RimWorld

RimWorld

Rimsential - Spaceports (Continued)
200 Comments
Zaljerem  [author] 26 Aug @ 9:18pm 
Additionally, it can be completely disabled from the mod options.
Zaljerem  [author] 26 Aug @ 1:44pm 
You can end game conditions from the debug menu. Kessler syndrome can last up to 50 days, and I even added checks to possibly end it sooner as I know it's no one's favorite.
Nox 26 Aug @ 1:39pm 
It says up there that kessler syndrome is supposedly not permanent anymore, except mine has lasted 33 days now. I build a spaceport, and this event immediatley fires and prevents me from using it for half a year now. It has effectively bricked my playthrough and I need to start over. Why does the mod even include an event that prevents you from using anything in the mod? Why is it on by default? and why does it not show up in the debug menu to cancel ongoing events like heat waves? Literally bricked my run.
Spearton 26 Aug @ 2:56am 
Thanks for answering and for your work. I didn't mean to tell to make haste, I was just wondering, sorry for how it came through
Zaljerem  [author] 20 Aug @ 6:10pm 
Additionally, though this can't be reflected in Steam's "required DLC", the shuttle system is now ANY DLC, not just Royalty, so the next update will support that as well.
Zaljerem  [author] 20 Aug @ 6:09pm 
Yes, yes, we're getting there. I appreciate your patience. Due to some nice work by Keyz we're pretty much there, I just have to sort out his changes vs. the stuff I've done locally but didn't push to the repo yet. I also need to test the new solution alongside Hospitality and make sure all the integration is solid.
Spearton 17 Aug @ 6:21pm 
Heyo, another question: is this supposed to no trigger on asteroids? Because right now the entire Hospitality doesn't do that
tetoruru 16 Aug @ 5:01pm 
Sorry for asking another question.
Are there any plans to support roofs from Simply More Roofs?
It's a simple roof mod that allows shuttles to pass through, so I think it would go well with Rimsential - Spaceports for space life.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536657775
tetoruru 16 Aug @ 1:42pm 
Thank you for the update.
It would be great if we could use the Rimsential - Spaceports feature to play as an inn or hospital in space.
Taggerung 13 Aug @ 4:22pm 
Not sure if you’ve seen it but Keyz put a pr to update the space stuff on the repo a while ago.
EpicJp21 11 Aug @ 4:28pm 
Hey I got this error log when I loaded my game.
Trying to start an already ended ship job.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
RimWorld.ShipJob:TryStart ()
RimWorld.ShipJob_Unload:TryStart ()
RimWorld.TransportShip:TryGetNextJob ()
RimWorld.TransportShip:Tick ()
RimWorld.TransportShipManager:ShipObjectsTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.Game/<>c:<LoadGame>b__81_1 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
I have a lot of mods but I'm not quite sure if its a conflict.
Frozenwest 11 Aug @ 3:07am 
Thank you very much for making this mod work again. Back in the day it was one of the core mod for my space station restaurant to work. It was the only way for me to get hospitality visitors in space with SoS.
Zaljerem  [author] 9 Aug @ 6:46pm 
I have most of the space stuff worked out, hoping to work back on it and Hospitality soon.
Cynthwayve 9 Aug @ 12:53pm 
Does this mod work in space?
immortalartisan 4 Aug @ 7:43pm 
thank you for updating to 1.6
CrackaJack 2 Aug @ 11:17pm 
the ironic thing is the angry and frustrated people writing ARE the ones who actually care(about the mod, maybe not your feelings :D)
Coolchilion 1 Aug @ 10:48am 
@xlite.x078 Use cherry picker if it bothers you so much
Zibrolta16 29 Jul @ 5:19am 
Hello, it seems like the mod currently doesn't recognize your continued version of Hospitality, guests do arrive by shuttles but mod considers them visitors, and settings do not appear for guests.
xlite.x078 27 Jul @ 9:59pm 
Remove the Archotech Shuttler Generator, it's too powerful
LZIM 12 Jul @ 7:05pm 
not clear if it is caused by this mod (versus all trade caravans because I seldom see any walk in) or just adding options for rich merchants but it often happens that merchants will appear carrying every known variety of Wooden Javelins. They bring a muffalo with a handful of javelins each.. but hundreds of muffalo.

is there no way to hard cap the number of occupants that can be generated with any merchant ?
n1brawler@bandit 12 Jul @ 5:58pm 
Look i was just asking a simple question there's no need to deep it so much
SwampyMcG 12 Jul @ 9:54am 
@Zaljerem, I'm sorry that there are a vocal group of fans who just don't understand the time and knowledge necessary to bring these features up to snuff. They are fools to think that everything new would plug in seamlessly. Thanks for hanging around, though! Loved using your work throughout 1.5
Zaljerem  [author] 11 Jul @ 6:02pm 
It will work fine on-planet, but a spaceport in space will not receive visitors at this time, the incidents won't even fire. Maybe give me a little time, as Odyssey has been out for about five minutes?
n1brawler@bandit 11 Jul @ 5:59pm 
does this mod work wt odyssey?
Danger Close 8 Jul @ 4:24pm 
This mod seems to mostly be working on my campaign except the new events. So far, I've built the landing pads and refueling stations and those both work (different shuttle types have landed, unloaded people, and paid for fuel) but after about 2 days of playing, I haven't received any of the new quest types. And yes, I have the new events enabled.
Jet 17 Jun @ 3:07pm 
can we stop tribals from coming in on shuttles???
ColossalFossil 3 Jun @ 11:56am 
I dunno .. the image of a Spelljammer ship landing would be kind of neat.
Bunuffin 3 Jun @ 9:48am 
would it be possible to restrict faction tech level that can use the spaceports?
Having medieval people show up with a ship is kinda dumb xD
Lori37 26 May @ 2:32pm 
@BikeBoi the Hospitality mod is in desperate need of a good update, but the mod creator has said he's not going to do it anymore
Mask of Humble 22 May @ 2:06am 
I finally got guests to land, turns out there was a hidden enemies on the map so it was in lock down mode but wasn't showing on the screen, tho I still have the problem of the hospitality mod where they won't buy anything or rent out the beds
thesoupiest 28 Apr @ 6:56am 
Medieval version would go crazy. Ocean port?
Smile☆Sky 7 Apr @ 4:33am 
This module cannot be safely removed, deleting it will cause loss of UI.
BikeBoi 23 Mar @ 8:32pm 
When using this mod along with hospitality, guests have never landed. Everything is up to date and I haven't messed with any of the mod settings. Has anyone else had this issue and knows what I can do to fix it?
Dogged 22 Feb @ 4:44pm 
Alright, I think I know the issue. It's not a bug (well, it literally is), but maybe it's something to look into. I had one bug from a hive raid still around on the map, so it shut down my entire map.
The syntax for the issue probably leads to the confusion, since it implies that the pads are blocked by something when they're actually shut down due to a hostile on the map.
Dogged 22 Feb @ 4:35am 
Getting the "All landing pads are full - landings suspended" issue. Will troubleshoot when I'm less sleepy, but worth noting. Has anyone stumbled onto a fix for that yet?
Derp pup 14 Feb @ 7:49am 
so i realized a issue not sure why but the quest you get from the mech spider wreck that gives you a mechlink does not spawn the mechanator shuttle with this mod enabled i know it has something to do with this mod as it is the only mod i removed after noticing this isuue and starting a new game.
TurtleShroom 8 Feb @ 3:59pm 
@aikixd

I am experiencing the same issue as you and the user 2962342497. "X HAS NO READING COMPONENT" spams the error log every millisecond.
weregamer 3 Feb @ 9:48pm 
After some experimentation and observation using dev mode, The answers seem to be that you need a Spaceport Beacon. (Perhaps the description of the two things could be made clearer?) Imperial shuttles will use a spaceport pad. The fusion fuel is delivered through the power lines, but the processor needs chemfuel hand-delivered to it (in addition to the power and being in water).
weregamer 3 Feb @ 10:09am 
Could you explain the Spaceport Beacon vs the Shuttle Landing Pad? Do I need one of the former even though the description makes it sound redundant if I have one or more of the latter? Also, will imperial shuttles treat a Shuttle Landing Pad the way they do an area marked with the vanilla Ship Landing Beacons?

Also, to clarify, since I have neither DBH nor Rimefeller, the connections between the fusion fuel processor, the tanks, and the dispensers are via the power network, correct?
kurikinton 21 Jan @ 7:42pm 
Sorry, I mean "guests": make everyone except traders act as proper guests, but maybe set their period of stay to something shorter (if that's possible).
kurikinton 21 Jan @ 7:42pm 
Maybe just make them all "visitors" according to Hospitality if they aren't there for another specific reason (such as trade).
kurikinton 21 Jan @ 7:41pm 
It would be really nice to provide a way for non-guest visitors via the spaceport to use an empty bed when designated as available to them. I set my spaceport visitor spot in my casino to at least make them look busy, but then they just sleep on the floor there.
Panzerechse 20 Jan @ 2:29pm 
Thanks for continuing this mod! Are you allowed to do changes to it? If so, this mod would be perfect, if the "visitors" really would be visitors, aka using your hospitality mod and colony stuff...just putting them around a beacon and have them doing nothing is kind of the opposite a spaceport should be. :/
Kelarius 4 Jan @ 3:02pm 
I just found this mod recently and it's quite neat -- thanks for keeping it updated. Question, is there any chance of compatibility with Rimnauts (link here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2880599514) . I expected this mod to work with Rimnauts asteroid bases since I have SoS2 also, and it works great there. Specifically, I currently have a SoS2 ship map and a Rimnauts asteroid map. Ships land no problem at my SoS2 ship map, but I can't get traders to land at the asteroid. Visitor ships are able to come to the asteroid map no problem -- but traders throw a red error in the log for some reason. Rimnauts integrates SoS2 features for space, and I have the landing pads at the asteroid map built on SoS2 ship hull tiles (so they are also under ship roof). Thanks again.
Camping_Zone 20 Dec, 2024 @ 9:36pm 
medevac cant land with access control set to all and no shuttles landed
harrydubois 29 Nov, 2024 @ 12:16pm 
This mod seems to add quite alot of complicated operations with the whole spaceport thing. I assume it does alot of background calculations? How is it in the performance department? I'll guess it eats up quite a decent amount of FPS/TPS.
Orpheusly 28 Nov, 2024 @ 10:39am 
@zaljerem

I've added you. Let's chat. Love that someone is keeping this one going.
Tassie Tiger 27 Nov, 2024 @ 12:03pm 
any way to improve the traders that arrive via shuttle? Everyone has basically the same stuff, a few reinforced barrels, maybe 5 components and some food plus only 200 silver
borkchoy 🥬 25 Nov, 2024 @ 7:07am 
is there any chance you might integrate mod compatibility with "hospitals" ? it would be nice for patients to be able to arrive and leave via spaceports :3
WJSabey 30 Oct, 2024 @ 3:10pm 
How exactly do we load cargo into the summoned shuttles? There's no gizmo for loading them, only for right-clicking to load people. They aren't much use if we can only use them for moving people.