RimWorld

RimWorld

[Deprecated] Colonial Shuttle
196 Comments
🌦SunsetRain🌦 15 Jul @ 6:57pm 
Thanks for the mod J
J  [author] 15 Jul @ 5:25pm 
@Piggy

I haven’t, but Odyssey’s shuttles run on Ludeon’s code, so there’s no way to add upgrades to them without entirely replacing the Ludeon’s version with the version that runs on the Vehicle Framework—this can be done, but it also fundamentally changes how shuttles work, and not for the better in certain areas: there’s a list of possible issues that make this idea challenging or not worth it.

Things constantly change, I don’t feel strongly about this at the moment, but it’s possible that some future change will make this concept work in my mind, we’ll see. There’re also other modders working on stuff.
Piggy 15 Jul @ 9:19am 
have you thought about making this mod add upgrades to the odyssey shuttles?
J  [author] 14 Jul @ 10:05am 
🫡

I took a look at Odyssey’s mechanics yesterday and consider this mod superseded. The code that manages shuttles from Odyssey is in 1.6, so we don’t even need Vehicle Framework to deliver shuttles to players who don’t own Odyssey, but at the same time, I feel kind of bad using Ludeon’s code, since they sell that content with Odyssey. Either way, it’ll be a waste of time to continue working on this.
🌦SunsetRain🌦 13 Jul @ 10:20pm 
o7
FelipeGames2000 13 Jul @ 2:33pm 
Still useful for those who don't plan on buying Odyssey

But since I own Odyssey
o7
TYVM
D9sinc 19 Jun @ 4:50am 
@J
Thank you. I'm sure the people who can't or won't pick up Odyssey will appreciate this because I just found out this mod exists now and I have to say, I love that this mod exists.
J  [author] 14 Jun @ 3:12pm 
@nutz8964:

Yes, I’m waiting for the Vehicle Framework to update. The next release will include a thorough balance pass—I have no idea how shuttles from this mod will fit into Odyssey’s systems (it looks like the DLC will have its own shuttles, not to mention the gravship), but my goal is to start the 1.6 branch with the idea that it’s a mod for people who don’t own Odyssey.
nutz8964 13 Jun @ 10:34pm 
will this get 1.6 compatibility?
Thank you
J  [author] 8 Jun @ 4:04pm 
@Vangluss: Alleged King of Hell:

🔹Either have a pawn in the cockpit, or have an on-board subpersona installed.
🔹Load a resource you want to use in the shuttle’s inventory.
🔹You can also configure auto-reloading by clicking the cog icon—you can find it in the bottom right corner of the green bar that shows the amount of shells loaded. If it says 120 and you’re currently using chemfuel as ammo, it means that your pawns will make sure there’s always 120 chemfuel on board.
How do you load/reload the grenade launcher?
J  [author] 7 Jun @ 3:20pm 
@BigTWONeli:

Log Publisher will upload the log to a sharing service, you can just post the generated link here. Before uploading, please make sure you launch the shuttle, click on your colony, some empty spot if possible, then Ctrl + F12 and press “Upload”.
BigTWONeli 7 Jun @ 9:06am 
I dont any errors. I just click on my colony and it sends me into the colony with no ability to chose a spot. do I just copy my log into the comments section or do you want me to PM you on steam? (appreciate the help btw)
J  [author] 6 Jun @ 4:55pm 
@BigTWONeli:

No Royalty or beacons needed, you click “Launch”, then your colony on the world map, then you place the shuttle’s blueprint wherever you want it to land. If that’s not what you’re experiencing, it’s probably a mod conflict, because I don’t think that the Vehicle Framework is tracking any issues with how the landing mechanics work.

Do you get any errors? Do you get any messages at the top left when you’re clicking while trying to pick a spot? Check if you have a mod enabled that messes up with the Vehicle Framework (#2 in the compatibility section); you can also send me your anonymous log (#2 in the troubleshooting section)—launching and attempting to land (click on any unoccupied spot) will populate the log with everything I need to know.

If I won’t be able to tell what’s causing the issue from the log, your best bet is #3 in the troubleshooting section—the whole thing. Sorry for the inconvenience!
BigTWONeli 6 Jun @ 2:39pm 
couldn't figure out how to land it back at my colony. Do I need the Royalty DLC to get the shuttle landing beacons, because it just wouldnt let me pick a spot
J  [author] 27 May @ 8:24am 
🪧 Anybody can help translating the mod. No coding or account creation is required.
J  [author] 22 May @ 7:31pm 
⚠️ If somebody is having issues with the latest release, please let me know and use the previous one [github.com] instead.
Forgotten Heaven 21 May @ 7:34pm 
Because I'm lazy and I wanted my pawns to load everything and get on the ship automatically instead of manually clicking haha. Sorry for the trouble!

If is not possible is ok, I still like your mod a lot! Thank you for your hard work
J  [author] 18 May @ 10:54pm 
@Forgotten Heaven:



I did some testing, there’re two issues with this:


🔹Vehicle Framework doesn’t respect the caravaning setting—if it’s disabled by default, but can be enabled, enabling it does nothing (and vice versa). I’ll let Phil know.

🔹Caravaning requires a vehicle to be drivable. Colonial Shuttle doesn’t have textures for all possible rotations, so not only it’s weird because shuttles become drivable, they also move using the default rotation.


I’ll unlock all settings if #1 is fixed, but this will probably take a while. I’m curious, why do you want to enable it?
J  [author] 18 May @ 8:26pm 
@Forgotten Heaven:
>Is there a way to enable caravaning? Since i cant enable in mod options.

No, I locked it intentionally. I actually have no idea how the shuttle will behave if the option’s enabled—give me a couple of hours, I’ll test it and push and update.
Forgotten Heaven 18 May @ 4:50pm 
Is there a way to enable caravaning? Since i cant enable in mod options.
Vartarhoz 18 May @ 11:40am 
Got my answers, satisfied, gonna download.
J  [author] 18 May @ 11:08am 
@Vartarhoz:

Message 1 out of 2.


The devil is in the details, because Vehicle Framework is a continuation of SRTS that can do everything SRTS can and much more, but without the issues of SRTS. I don’t want to go into all the technical differences right now—the list is pretty big—but if you want a “tl;dr” version: unless you have a very specific goal in mind, don’t use anything that uses SRTS code in 2025; feature-wise, Vehicle Framework is the most advanced code base that we currently have and it’s probably going to stay that way.

If you take a look at the known issues on Carryalls’ mod page, Vehicle Framework doesn’t have these problems. Aside from technical details, the question is what kind of game balance you’re looking for, but only you know the answer. Workshop has everything for everybody, from vehicle mods that have medium impact on game balance to mods that have high impact; I consider Colonial Shuttle to be medium.
J  [author] 18 May @ 11:08am 
@Vartarhoz:

Message 2 out of 2.


>Weird this also requires vehicle framework but it just reusable transport pod.

Transport pods can’t be upgraded or painted, don’t have dynamic fuel consumption or an autopilot and you can’t mount a versatile grenade launcher on them.
Vartarhoz 17 May @ 8:42pm 
how does this different from Gameplay perspective than Carryalls | Intercontinental Transport? Weird this also requires vehicle framework but it just reusable transport pod.
J  [author] 10 May @ 10:51am 
🪧 A new version of Combat Extended was released, which updates the integrated patch for Colonial Shuttle v2.
J  [author] 20 Apr @ 3:30pm 
@Realm Imp
>Does this make travelling faster in the map?

Yes, it’s pretty much a reusable transport pod. You’ll have to work for it, though; shuttles require 2 things: the “Transport pod” research project and a rare/expensive techprint, so you might or might not get your first shuttle at mid-game.
Realm Imp 20 Apr @ 5:42am 
Does this make travelling faster in the map?
J  [author] 19 Apr @ 6:49pm 
@POMF POMF:

I replied 4 messages ago on the 4th of April: I tested it, everything seems to be working as expected, but at the same time I’m not incredibly confident that something’s not going to break at some point during a playthrough, so I’ve decided not to add a scenario until we’ll be able to confirm that it doesn’t cause long-term issues.

This needs playtesting, please let me know if you want to be a guinea pig and are okay with things breaking—I’ll push an update tomorrow with a pre-defined scenario that you’ll be able to customize, around 24 hours from now.

Or just spawn a shuttle in god mode.
59051 19 Apr @ 4:00pm 
I asked this on March 31st "Is there anyway to start a new game with a shuttle at the start? With the Start Near?" Was this ever updated? Or is it still buggy and won't work?
J  [author] 10 Apr @ 10:46am 
@roc:
>any chance for ce patch

The latest version of Colonial Shuttle has already been patched on CE’s end in January, we’re just waiting for CE to release a new stable version that will include the patch. I’m following the updates and will post here when a new one comes out, but in case you don’t want to be subscribed to this comment section, just keep an eye on a new CE update.
roc 10 Apr @ 7:35am 
any chance for ce patch?
J  [author] 4 Apr @ 1:42am 
@POMF POMF:
>Can you disable the shuttles fuel need so the shuttle can run without fuel?

Just in case: “Options”→“Mod options”→“Vehicle Framework”→“Vehicles” tab, select the shuttle and change the default “Fuel Rate %” under “Launch Properties” to a percentage that works for you.


Regarding starting scenarios with a shuttle, I’ve tested it, it works, but at the same time I’m not incredibly confident that it’s not going to break at some point during a playthrough, so I’ve decided not to add a scenario until we’ll be able to confirm that it doesn’t cause long-term issues.
J  [author] 4 Apr @ 1:27am 
@GVLT:

Message 1 out of 2.

At the end of the day, it’s a known incompatibility with VF and maybe you did get silent issues that were recorded into the log. I also used Colony Groups before VF/Anomaly was released, but then realized that I wasn’t really using most of its features and don’t need all of the information presented to me at all times, especially with 1.5 adding mood to the bar. Here’s what I use now:
J  [author] 4 Apr @ 1:27am 
@GVLT:

Message 2 out of 2.

🔹 Better Message Placement
🔹 BattIePatch: Ghoul Mood Bar Shows Their Hunger (if you have Anomaly)
🔹 RimHUD (it’s great in its own way, but also helps as a soft workaround for missing food/sleep/need indicators that Colony Groups shows on the bar)

If you run huge colonies, CM Color Coded Mood Bar [1.1+] and BattIePatch: Ghoul Hunger - Color Coded Mood Bar Patch (instead of the one above) might also be an option. AFAIK, Colony Groups also had issues with ghouls from Anomaly.
59051 3 Apr @ 1:06pm 
ah neat I seem to have changed the settings to where now I have infinite fuel
59051 3 Apr @ 12:28pm 
Can you disable the shuttles fuel need so the shuttle can run without fuel?
GVLT 3 Apr @ 9:29am 
Not sure how, but removing Colony Groups makes the fuel display working again for your shuttle
J  [author] 3 Apr @ 8:42am 
@GVLT:

That’s the thing—this logic never runs for other vehicles, only for the shuttle. I’m going offline, will check your logs in ~20 hours, so no rush.
GVLT 3 Apr @ 8:32am 
Hm I see you've tied the fuel cost to the weight of actual cargo which I've never encountered on any other VF vehicles. That's curious.
I will provide you with the log
J  [author] 3 Apr @ 8:25am 
@GVLT:

Okay, let me see your log from the next step. Just launch the shuttle, put your mouse over any tile on the world map, then upload the log according to the instructions.
GVLT 3 Apr @ 8:23am 
Also, checked the list of incompatibilities of VF. Only one I use is Colony Groups and since previously I have not experienced fuel cost display issue with this combo I assume that's not the culprit.
GVLT 3 Apr @ 8:20am 
No, since the introduction of the your mod I don't have a fuel cost on any vehicle.
J  [author] 3 Apr @ 8:16am 
@GVLT:

Other vehicles show the fuel cost information like normal, it’s only the shuttle from this mod that has this problem?
GVLT 3 Apr @ 8:13am 
Yes, I had VF before, I would also check the list, thank you. I play a heavily modded game (~600) mods and I haven't had a problem with the fuel cost previously.
J  [author] 3 Apr @ 8:10am 
@GVLT:

Hello, I added a troubleshooting section to the description above—please go through the list. Did you already have Vehicle Framework in your mod list before subscribing to Colonial Shuttle? How many mods do you play with?
GVLT 3 Apr @ 4:39am 
Hi, after installing the mod I've missing the fuel cost info that you may see while choosing the destination. What do?
59051 31 Mar @ 11:19pm 
oh I already know how you click the face called Toggle God Mode then click Vehicles - Shuttle then click some where to spawn the shuttle without needing to build it. I was just hoping I could start a scenario with a shuttle. too bad xD but the shuttle is really cool tho I will admit that! I like how If the shuttle runs out of fuel you crash land
J  [author] 31 Mar @ 10:08pm 
POMF POMF:

You can’t attach vehicles from the framework to scenarios, because it is/was buggy. You’ll have to spawn the shuttle in via god mode—do you need instructions on how to do that?

I’ll check if the bug was fixed and, if it’s fixed, add a bare-bones scenario that you’ll be able to customize. This will take several days, so if you want to start a new game ASAP, use the developer mode.