RimWorld

RimWorld

Beam me up Scotty
 This topic has been pinned, so it's probably important
Gouda quiche  [developer] 26 Sep, 2018 @ 2:26am
Suggestions
I hit a word count max on that post.
I'm just thinking that you could go from "The Fly" (very short ranged pod to pod style) to Star Trek transporters (energy equals distance plus mass with one transporter doing omnidirectional transport) after 4 or 5 levels of research, with branch improvements for components of a system (energy use, range, bulk/size/capacity).
I'm in no way telling you what you should do. I should learn to program C# and do it myself if I want exactly this, and learning new stuff is hard for me (in my 50's, other reasons too).
Thank you for making ANY mods.

FBPanther 6 hours ago
Great mod!
I have a few ideas.

Add different research levels for functionality - first would be bulky, very energy wasteful, and short ranged. As the tech improves, it addresses a specific issue in a few steps, so the user could focus on flaws (like energy or range) that they want to fix. Perhaps bulk (installation footprint / weight) is last after the other 2 (or more) issues. This is an end-game technology for certain. I love the idea of Star Trek style transporters. At the most refined level, perhaps energy to mass replicators, and research for it.

Last, adding risks like optional transporter accident's of varying types (wounding, damage. explosion, etc) would be a way to balance the mod for people who want limiting factors or more story.

You should throw a few red shirts in your final screenshots and perhaps video? I hope.
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Gouda quiche  [developer] 26 Sep, 2018 @ 2:26am 
Alæstor 12 Sep @ 7:25pm
What I suggest is:

Use a "Teleport Relay"! Like how trade beacons work. Have an item which allows for teleportation within a radius around it (maybe have different sizes?). So long as someone is manning the station, you can teleport pawns (and animals) anywhere within the zones by clicking. Have a cooldown and charge time. "Locator Belt" as accessories which allows you to teleport specific specific pawns from outside the zones (optionally, be able to teleport to the pawn wearing the locator as well). I think it would also be cool if the skill of the operator (intellect?) reduced charge times and cooldowns. Would also recommend making it so you can "prime" the device - charge it ahead of time so you can use it in an emergency, instead of waiting.

If I was going to make a teleport mod, that's what I would do. But, I hate C# lol xD
Gouda quiche  [developer] 26 Sep, 2018 @ 2:27am 
Aladar 19 Sep @ 7:03pm
Would love to see this combined witht the Recon and Discovery teleport pad functionality. being able to beam something up from anywhere but only beaming something to a pad would be perfect. Great for captures or fast rescues.

Also working out map to map transfer would be wonderful for conecting together campsites and far flung trade outposts.
Gouda quiche  [developer] 7 Oct, 2018 @ 4:16am 
Wyvern:
Why not a emergency teleport building ? when crew is at a certain amount of HP, he get teleported ? x3
Dark Luminary 16 Nov, 2019 @ 1:06pm 
Would it be possible to make it possible to order my colonists to move stuff onto the teleporter? From my testing i have to remove the stockpile zone from under whatever item i want to teleport in order for it to be hauled to the teleporter. Just excluding it in the list doesnt work and i have no option to tell my guys to move the stuff.
Gouda quiche  [developer] 16 Nov, 2019 @ 4:34pm 
Fighter5810:
Did you try to increase the priority of the tp making it higher than the stockpile ?
Dark Luminary 16 Nov, 2019 @ 11:07pm 
yes the tp spot was set to critical and i even excluded the resource from the old stockpile but they wouldnt get moved.
Gouda quiche  [developer] 8 Apr, 2020 @ 10:27am 
Make radius linked to stuffMadeOf more clear.
Gouda quiche  [developer] 21 Sep, 2020 @ 6:02am 
chromehawaiian 2 hours ago
Is there a way to adjust the 'overweight' factor? It seems to be a 150 kg limit, which I think would normally be fine, but when running XL stacks and stuff, my resources tend to be higher stack weight.
Must there be a teleport "catcher?" I know this mod is like a hybrid of FTL/Team Fortress 2 and Star Trek, but is there a "catcher" due to some hardcoded issue? Cuz A Rimworld of Magic's version of teleport basically just spawns a magic transport pod (that is temporarily available for balance, it fails if not used within some time frame) and the coding for vanilla transport pods already allows for landing anywhere within range, even on maps if necessary... more just curious if the "catcher" was some sort of kludge or if it's intended.
Gouda quiche  [developer] 19 Oct, 2020 @ 4:51pm 
I designed it that way because I felt it made sense.

I feel there is always a way to make something more unbalanced. Does it make things better ? If winning faster is your goal yes. It's impossible for me to rebalance my mods everytime someone makes something I have already done. It's a headling rush where nobody wins and only the game depth loses.

If you want a specific balance choose it, if you want the easiest/cheapest solution, choose it. You play as you want.

Also yes it relies on some c#(hardcoded is not a c# coded synonym). My purpose is not to have the most OP things. I had an idea on how it should work and coded it. My way has many restrictions and I wanted to have even more of them but ended up not coding them. Some other people feel it should be more simple. In the end it gives many ways ands mods for players to have something. They usually choose the one that is the most powerful for a minimal cost and feel smart for doing so. I personnaly dont think the same way.
BronzeBanana 18 Nov, 2020 @ 12:07am 
Is there a reason you can't link the catchers while on hull plating in the SOS2 spaceship? I thought it was compatible...
Adorablorp 11 Mar, 2021 @ 9:34am 
Assuming this is a suggestion thread, Imma drop this here.

Possibly a "loading box" that acts kinda like loading a drop-pod.
AHyperionSpy 8 Oct, 2021 @ 2:00pm 
Originally posted by BronzeBanana:
Is there a reason you can't link the catchers while on hull plating in the SOS2 spaceship? I thought it was compatible...
In reality, it's only *partially* compatible with SoS2. You can use teleporters on ships, but they have to be linked on the planet surface and then uninstalled/transported to the ship for it to work. And then if the link is broken for any reason, you have to take both points back down to the surface to link again...
Victor 13 Aug, 2022 @ 7:46pm 
This mod is pretty difficult to understand, I'd suggest making it more user friendly. The Workstation is required for using the teleporters, but is a spacer research, so I struggled to find out how to use the spots I was able to craft from much earlier on.
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