RimWorld

RimWorld

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Reuse Pods v1.5
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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3.607 MB
25 Oct, 2022 @ 3:30pm
10 Apr, 2024 @ 5:05pm
3 Change Notes ( view )

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Reuse Pods v1.5

Description
Reuse Pods is a simple mod that adds the Pod Funnel, a spacer-tech building that soft-lands inbound pods on nearby pod launchers - thus enabling their reuse.

Description:
This mod enabled you to catch incoming drop pods that you send (so not by allies or enemies) to be caught by a launcher in a 20-square radius of the pod funnel, so the pods can be reused as long as they're send to a place with a funnel.

The pod funnel costs 50 plasteel, 10 uranium and 2 advanced components to build, and does not require power to function.

It works with Electric Pod Launchers and the Vanilla Expanded Gas Launchers. This is included in VFE: Power on pre-1.3. It is in the new VHGE submod since 1.4.

This version has been updated to support Rimworld v1.4, and has been confirmed to be working on Rimworld 1.4 with Biotech, VHGE mod, and the Electric Pod Launchers mod.

Changes:
- KarateMaccie: Updated to Rimworld 1.4.
- KarateMaccie: Updated VFE: Power support to use the new 1.4+ VHGE submod.


Links:
Original Workshop Listing.
My GitHub Fork[github.com]

Original author: SomewhereOutInSpace

Original License: MIT License

MIT License

Copyright (c) 2021 SomewhereOutInSpace

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Popular Discussions View All (1)
2
29 Dec, 2024 @ 3:18am
PINNED: Mod Compatibility Request Thread
Lumi
12 Comments
Spinecone 23 Jul @ 2:37pm 
Sorry to trouble you, but does this work on 1.6 with Odyssey?
HunterAlpha1 23 Jun @ 2:25pm 
I take it that this mod doesn't allow you to reuse pods from orbital trading?
Lumi  [author] 10 Apr, 2024 @ 5:06pm 
Updated to Rimworld 1.5. No further changes to the mod.

Added "Mod Compatibility Request Thread" to request compatbility with non-vanilla pod launcher mods.
Lumi  [author] 24 Mar, 2024 @ 2:32pm 
@Freebird That completely depends on if the mod uses the vanilla events for an arriving pod. It's been while since I looked into the code, but I do remember that some other mods required compatibility to be explicitly added.
Freebird 6 Mar, 2024 @ 5:44pm 
Hey, is this not yet compatible with remote vehicles, if it ever will be?

For some reason, my pods won't catch.
Paizuri-Chan 20 Jan, 2024 @ 11:54am 
That stuff really even works? I mean, after i launch a pod i NEVER see it comin back.

It doesn't catch factions pods neither... As said in desc.

Quite confusing with this.

Of course i craft the funnel pod, but being with or without launchers in radius, nothin happends.
adamok5002 19 Oct, 2023 @ 8:31pm 
brilliant mod, wondering if there are plans for compatibility with the Advanced Transport Pods mod? regardless grateful for you maintaining it
Saint Michael 8 Sep, 2023 @ 4:05am 
YES FLIP CARAVANS ALL MY BOYS BE RE-USING VOID PODS
Lumi  [author] 18 Mar, 2023 @ 2:03pm 
@A talking parrot I (or someone else) would need to test that. What it mainly does is look at the event for the drop-pod and make it spawn as a building again.
//SlipperyPete:. 18 Mar, 2023 @ 11:08am 
Does this work with Rimnauts 2? (it adds 3 larger transport pods for specific usage, and adds a magnetic field roof type that is supposed to seal vacuum but also allow the pods to pass through)