RimWorld

RimWorld

LongRangePodLauncher
34 Comments
Espiovvv 16 Jul @ 8:11am 
This seems to cause problems in 1.6, fortunately it can be replaced by RIMMSqol
https://i.imgur.com/oQNdlAC.png
Adriaugu 5 May, 2024 @ 7:39am 
Works on 1.5
Нагризолич 8 Sep, 2023 @ 3:08am 
It works, but it shows wrong version and launchpod code is outdated, so there is no "rebuild pod" button. To fix it you have to add

<li>1.2</li>
<li>1.3</li>
<li>1.4</li>

in about.xml, then open RimWorld\Data\Core\Defs\ThingDefs_Buildings, find section that starts with

<!--==== Transport pods ====-->

Copy everything from this section and replace everything in this mod's file section with the same name EXCEPT for the last </Defs> closing tag.
Then change <fuelCapacity>150.0</fuelCapacity> to whatever you want. You also might want to place the entire mod folder 819435604 into RimWorld\Mods so that Steam wouldn't redownload this mod and revert your changes.
eighmy_lupin 6 Jan, 2023 @ 2:36am 
Works on 1.4
Mlie 20 Dec, 2021 @ 11:19am 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
烽燧煜明 9 Oct, 2020 @ 7:52pm 
1.2 plz……(;ω;)
I blame Earthshaker 17 Aug, 2020 @ 11:44pm 
1.1!? What about 1.2? Although seems to work fine anyway, my red errors don't seem to be thrown by this... but then again, haven't gotten a new game to pod launchers yet.
xNaquada 25 Feb, 2020 @ 3:37pm 
Plans to update for 1.1 ?
EverSora 29 Nov, 2019 @ 12:03am 
感谢!!!!
Wolves Hero 14 Dec, 2018 @ 8:14am 
Need more range, can't find edit on pod launcher make more long range put 2000
Double 1 Nov, 2018 @ 2:35pm 
how much fuel these use depends on how far you send the pods
Copper Boltwire 30 Oct, 2018 @ 7:18am 
So the fuel amount corrosponds to their actual range?!?
What if you add to much fuel and only need to go a short way, is all the fuel spent?
I honestly never actually messed around with these... i should...

Subbed - Options never hurt ;)
FBPanther 8 Oct, 2018 @ 4:51pm 
What I really want is a button on the pod launcher that with one click,automatically places an architect pod icon on the launcher, instead of me having to go into the architect menu every time to Misc, click the pod, and place it by cursor. This would make me pass out from joy overload.

The way I use pod launchers is to fulfill caravan requests for X number of _____ in exchange for an item I want or silver. I also use pods to drop my fighters next to targets then walk them in to start a fight with raiders or whatever-have-you (mechanoids, man hunter packs) to claim materials or items there. Sometimes I find a place with decent resources and I'll transport in a mining person or group. I use them all the time, in other words.
Sillls 10 Mar, 2018 @ 5:56am 
@The SeanMacLeod. Well there are a few things you can do.
1. You can make it work with the (camping mod) Were you can load one peep and fling him/her to a place on the map. Have them build a pod launcher and then have the next pod sent to you land next to it.
The first pod that sent the peep would be lost ofc and only those that land next to the launcher can be reused. A mod called (reuse pods) used to do this.
2. Other modders have tryed to make them fly on there own but have not gotten them to work yet.
"The" SeanMacLeod 9 Mar, 2018 @ 9:03pm 
That would be really kuul, but how are you going to recover a pod you launched to somewhere else?
Sillls 9 Mar, 2018 @ 2:55pm 
Yeah. I would love it if the pods could be reused.
Sir Luis 6 Feb, 2018 @ 8:19pm 
is it possible to make a pod reuseable?
Torres 12 Jan, 2018 @ 4:52pm 
Some motherfuckers are dense as a neutron star...
"The" SeanMacLeod 10 Jul, 2017 @ 2:26pm 
@Elladel
What part of "This mod will only modify the max fuel for the original pod launchers from 150 to 600. Nothing more. No new tech, no new buildings. Just more range on your podlaunchers" is unclear?
Hex: ecute Order 66 2 Jun, 2017 @ 12:21am 
Could you clarify that in the description for other mod consumers?
Hatti  [author] 2 Jun, 2017 @ 12:17am 
This is a super simple mod that just changes the original one and dont add anything else
Hex: ecute Order 66 30 May, 2017 @ 1:37am 
Does this mod change the default launchers, or does it add new ones.
If you added an upgraded launcher on the research tree then that would be nice.
Hatti  [author] 6 Apr, 2017 @ 6:18pm 
it is working
Thundercraft 6 Jan, 2017 @ 5:53pm 
@ xhatti [author]

It does sound like the issue being reported is likely a mod conflict. But, maybe it's something else?

You did not define the "BuildingBase" abstract used in your 'Buildings_Misc.xml'. <ThingDef ParentName="BuildingBase"> (See the Abstracts and how they should be used [ludeon.com] thread on the forum.) You're relying on the vanilla Core's files to define "BuildingBase". But, from what I've read, leaving it out could potentially cause an XML inheritance issue. They recommend we copy'n paste any Core abstracts we need into our own mod (or redefine it) because we're not supposed to rely on Core files. They say it could lead to unpredictable, seemingly random behavior.
Hatti  [author] 5 Jan, 2017 @ 12:50pm 
do you have any other mods installed that changed the launchers? its a super simple xml mod and just checked, nothing else has changed in the definitions except the max fuel capacity. Mine working as expected.. cant reproduce the problem
eldiabs 4 Jan, 2017 @ 9:33pm 
Same.
Hawkins 3 Jan, 2017 @ 10:21pm 
yea i have the same problem. pod launchers not building
Iceman 2 Jan, 2017 @ 4:00am 
Yeah, mod broke. Does the same to me to be honest.
Sgt McDude 1 Jan, 2017 @ 4:56am 
I also can't place new pod launchers. When the construction is finished, the pod launcher simply doesn't appear, not debug message or anything.
LakeSquid 31 Dec, 2016 @ 6:04pm 
I think this mod broke, it was working before but now I cant place down Pod Launchers (It doesnt place and it gives me a debug message) with the mod installed.
jcewazhere 25 Dec, 2016 @ 7:06am 
You can change the fuel amount yourself if you want. Go to
\Steam\steamapps\workshop\content\294100\819435604\Defs\ThingDefs_Buildings
Open the buildings_misc.xml Line 36 has the fuel amount set it to whatever you want.
A caveat: if the mod is updated/refreshed you'll probably have to change it again.
It would be neat if the mod options tab was used to set this value.
Funkky moneky 22 Dec, 2016 @ 6:33pm 
sexy
Thundercraft 18 Dec, 2016 @ 4:25pm 
Also, this is just a suggestion , but perhaps you could use take a screenshot or use the image from the official Quick teaser: Transport pods [ludeon.com] as the preview for this mod?
Thundercraft 18 Dec, 2016 @ 2:52pm 
Nice idea! But do you think that you could make a "MidRangePodLauncher" that only doubles the max fuel from 150 to 300? Increasing it to 600 feels too cheaty to me. Just saying...