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RimWorld => Mods => Releases => Topic started by: J.BEAR on October 22, 2018, 06:39:20 AM

Title: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 22, 2018, 06:39:20 AM
hi everyone, posting a mod here that I helped make:

(https://steamusercontent-a.akamaihd.net/ugc/938330927734941345/50F4820E9CEDF79CB72E511B3D9C50C622BA3D04/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

[1.0] Cargo Pod Transport
non-Steam download:
see attachment zip
Steam link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776&searchtext=cargo (https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776&searchtext=cargo)

code by: AKreedz风影
art work by me: JerrBear888

A reusable transport pod that your colonists put together by combing 6 pods inside a plasteel superstructure, open up the spaces between the pods, then install hydraulic legs and shock absorbing air bags underneath. To reduce weight, alot of Plasteel are used instead of steel.
It can carry 1000kg
material cost:
500 Plasteel
100 Steel
8 Components
1 Advanced Component

==================================
Warning:
Do not drop at the edge of map, due to its size (3x3)
it will disappear if it doesn't get enough space to land
==================================

any usage / balancing / artwork feedback is welcome!
if you encounter any errors please post in Steam workshop comments.
since I can't do any in-depth coding, I can only respond to anything related to art.

[attachment deleted due to age]
Title: Re: [1.0] Cargo Pod Transport
Post by: Canute on October 22, 2018, 07:02:41 AM
Ahh nice an adv. one of these Self launching pods from Wishmaster ! :-)

But if you don't like to maintain and provide a non-steam download, there is no need to create a forum entry here.
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 22, 2018, 07:09:41 AM
Quote from: Canute on October 22, 2018, 07:02:41 AM
Ahh nice an adv. one of these Self launching pods from Wishmaster ! :-)

But if you don't like to maintain and provide a non-steam download, there is no need to create a forum entry here.

opps, i attached the zip in the thread.
since he doesn't have a Github or other site uploads, i'll try to update the zip by hand here.
Title: Re: [1.0] Cargo Pod Transport
Post by: Canute on October 22, 2018, 08:37:39 AM
Thanks J.BEAR,
but for a longtime solution you should look for a file hoster like mediafire/dropbox.
Forum attachments geting auto. deleted after 2-3 months.
Maybe you can convince AKreedz风影 to create a github account/project ! :-)
Title: Re: [1.0] Cargo Pod Transport
Post by: Morbo513 on October 22, 2018, 09:45:02 AM
This is pretty cool. Couple questions though, does it depend on having a launch-pad? And if I fill its fuel to full, and send it to a destination that only uses half of it, will it retain that fuel, or does it have to be refuelled for the return trip?
Title: Re: [1.0] Cargo Pod Transport
Post by: Sepon on October 22, 2018, 03:02:03 PM
Hi J.BEAR, ty for this nice mod =)
Sorry for asking without even trying it out, but how much fuel do you need for this one? It would be great if it takes a loot more fuel than the normal cargo pod :3
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 22, 2018, 05:50:59 PM
Quote from: Sepon on October 22, 2018, 03:02:03 PM
Hi J.BEAR, ty for this nice mod =)
Sorry for asking without even trying it out, but how much fuel do you need for this one? It would be great if it takes a loot more fuel than the normal cargo pod :3

i think its the same, and it can store alot more fuel
try it out, i forgot the exact numbers.
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 22, 2018, 06:13:08 PM
Quote from: Morbo513 on October 22, 2018, 09:45:02 AM
This is pretty cool. Couple questions though, does it depend on having a launch-pad? And if I fill its fuel to full, and send it to a destination that only uses half of it, will it retain that fuel, or does it have to be refuelled for the return trip?

nope, its stand-alone like a building,
and ya it carries more fuel so it can make round trips.
u can also carry backup fuel as cargo, and refuel on your trip while landed.
Title: Re: [1.0] Cargo Pod Transport
Post by: evilbob on October 27, 2018, 08:06:43 AM
could i get this mod b19?
Title: Re: [1.0] Cargo Pod Transport
Post by: Morbo513 on October 27, 2018, 03:34:27 PM
So I've been playing with this the last few days, and mechanically it seems to work really well except for the whole not being able to land at map-edge thing. I think that makes it quite balanced in fact, and if possible the option to land at map edge should be removed - if not for balance's sake, to avoid people running into the potential issues caused by landing at map-edge.
Anyway, the problem I have is it makes normal transport pods almost completely redundant - Usually by the time I research it I'll have more than enough plasteel and adv components from fighting mechanoids that there's no reason for me to build launch pads then regular pods. The only reasons I can think of to keep a couple normal pods is either 1: sending reinforcement/resupply to the guys you deployed with this one (Which can be done with a second one of these - and more viable due to extended range and re-usability), and more often 2: Sending one person ahead during an attack so you can specify the landing zone.
To make it more balanced, I think at the very least it should definitely require its own research. Beyond that though, maybe have it use its own dedicated component types, which have to be manufactured at a fabrication bench. That way it takes more time, colonist skill and prerequisites to offset how simply superior it is to using normal caravans and/or transport pods.
Alternatively, it could require a structure to handle its guidance. The long-range mineral scanner could stand in, but obviously it'd be cooler to have an original building dedicated to this purpose. This way, the cargo pod is dependent on at least one of your colonies containing and powering one of these buildings - maybe even someone manning the console.
Yet another alternative is giving it a second "fuel" type. Say it has a capacity of 2, and 1 is used per launch, so you can make one trip then a return. If you want to go beyond that, you have to pack extra in addition to more chemfuel. This limits how frequently you can use it to your production of this second fuel type in addition to chemfuel.
The crafting materials could be something like Silver, Gold or Uranium, plus Chemfuel and Neutroamine - meaning you have to sacrifice stocks or production/buying capacity to make continued use of this pod
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 28, 2018, 03:38:47 AM
Quote from: Morbo513 on October 27, 2018, 03:34:27 PM
So I've been playing with this the last few days, and mechanically it seems to work really well except for the whole not being able to land at map-edge thing. I think that makes it quite balanced in fact, and if possible the option to land at map edge should be removed - if not for balance's sake, to avoid people running into the potential issues caused by landing at map-edge.
Anyway, the problem I have is it makes normal transport pods almost completely redundant - Usually by the time I research it I'll have more than enough plasteel and adv components from fighting mechanoids that there's no reason for me to build launch pads then regular pods. The only reasons I can think of to keep a couple normal pods is either 1: sending reinforcement/resupply to the guys you deployed with this one (Which can be done with a second one of these - and more viable due to extended range and re-usability), and more often 2: Sending one person ahead during an attack so you can specify the landing zone.
To make it more balanced, I think at the very least it should definitely require its own research. Beyond that though, maybe have it use its own dedicated component types, which have to be manufactured at a fabrication bench. That way it takes more time, colonist skill and prerequisites to offset how simply superior it is to using normal caravans and/or transport pods.
Alternatively, it could require a structure to handle its guidance. The long-range mineral scanner could stand in, but obviously it'd be cooler to have an original building dedicated to this purpose. This way, the cargo pod is dependent on at least one of your colonies containing and powering one of these buildings - maybe even someone manning the console.
Yet another alternative is giving it a second "fuel" type. Say it has a capacity of 2, and 1 is used per launch, so you can make one trip then a return. If you want to go beyond that, you have to pack extra in addition to more chemfuel. This limits how frequently you can use it to your production of this second fuel type in addition to chemfuel.
The crafting materials could be something like Silver, Gold or Uranium, plus Chemfuel and Neutroamine - meaning you have to sacrifice stocks or production/buying capacity to make continued use of this pod

- yes i've chatted to the programmer about the landing at edge disappearing bug. its only due to this structure being 3x3, we can make it 1x1 but its gonna look weird af and clipping through walls etc.
he was thinking about making it only able to land within certain tiles from map edge, but hes coding at his own pace. u can make a comment on the steam workshop page so he can see.

- and ya this is like the ultimate transport for end game, i use it more for caravan requests than anything else.
- normal drop pods are still used as scout and 1-off send supply / troops
- caravans are still useful when i make a 2000kg corn run and buy all the steel/plasteel/uranium from settlements. this thing only carries 1000kg.

i think for balance.... maybe we can make the fuel consumption rate x6 ... since its 6 pods welded together.
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 28, 2018, 03:39:59 AM
Quote from: evilbob on October 27, 2018, 08:06:43 AM
could i get this mod b19?

i THINK it should work for B19, if u just change the version number in about.xml
Title: Re: [1.0] Cargo Pod Transport
Post by: Madman666 on October 28, 2018, 03:50:04 AM
Dayum, transport problem solved. Cool. Always thought that vaniila drop pods are incredibly lame, so its a god send.
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on October 28, 2018, 10:18:47 AM
Quote from: Madman666 on October 28, 2018, 03:50:04 AM
Dayum, transport problem solved. Cool. Always thought that vaniila drop pods are incredibly lame, so its a god send.
when the vanilla pods land they should be hard-coded to break into 1-2 steel chunks
they shouldnt just disappear into thin air
Title: Re: [1.0] Cargo Pod Transport
Post by: Spaltersar on October 31, 2018, 03:50:09 PM
Quote from: J.BEAR on October 28, 2018, 03:39:59 AM
Quote from: evilbob on October 27, 2018, 08:06:43 AM
could i get this mod b19?

i THINK it should work for B19, if u just change the version number in about.xml

Not sure, if this is a B19 issue, but i did change version number and now using the mod I can't load any pods anymore; the list is just blank empty, nothing to load.
Title: Re: [1.0] Cargo Pod Transport
Post by: PreDiabetic on November 02, 2018, 05:27:54 PM
Looks like this is one of the best mods out there.
Title: Re: [1.0] Cargo Pod Transport
Post by: 893 on November 02, 2018, 07:12:28 PM
J.bear could you create some more ship so as to differentiate the types of transport?pleaseeeeeeee :))))))
Title: Re: [1.0] Cargo Pod Transport
Post by: Telcore on November 02, 2018, 07:57:19 PM
More people would download this mod, if they could do it without having to sighing in to the forum.
i myself couldn't figure it out for a while.
Title: Re: [1.0] Cargo Pod Transport
Post by: Lyca0n on November 02, 2018, 11:16:53 PM
"Jump feet first into hell and back" Yup sounds about right, now we can go full ODST/Imperium shock trooper on the pirate scourge without a care in the world >:)
Title: Re: [1.0] Cargo Pod Transport
Post by: J.BEAR on November 17, 2018, 11:55:44 PM
Quote from: Lyca0n on November 02, 2018, 11:16:53 PM
"Jump feet first into hell and back" Yup sounds about right, now we can go full ODST/Imperium shock trooper on the pirate scourge without a care in the world >:)

I don't recommend air dropping them straight into a raider base
these are for cargo, no insurance cover for bullet holes. :P
Title: Re: [1.0] Cargo Pod Transport
Post by: Operative85 on November 21, 2018, 10:50:56 PM
Hi, @J.BEAR!

Is it possible for you to add more colors/themes for the cargo pods? I'm currently running a military colony and it would be great if my cargo pods of doom were in shades of gunmetal gray or black.

Thanks for the mod, by the way! :)
Title: Re: [1.0] Cargo Pod Transport
Post by: mraadx on November 28, 2018, 05:17:17 AM
This is basically OHU mods but simpler.
Imagine, just change the texture with any plane, rockets, appa(aang's bull thing) you name it. it's possible!
please make more air ship options, or just ask OHU to use their texture. I can even help you design the texture if necesary.
Title: Re: [1.0] Cargo Pod Transport
Post by: omatkoicorko on November 28, 2018, 06:54:58 AM
i would change a graphic for this pod, something that would not look like a tram
Title: Re: [1.0] Cargo Pod Transport
Post by: cesarjunior233 on December 15, 2018, 02:06:49 PM
Help, when I try to make it, it dissapears when it is finished
Title: Re: [1.0] Cargo Pod Transport
Post by: mangalores on January 04, 2019, 04:16:29 PM
mod is fine. Small nitpicks would be that I'd prefer an icon that fits the world map instead of the cargo pod graphic and a fancier graphic.

But overall this is a nice transport connection for my high tech colony branching out. :)
Title: Re: [1.0] Cargo Pod Transport
Post by: Man_Jones on January 05, 2019, 11:08:41 PM
Hello I assume that if I decided to land this thing somewhere that wasn't an actual location the resulting caravan will have to be debugged out of the problem.
Title: Re: [1.0] Cargo Pod Transport
Post by: Operative85 on January 06, 2019, 10:29:52 PM
Quote from: Man_Jones on January 05, 2019, 11:08:41 PM
Hello I assume that if I decided to land this thing somewhere that wasn't an actual location the resulting caravan will have to be debugged out of the problem.

Download the Set-Up Camp mod. Land anywhere. Set-up camp. Check your caravan's inventory. Drop the Cargo Pod Transport. Viola.

Not sure if you could drop items from inventory from the World Map. Try doing so before trying my aforementioned suggestion.
Title: Re: [1.0] Cargo Pod Transport
Post by: moonra on January 13, 2019, 05:44:27 PM
Quote from: Operative85 on January 06, 2019, 10:29:52 PM

Not sure if you could drop items from inventory from the World Map. Try doing so before trying my aforementioned suggestion.

You can, but you lose the item.
Title: Re: [1.0] Cargo Pod Transport
Post by: Aronia on February 20, 2019, 11:35:13 PM
Okay, here's my issue with this.
First of all, should say this is great, it lets my vampires actually travel at all. If you don't name being carried around in coffins traveling of course.
But. When I order my colonists  to load it, they don't lod the items first and then enter. Instead, they just enter and wait for the cargo to crawl there on its own. Basically not an issue while starting your way from the colony, as there are other pawns who can carry the cargo. But on returning home — well, yes, it is an issue.
Could build a second one, of course, so I can load a colonist in each, but that does sound a bit too complicated.
Title: Re: [1.0] Cargo Pod Transport
Post by: buskape on February 23, 2019, 02:43:39 PM
Great mod thanks a lot for sharing! Haven't encountered any major issues so far, I'm using it mainly to recover resource found with the long range mineral scanner and it's awesome. Didn't try raiding with it yet though.
Would love to see some different ships with bigger capacities.
Title: Re: [1.0] Cargo Pod Transport
Post by: princexx on February 24, 2019, 07:27:27 AM
Hello I tried to build it and it disappeared... tried to place it with dev mode and can't... help please!
Title: Re: [1.0] Cargo Pod Transport
Post by: Canute on February 24, 2019, 09:07:03 AM
a good start would be if you could provide an error log.
How to find the log reat at
https://ludeon.com/forums/index.php?topic=38291.0
You need to use Reply button to see the option to attach files to your answer
Title: Re: [1.0] Cargo Pod Transport
Post by: princexx on February 24, 2019, 09:15:43 AM
Quote from: Canute on February 24, 2019, 09:07:03 AM
a good start would be if you could provide an error log.
How to find the log reat at
https://ludeon.com/forums/index.php?topic=38291.0
You need to use Reply button to see the option to attach files to your answer
I don't get an error window or anything. is it still visible in the log?
Title: Re: [1.0] Cargo Pod Transport
Post by: Canute on February 24, 2019, 09:31:40 AM
You can try it out at the hard way, just activate hugslib and Cargo pod transport, use the quickstart option from hugslib for a test colony.
Place some resources and finish all research with the dev tools (then maybe safe it for later tests) and let the pawn's build one.
If that works, anything is fine with the mod-installation.

Add other mods, until it don't work anymore.
Title: Re: [1.0] Cargo Pod Transport
Post by: princexx on February 24, 2019, 11:48:10 AM
Quote from: Canute on February 24, 2019, 09:31:40 AM
You can try it out at the hard way, just activate hugslib and Cargo pod transport, use the quickstart option from hugslib for a test colony.
Place some resources and finish all research with the dev tools (then maybe safe it for later tests) and let the pawn's build one.
If that works, anything is fine with the mod-installation.
I tried it and it's working now! Thank you! (have a few mods so it'll take me a while to find the one... )

Add other mods, until it don't work anymore.
Title: Re: [1.0] Cargo Pod Transport
Post by: Canute on February 24, 2019, 02:01:05 PM
QuoteI tried it and it's working now! Thank you! (have a few mods so it'll take me a while to find the one... )
Could you maybe tell us what mod caused trouble with the Cargo pods ?
Title: Re: [1.0] Cargo Pod Transport
Post by: princexx on February 25, 2019, 06:40:09 AM
Quote from: Canute on February 24, 2019, 02:01:05 PM
QuoteI tried it and it's working now! Thank you! (have a few mods so it'll take me a while to find the one... )
Could you maybe tell us what mod caused trouble with the Cargo pods ?
Actually I just placed it almost at the top after core,HugsLib and JecsTools! So I think there is a mod that has to be loaded later than this one.
Title: Re: [1.0] Cargo Pod Transport
Post by: Morbo513 on February 26, 2019, 09:52:37 PM
After playing a bit more with this, again I think it should really require some kind of  fuel source that requires rarer resources to manufacture. Running on Chemfuel alone, using it for any over-map travel is trivial and allows you to skip caravanning and all its associated dangers - ambush, running out of food, becoming immobilised etc.
Even simply converting the fuel source to Uranium would go a long ways to balancing it out.
Title: Re: [1.0] Cargo Pod Transport
Post by: rawrfisher on February 27, 2019, 12:18:16 AM
Its got a fairly limited range in my experience.  Takes me 4 launch's to get from 1 colony to the other <,<
Title: Re: [1.0] Cargo Pod Transport
Post by: Aronia on March 01, 2019, 09:49:25 PM
Found out what I stated in the previous post only works like that with my vampire, it's all right with humans. So it must be some interference between these mods, not a glitch of the cargo pod mod itself.
Sorry then. I guess I can actually manage this, so it isn't much of an issue.
Title: Re: [1.0] Cargo Pod Transport
Post by: aemeyer on March 04, 2019, 10:02:40 PM
This almost feels like a simplified revival of the Shuttlecraft mod, so this is awesome.
Title: Re: [1.0] Cargo Pod Transport
Post by: Sandy on May 06, 2019, 09:57:57 AM
Quote from: J.BEAR on October 22, 2018, 06:39:20 AM
hi everyone, posting a mod here that I helped make:

(https://steamusercontent-a.akamaihd.net/ugc/938330927734941345/50F4820E9CEDF79CB72E511B3D9C50C622BA3D04/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

[1.0] Cargo Pod Transport
non-Steam download:
see attachment zip
Steam link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776&searchtext=cargo (https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776&searchtext=cargo)

code by: AKreedz风影
art work by me: JerrBear888

A reusable transport pod that your colonists put together by combing 6 pods inside a plasteel superstructure, open up the spaces between the pods, then install hydraulic legs and shock absorbing air bags underneath. To reduce weight, alot of Plasteel are used instead of steel.
It can carry 1000kg
material cost:
500 Plasteel
100 Steel
8 Components
1 Advanced Component

==================================
Warning:
Do not drop at the edge of map, due to its size (3x3)
it will disappear if it doesn't get enough space to land
==================================

any usage / balancing / artwork feedback is welcome!
if you encounter any errors please post in Steam workshop comments.
since I can't do any in-depth coding, I can only respond to anything related to art.
Hi.. is it possible to create different cargo pods using this mod? i wanna make some types and add it to this mod and use it personally.. types like, single person use, small squad use pods.. Thanks for the mod..
Title: Re: [1.0] Cargo Pod Transport
Post by: Canute on May 06, 2019, 10:54:28 AM
The basic stats of the transport is in XML, so nothing speak against to duplicate the entry , adjust it with different name,texture and stats.
Title: Re: [1.0] Cargo Pod Transport
Post by: Sandy on May 06, 2019, 01:08:12 PM
Quote from: Canute on May 06, 2019, 10:54:28 AM
The basic stats of the transport is in XML, so nothing speak against to duplicate the entry , adjust it with different name,texture and stats.
Yup.. thats what i thought when i saw the xml.. so i made a new pod, with almost same settings, but different def names.. in-game, i can build it and load it.. but as soon as i click on launch button, the pod changes into the original pod.. so i looked into the code and managed to find, as of yet, one place where the original pod is hardcoded.. im currently looking into how to work around it..