RimWorld

RimWorld

SRTS Expanded (continued)
264 Comments
andrewjonjones 21 Jul @ 12:31pm 
That's good to know.
Шашлычник ;р  [author] 21 Jul @ 11:39am 
Yes
andrewjonjones 21 Jul @ 9:30am 
But otherwise it can still work as normal?
Шашлычник ;р  [author] 21 Jul @ 8:44am 
It means you can't use SRTS to reach the space
andrewjonjones 21 Jul @ 6:09am 
When you say "isn't patched for Odyssey yet" does that mean it doesn't work when you have the DLC active?
Шашлычник ;р  [author] 21 Jul @ 2:15am 
I'm working on it now, not sure how much time it'll take.
mindtamo 21 Jul @ 12:34am 
How long will it take to move strs from drop pod to shuttle code?

As for now workaround for orbital trips. (Minify everything mod) load your srts onto shuttle and fly down. As soon as you enter atmosphere srts will take over the caravan. Once you want to return to grav ship camp anywhere load your srts into shuttle and exit atmosphere.
Fhyume 20 Jul @ 8:35pm 
Hello! I wanted to make a few suggestions that would make this mod more in line with the game now that we have odyssey since you're continuing with the mod
1.Have the ship display how much chemfuel it expends when you place your cursor on a world tile

2.Select the Trade option directly from the drop down menu instead of having to visit the settlement and then trading

3.SRTS ships seem to be wasting way less chemfuel than vanilla shuttles do, efficiency is crazy compared to vanilla ones

Minor issues:
-Fixing the Immobile Caravan alert while the ship still has plenty space
-Maybe add the shuttle engine into the recipe of the ships?
Шашлычник ;р  [author] 19 Jul @ 4:18am 
Isn't patched for Odyssey yet
mindtamo 19 Jul @ 3:45am 
Even genesis can't make a trip to orbit nor back nor from one place in orbit to another very dissapointing and needs fixing. Also add a setting to enable odyssey load unload, so that ships never unload unless you want them to. Dumping all cargo upon landing was ok in 1.5, cause no-one knew it could be avoided
XakerQQ 19 Jul @ 1:00am 
спасибо за продолжение!
Шашлычник ;р  [author] 18 Jul @ 8:14am 
I'll use it too in my next colonies :)
Nicoman 18 Jul @ 8:01am 
@Шашлычник, I found this mod that does just what I asked of you a few comments below. It works just brillant together with your mod. Presets of wares and pawns work just fine. Just wanted to give a heads-up in case anyone else is searching for that feature.
Troa Barton 18 Jul @ 1:02am 
FYI with odyssey when i launch to a tile I'm never given the chance to choose a landing site, I just appear and the ship has vanished.
Also launching to an orbiting base costs over a trillion chemfuel with the only space capable ship.
Which to that end with the shuttle added in odyssey the smaller ships are useless. They hold less cargo than the shuttle and aren't space capable per the description of the ships.
A balance pass along with space fairing capability is needed for all the ships now.
Fuzion 17 Jul @ 7:16pm 
CE does not seem to work. Gives errors when bombing. no bombs drop
sterben 17 Jul @ 2:38pm 
thank you i cant wait
Шашлычник ;р  [author] 17 Jul @ 10:02am 
I dunno. I plan to add compatibility with Odyssey soon
sterben 17 Jul @ 9:47am 
so it dosent work while living on an asteroid wichs annoys me is theare anyway to do a fix?
LarryLazerSkates 13 Jul @ 9:12pm 
I may be doing something wrong, but the "load instantly" dev mode button seems to be gone. Anyone have any ideas?
eeBs 12 Jul @ 9:51pm 
Having an issue where "Mass" is limiting "Caravan Mass" and the skip capped at 150kg which barely fits a pawn, and some food/meds, even with the stats adjusted in settings.

It's not letting me form the caravan with anything over the mass limit. Thinking something isn't working right.
masuhararin 11 Jul @ 1:34pm 
does srts retexture mod still work with this continuation?
Azerbaijan_Technology 1 Jul @ 7:14am 
Can the mod be patched to use royalty shuttle take off/alanding animation?
It is jarring to see the completely vertical take off.
Azerbaijan_Technology 1 Jul @ 7:11am 
1.6 AND CE compatbility? Goddamn amazing.
Шашлычник ;р  [author] 26 Jun @ 3:32pm 
It is possible, but unfortunatelly I have no enough time for it.
There's a popular mod for the colonists bar, that allows you to group your colonists. And that mod changes load dialag as well, so there will be shown your teams
Nicoman 26 Jun @ 5:39am 
The loading process is really good now. Great work. Just one question. Would it be possible to add loadout defaults for people and animals? I mean, for goods you have the tabs 'Pack Up' 'Goods' and 'Goods2'. Which load goods you can define. Is the same possible for people and animals? Something like 'Team 1', 'Team 2', 'Team 3'?
Nicoman 24 Jun @ 2:27pm 
Ah. Should have checked first. Many thanks.
Шашлычник ;р  [author] 24 Jun @ 8:51am 
There is a GitHub link in mod description
Nicoman 24 Jun @ 1:44am 
Good work on picking up the work on this nice mod! Just a question. Would you mind sharing the assembly source code?
Шашлычник ;р  [author] 23 Jun @ 11:56am 
Their ammo def must have <isMortarAmmo>true</isMortarAmmo>
DoubleCrossSVK 23 Jun @ 7:44am 
Okay, I think I patched the bombs using the CE Manual patcher, the only issue remaining is that I cannot add them into the allowed bombs. Can I ask what specific values are needed for your mod to recognize ammo as being droppable ?
DoubleCrossSVK 22 Jun @ 5:40pm 
Hello, thank you for your work on this mod. Would it be possible to add support for the bombs used in this mod ?: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2164607079 . The planes and helicopters work just fine, and they can drop normal CE bombs, but the bombs added by the mod won't be dropped. It gives me: Immediatly sending to world to avoid loss of contents error. When I check SRTS bombs allowed settings, all the bombs from the mod are there by default, but when I remove them, I cannot re-add them back in.
Шашлычник ;р  [author] 22 Jun @ 3:03am 
I found the reason and sent it to the Vanilla expanded team.
This problem can be fixed on their side only.
Although disabling "Display All Items" in SRTS settings helped me (just a workaround, not a fix)
Oliver 22 Jun @ 12:06am 
https://drive.google.com/file/d/1ngO3DiuVtM1hP0YbU9VhZZlwdC-IolcQ/view?usp=sharing
Here is the save also Its the Nutrient Paste Vats that make the problem
Шашлычник ;р  [author] 21 Jun @ 4:52pm 
Sad to hear it.
I think I can help you if you find the problematic item or if you send your save here.
Also you can try disabling "Display All items", but I'm not sure if that will help you
Oliver 21 Jun @ 4:37pm 
unfortunately I also had already put a ton of time into researching the ships and had gotten all the resources to make The Pelican T_T
Oliver 21 Jun @ 4:36pm 
Unfortunately removing both of my performance optimizers (1 at a time then both) didnt fix the issue. It appears The Nutrient Paste Vats are the issue im not sure why but even having one on the map and trying to load the ship will bug it out.
Шашлычник ;р  [author] 21 Jun @ 10:26am 
Thanks for logs, but, unfortunately, I can't reproduce it and I have no guess what the problem could be.
Try to remove PerformanceOptimizer and after try to open the dialog again.
If it doesn't help try to remove items and buildings from Nutrient Paste mod one by one (it seems like a some item has an incorrect props)
Шашлычник ;р  [author] 21 Jun @ 2:03am 
I'm sorry, is it a joke? How can they even be incompatible.
Any error in log? How can I reproduce it?
Everything works correct for me on 1.5
Oliver 20 Jun @ 10:35pm 
Hi I love your mod but I cant use it because im using Vanilla Nutrient paste Expanded (Theyre incompatible together) is there any patch coming out soon!?
Delasmo Icalvo 16 Jun @ 9:35am 
NO WAY
Шашлычник ;р  [author] 15 Jun @ 3:03pm 
1.6 ready (there will be an update when Odyssey releases)
RoboJesus 4 Jun @ 12:42pm 
When I land on a new map tile with my ship it seems to randomly deconstruct or disappear, is this just because of the spot its randomly landing on? And am I able to adjust this or is it a mod conflict or something? Appreciate any help
So.........The original pod of the game is compatible with the mod "load in prograss", but the original srts does not have this option.
I would like to ask whether this version of the spaceship can modify the inventory while transferring items?
@Xerany The Roofless hull for SOS2 conflicts with srts. If you had it in your modlist?
ke 8 Apr @ 1:17am 
oh the problem is Vanilla Nutrient Paste Expanded thing
Nutrient paste vat
https://ibb.co/0pKZnsMK
ke 7 Apr @ 4:22pm 
It’s definitely module compatibility issue
Ship can work out of base.:steamsad:
ke 7 Apr @ 4:15pm 
Yes
Exception filling window for RimWorld.Dialog_LoadTransporters: System.NullReferenceException: Object reference not set to an instance of an object
[Ref FBFB2FA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Шашлычник ;р  [author] 7 Apr @ 1:37pm 
@ke, any error?
ke 7 Apr @ 12:08pm