. Having an operator just goes faster, like deep scanning for minerals.
If you make this compatible with SOS2, then make the period faster in both cases, (because your much closer to the source) and tie it into needing a salvage bay, with a chance of possibly attracting another ship to fight yours.
@MrKociak, Just an idea I had, but I'm not really asking for that - it just popped into my mind while I was vanilla-splaining it in my thoughts.
MrXarous 20 Apr, 2023 @ 2:15pm 
MrK just wondering if it were possible to add a Letter or at least a head's up upper left corner when a drop occurs?
Hoseyhosey 13 Apr, 2023 @ 5:14pm 
This is an absolutely brilliant idea for a mod man! A toned down low-chance drop pod raid would be cool (like "Too Deep" on the deep drill) but this is awesome, feels perfect for vanilla. Genuinely surprised we don't have something like this in the base game already lol.
Robo 18 Mar, 2023 @ 7:06pm 
Would there be any possibility of including risks here? Like a drop pod raid occurring instead?
Sebaty5 17 Mar, 2023 @ 12:38am 
@pravculear so you basicly only talked about the stats without giving any personal opinion and demonstrating how the thing works?
I mean yes sure it is nice to know those things before subscribing but i can also find out about them not a full minute after subscribing to the mod and starting the game.
This was not a informative video.
pravculear 13 Mar, 2023 @ 10:47am 
so, i made a mod review if anyone wants to hear my two cents on the mod and see it in action. on that note, i hope you enjoy the video!
Video: https://youtu.be/ZA4wsjMiW4g
КАМЕНЩИК 11 Mar, 2023 @ 5:16pm 
Ayo, all hail the might and only state of Cargonia. The independant.
SpaceDorf 11 Mar, 2023 @ 10:13am 
You can expect modded items aa long as they are in the loot list for the droppod event.
So expect further worn underpants, shoddy stone warhammers, bits of leather and half eaten food
ProfileName 11 Mar, 2023 @ 9:18am 
So, I can't expect modded items? (I'll still use the funny redirector.)
Roque the Rogue 11 Mar, 2023 @ 6:48am 
THE CULT OF CARGONIA!
MrKociak  [author] 10 Mar, 2023 @ 12:44pm 
@Robosium nope, it just does its own thing. Think of it as a modified version of the resource pod event, other mods that add similar effects don't change anything about how this mod works :p
Robosium 10 Mar, 2023 @ 12:12pm 
does this have a chance to trigger drop pods from the vanilla expanded events mod?

also there should be a chance to cause a drop pod with a downed pawn or even a raider to be called down
Noisy Koi 10 Mar, 2023 @ 7:25am 
I mean like just making it happen 20ft to the left instead of right in the center of my base
MrKociak  [author] 10 Mar, 2023 @ 7:19am 
@Noisy Koi that can be done but would require a bit more work. It's easier to make an event happen than it is to prevent/undo it
Noisy Koi 10 Mar, 2023 @ 7:14am 
I love this, and this makes me desperately want to also be able to redirect raid pods or atleast a raid pod defense field that prevents raid pods from landing within its radius but draws a significant amount of power and produces a lot of heat?
SpaceDorf 10 Mar, 2023 @ 7:09am 
@MrKociak, @Mathus : If you get really lucky you get a drop pod full of toxic waste packs.

I mean it's my preferred way to spread the love.
enigman 9 Mar, 2023 @ 3:36pm 
Frozen Snow Fox has updated [FSF] Complex Jobs to support this mod.
enigman 9 Mar, 2023 @ 12:12pm 
@Mathus or an unexpected ship chunk instead of drop pods.
enigman 9 Mar, 2023 @ 12:10pm 
I think using the same time resource/work for mineral scanner is the right option. You might get something good, great or meh.

At least you don't need to caravan to a location, get ambushed on the way, fight your way when you get there to find a smaller amount of resources than you had hoped for.
Mathus 9 Mar, 2023 @ 11:35am 
like maybe some kind of fail chance that increases on the risk scale. regular failure is some kind of relation penalty. a critical failure is a drop pod raid. oooo, and if you want to be extra fancy maybe a low chance of the pods having unwelcome guests (maybe a few bugs?)
MrKociak  [author] 9 Mar, 2023 @ 7:23am 
@Mathus oooh that could work nicely, I'm gonna try experimenting with that [on my local version ,obviously lel]
Kokorocodon 9 Mar, 2023 @ 6:16am 
I consider this more like pods that are floating in space and get activated by this machine. The high orbit of the rimworld is littered with junk and broken ships, it makes sense.
Mathus 9 Mar, 2023 @ 5:36am 
yeah if there was a risk v reward setting that would be awesome. maybe a widget on the scanner itself that has a slide bar, for how "aggressively" you want to hack and get the goods
MrKociak  [author] 8 Mar, 2023 @ 4:47pm 
@OptimusPrimordial
@d_valroth
@Pinocchi Alice
Lore-wise you're just redirecting pods from the orbit or ancient derelict ships, there has to be a good amount of these out there considering the amount of ship chunks and drop pod events happening on the daily basis.
Though, a variant that does involve actually hacking someone's drop pods would be interesting. Better rewards with a risk of relation damage or a straight up raid from them.
MrKociak  [author] 8 Mar, 2023 @ 4:41pm 
@enigman they take roughly the same amount of time to scan as the mineral scanners, though I can change it if needed.
And no, there are no limits to how many you can have on the map, I don't think that by itself is gonna cause issues unless the player can afford to have a large amount of colonists work on it 24/7.
I guess if they have OP colonists with like 22500% research speed then maybe, but at that point I'd blame it on other mods lel
d_valroth 8 Mar, 2023 @ 4:40pm 
...or there's a faction out there that thinks lobbing wounded dogs and chocolate at people's bases is hilarious.
OptimusPrimordial 8 Mar, 2023 @ 4:39pm 
Your colony is stealing drop pod rewards from other factions there should be a relation penalty with the empire if not with a random faction.
d_valroth 8 Mar, 2023 @ 4:38pm 
Or maybe even just nudging all the random pods which land in the middle of nowhere a little closer. If you consider how many pods land on your map in an average Randy run, there must be hundreds of them landing all over the planet.
[ELL] 8 Mar, 2023 @ 4:25pm 
From a lore POV, it's like hacking and redirecting supplies that are in transit via drop pod? Interesting concept. Could do some interesting things with this.
enigman 8 Mar, 2023 @ 4:07pm 
Just checking, does it take a similar investment in time in operation as the mineral scanner to call down pods? I'd also presume it's limited to one drop pod redirector per colony (to prevent players exploiting it.)