RimWorld

RimWorld

Skipdoor Delivery
53 Comments
Sirjames101 10 hours ago 
cant wait for this mod to be updated.
Monarch 21 Jul @ 4:42am 
ez brotha just figured id inform you snce you asked
Nirahiel  [author] 20 Jul @ 2:58am 
I know. I started updating. A lot has changed. I have a few bugs to fix still.
Monarch 19 Jul @ 7:02pm 
yea just tested its non functional for 1.6
Nirahiel  [author] 17 Jul @ 5:14am 
I started cleaning up my modlist for 1.6 (that's a LOT of mods to remove)
Then I'll see about updating :)
Matsomi 14 Jul @ 7:21pm 
i love this mod so much I hope you're able to figure everything out
Killawa 14 Jul @ 1:06pm 
More testing can confirm it is not teleporting items
Killawa 14 Jul @ 12:37pm 
So i loaded the mod to see if it would work, I am still on Planet side. and it allows me to create the stockpile, but will not transfer anything through the skipdoor. I will continue to experiment in space as well to see if i can get anything working.
Nirahiel  [author] 14 Jul @ 3:29am 
Alright well 1.6 is there so I'll update ASAP. You guys could try and see if the code for 1.5 still works though, and report to me, if you want. Either way, I don't own the latest DLC so making sure these still work for things like gravships and so on, that'll be complicated.
sirduck 13 Jul @ 2:29pm 
agreed with deadman
deadmanreaper13 10 Jul @ 3:55pm 
doesn't have to be rushed, whatever pace works for you.
Nirahiel  [author] 10 Jul @ 11:21am 
I don't use 1.6 yet, so many mods I use aren't updated.
Though I might just get the beta to update this and go back to 1.5
Maybe.
Why is everyone willing to get mods to 1.6 already even though the game isn't officially 1.6 yet ?
deadmanreaper13 10 Jul @ 11:04am 
please update for 1.6, this is so useful
Nirahiel  [author] 23 Oct, 2024 @ 12:45pm 
Thanks for the good words, but honestly, I just updated it (and gave it a fresh coat of paint for 1.5)
TheLastThrumbo 22 Oct, 2024 @ 9:53pm 
Not gonna lie, this mod looked too good to be true. Haven't had any issues with it so far. Thank you so much for creating such an amazing mod.
Nirahiel  [author] 28 Jul, 2024 @ 3:27am 
Glad it works for you. I won't backport (or even just copy files) to 1.4 because I'd have to thoroughly test it and I'm not willing to do so, but if it works for you, then it's good, I guess.
Xylem 28 Jul, 2024 @ 1:53am 
Also I have to mention: I'm still running on 1.4, and the changes you made in 1.5 (noted in the description) are of course not included in the 1.4 version of this mod.

So setting up seamless send/receive zones appears to be impossible in 1.4.

However. I simply renamed the "1.5" folder to "1.4", and so far it works perfectly in my 1.4 game.
Xylem 28 Jul, 2024 @ 12:53am 
You know what? Your idea worked 100%. When you assign your mech to escort, he follows his mechanitor right through the skipdoor onto another map.

Also, using WVC Work Modes you can set mechs to escort any colonist, and they will happily follow anyone you want through any skipdoor.

Thanks!
Nirahiel  [author] 27 Jul, 2024 @ 2:08am 
I don't handle travel to another map. Or travel in general. This mod just handles stockpiles. I don't know if a mechanitor with their bots as "escort" would work with the "vanilla" way to travel using skipdoors though. You could try that.
Xylem 25 Jul, 2024 @ 2:57pm 
This mod is amazing. Thank you for your work.

Is there any way to get my mechanoids through a skipdoor onto another map? It would be super nice, but living mechanoids can't go in stockpiles, and I can't make them path into the door by themselves. And no one will carry them.
NuanKi 15 Jul, 2024 @ 12:38am 
thanks, will try both
Nirahiel  [author] 15 Jul, 2024 @ 12:01am 
It just works alongside it as far as I know.
NuanKi 14 Jul, 2024 @ 6:22pm 
How does this work with Better VPE Skipdoor Pathing ?????
CTH2004 30 May, 2024 @ 6:32pm 
makes sense! I like that thought!
Nirahiel  [author] 25 May, 2024 @ 5:33am 
I don't know if I can add psycasts to that. But hear me out. What if the skipdoor is used as a form of portal so that what comes in comes out. If you stick one end of a long cable through the gate and it sticks out the other end. So if you bring a wire to all the entrances, all the ends of the wires will "touch" though the portal, in a way, won't they ?
For pathing .. I guess yeah I could check now-ish to see how it's done in that other mod..
CTH2004 23 May, 2024 @ 5:09pm 
The skipdoors seem to be for matter, so electricity, imo, won’t work. But it would make sense to add a psycast to that path called “skip wire” that works with electricity (or use skip doors if you want)

And fair enough. So, basically, “maybe soon-ish, possibly perhaps” (:

That sound kinda mostly right-ish? (:
Nirahiel  [author] 23 May, 2024 @ 6:51am 
Yeah, I had already considered adding pathfinding. I'd have to see if I can get the code from the creator of that other mod, or maybe figure out how to do it myself.
Then why not maybe add electricity network too ? :3
CTH2004 23 May, 2024 @ 4:40am 
"If you want to avoid this, make sure you limit the stockpile under a skipdoor to that skipdoor's radius."
thought of another way!

make a stockpile, storing most stuff a ways away, using a 1-tile wide "wire" to get the zone near the skipdoor. fill that "wire" with slag. For all skipdoors on this zone, ensure that filtered targets don't want slag. Now, you can put any items in it, keeping them manually within the radius!

also, any chance you could add in pathing for auto-useing of them? (skipdoor pathfinding)
Nirahiel  [author] 16 May, 2024 @ 1:40pm 
Well I considered adding the skipdoor pathing as part of this mod. And make each feature toggleable to people only use what they need. Renaming the mod to "Improved Skipgates" or something. Who knows, maybe one day I'll find an elegant and CPU efficient to make pawns *use* the skipdoor for pathing instead of just seamlessly zooping around as if the two tiles were close to each other. Right now though it seems that triggered the gates the proper way creates issues with jobs.
Molay 16 May, 2024 @ 1:31pm 
Here's an idea for what to work on next: Create a game in the spirit of Increlution using the unity UI Toolkit. Well that's my plan anyway, but I just noticed you have a lot of playtime in Increlution too when I went to check your workshop via your profile, and I could totally do with more games like that in my life :)
Molay 16 May, 2024 @ 1:27pm 
Thanks so much! I just went through a lot of finnicky micromanagement while repairing a Louie (from vanilla vehicles) on another map tile, toggling stockpile zones etc to make it work. This is much appreciated and I'm really looking forward to making good use of it (my base is basically smack dab in the center of the north pole, so not much nearby!). Thanks so much :)
Not sure what you could work on next relating to this, between this mod and the skipdoors being used for pathing mod, skipdoors are now "complete" I would say? :)
Nirahiel  [author] 16 May, 2024 @ 12:26pm 
Well Neville, you asked for it, I (skipdoor) delivered !
Skipdoors can now be set to local. There's also a config option to set the default behavior of new gates.
Took my time for this one since you said there was no hurry :P
Wonder what I can work on next.
Molay 7 May, 2024 @ 8:56am 
Wonderful! No hurries on my part though, I started over so it's going to be a while until I make use of it :D But Skipmaster will certainly be my first path again :) Thanks so much for your continued work on this excellent mod!
Nirahiel  [author] 7 May, 2024 @ 5:42am 
Right, well I think i'll go this route then. Much more user friendly too. Should be done soon-ish ^^
Molay 6 May, 2024 @ 8:23pm 
Hey, that local vs global differenciation is totally sufficient for my use case! A lot simpler too, while still being very powerful. If it's the route you want to take I have absolutely no objections. The use for more than local/global networks is probably niche to the point of not warranting the work required to implement. Sounds like a good middle road to me!
Nirahiel  [author] 6 May, 2024 @ 2:02pm 
Well I'm almost done implementing the network system but I got an idea for a different system. Global vs local gates. A local gate can only send/receive to/from gates on the same map, and a global gate can link to gates outside of the map.
With this, you could have your high priority gate on your home map as local, your low priority as global, and the remote one (the one in your outpost) as global.
If you have surplus, resources will be stored in the low stockpile which will be sent to the remote destination. From there, they won't come back since your remote's priority is higher than your local "surplus" stockpile, and the remote gate can't send resources to the local one in your main base. But if your main stockpile runs out of resources, they'll still be replenished by your surplus, since a global gate can still talk to a local gate on the same map.
Nirahiel  [author] 6 May, 2024 @ 9:01am 
I mean technically imperials grant the psylinks. Unless you use an item.. which can commonly be found on imperials anyway. I'll see if I can find a mod that has the multi gizmo thing I want.
Molay 6 May, 2024 @ 7:57am 
Perhaps using greek letters for the gizmo/network names would be fitting, looks a bit cooler in general and would go quite well with the imperial naming conventions (assuming skipdoor tech is imperial-related, which it isn't in the mod, but makes sense in my headcanon).
Molay 6 May, 2024 @ 7:57am 
Mh, don't know of any such gizmos on the top of my head. There's probably dozens of ways of doing it, I figured that (note I don't mod Rimworld so what the hell do I know) the easiest way would be a gizmo you right click and it then lists X names for you (perhaps Alpha Network, Beta Network, etc?), perhaps a dozen or so, more is likely unnecessary and makes the UI unwieldy. Each option would have an icon with it's first letter for easy at-a-glance recognition of the network it is (i.e. A, B, C, ...). Besides that the gizmo doesn't do anything. In your skipdoor code, you'd just have to update which skipdoors are part of the same network by reading the gizmo name/type or however it's identifiable. I'll let you know when I stumble upon such a gizmo for inspiration.
Nirahiel  [author] 6 May, 2024 @ 7:17am 
Oh, so you'd essentially have two gates at your main base, with two stockpiles of different priorities. The lowest priority would be on a separate network and linked to the gate in your outpost, which would be in the same network ? Hm. That's doable. I just need an elegant way to specify the network of a gate. I wonder if there is an existing mod that has an item with a gizmo that lets you select different options for the object (with right click I assume), without the gizmo doing anything useful on left clicking it. I could see how they did it and get some inspiration to implement it myself. Or maybe handle it via naming convention. Something like [N:<something>] in the name to specify this gate is part of the <something> network ?
Molay 6 May, 2024 @ 6:58am 
[part 2]If all skipdoors are on the same network that would be messy and require stockpile adjustments. This way you could just set it up and forget, and every couple days check in on your lonely soul in his outpost and send him off to sell the overflow.

That's my specific usecase I had in mind. I'm sure people will come up with more stuff once available though^^
Molay 6 May, 2024 @ 6:58am 
Handling surplus of some good. You'd have your main network that does base-logistics sort of work, and a seperate network with lower prio stockpiles (i.e. surplus production) that can send the goods to an outpost base somewhere centrally located next to trading partners for export. I live quite far away from trading partners typically, with it taking like 5-6 days of caravan to reach the closest (tropical swamp...). I could have a trading hub with some horses and a trader pawn smack dab in the middle of 6-7 friendly faction bases somewhere else on the map to conveniently sell off. It's mostly about automating that process.

Similarly when making say devilstrand dusters, I may want to send them all to that network if quality is less than legendary, or whatever.
Nirahiel  [author] 6 May, 2024 @ 4:46am 
I did not consider that. What would be the main advantage of grouping specific gates together ?
Molay 6 May, 2024 @ 12:48am 
Have you considered a "tether gate" sort of function, where you can create groups skipdoors that interact with another while not with those outside the group? Could be something like a gizmo with a "group/frequency" or whatever ranging from A-Z.
Nirahiel  [author] 5 May, 2024 @ 2:08pm 
Wonder if adding config / options would be worth it. Like, disallow sending (or receiving) cross map. Maybe globally or per gate. I dunno. Maybe allow one specific gate to consider items in storage buildings (like shelves) to send them away (a gate will never put items IN a shelf). That sort of thing.
[The] Force 5 May, 2024 @ 2:00pm 
Yeah, that sounds about right from the last person I talked with, you'd basically have to rewrite pawn job searching in order to get multimap stuff like that to work, but nice update! saves me having to manually draw one everytime I'm at an event map and have half a dozen things to bring home
Nirahiel  [author] 5 May, 2024 @ 10:11am 
New update to this mod, you can now quickly create a stockpile for a skipgate. If you select multiple skipgates, you can create stockpiles for all of them. Existing stockpiles in the radius of the new stockpiles will be merged. Make sure to check your filters !
Molay 3 May, 2024 @ 9:23am 
Ever since psycasts extended came out I wanted something like this, and never knew it existed. Been looking into my modlist heavily those past few days only to find out a lot of cool stuff i wanted for so long was available a long time ago :) Thanks a lot for updating something I didn't know existed :)
Psychus 27 Apr, 2024 @ 8:11pm 
this mod is just insane.
Nirahiel  [author] 27 Apr, 2024 @ 5:55pm 
Well, there is the better VPE skipdoor pathing, but yeah, this doesn't path through different maps, just because the pathfinder doesn't. A pawn will basically never look for a job in a different map, because in vanilla the only way to go to another map is via a caravan. (Or some special things like drop pots / quests and such)
Basically, a pawn will never *want* to look for jobs in another map.