RimWorld

RimWorld

Skipdoor Delivery
70 Comments
Lovhes 10 Oct @ 11:03pm 
woah, it's updated!
Winter 8 Oct @ 6:39am 
Looks good. Just tested and was able to move items between skipdoors on the same map, and skipdoors on different maps.

Thanks for the update!
Nirahiel  [author] 7 Oct @ 12:26pm 
Updated for 1.6
Should HOPEFULLY work now.
Please test it and give me feedback !
Nirahiel  [author] 6 Oct @ 1:10pm 
Still there guys. I'll take another look at it tomorrow if I can.
sku 5 Oct @ 1:58pm 
i dont think it motivates you, you wrote as much but updating the mod would make my day. thanks anyway for your time.
Ts_L 28 Sep @ 8:36am 
love your mod, good to know this mod is not abandoned!:steamhappy:
Morloc 22 Sep @ 2:36pm 
I think the only mod I missed more than this one was when More Vanilla Turrets wasn't updated for a bit.
Take as much time as you need :) This mod is super awesome, I'm very excited to know it's at the very least not dead!
Lovhes 8 Sep @ 5:09pm 
good luck my dude, no rush
Killawa 5 Sep @ 3:04pm 
Take your time. If you need help i can try to offer my assistance.
Nirahiel  [author] 4 Sep @ 1:52pm 
Update : I still can't fix the mod right now. I'm having some personal issues still in my life, and I have no time, energy or motivation to fix it. Or rather to finish fixing it. The update is almost ready but there's one critical bug that messes everything up.

I'll finish fixing it once stuff is going better on my end.
Thanks for your patience !
Morloc 1 Sep @ 7:35pm 
Thanks for this fine mod.
robotguy4 23 Aug @ 2:54pm 
Here's a work-around I found that will allow you to transport materials between skip doors while this mod is being updated:
1. Make a caravan that will carry all the items that you want to transfer to another tile in the world map.
2. Wait until the pawns in the caravan have picked up all the items.
3. Draft all pawns in the caravan.
4. Send each pawn from the caravan to the skipdoor you want to send the items to.
5. Once on the other side of the skipdoor, have your pawns drop the items. Return the pawns through the skipdoor, if needed.

It is micro-y as hell, and doesn't allow you to transfer prisoners or animals through the doors, but it will at least help you keep your faraway outposts stocked without having to install more mods.

Hang in there and take your time updating this mod.
toetruckthetrain 21 Aug @ 12:47am 
really miss this mod, i tend to make huge bases so i cant play my main save without it
Nirahiel  [author] 12 Aug @ 12:44am 
It will, I'm having some personal issues right now but I'm doing my best
The Lord of Ebola 10 Aug @ 11:21pm 
really hoping this gets updated soon :D
Lovhes 28 Jul @ 7:15pm 
good luck
Sirjames101 22 Jul @ 12:59pm 
cant wait for this mod to be updated.
Monarch 21 Jul @ 4:42am 
ez brotha just figured id inform you snce you asked
Nirahiel  [author] 20 Jul @ 2:58am 
I know. I started updating. A lot has changed. I have a few bugs to fix still.
Monarch 19 Jul @ 7:02pm 
yea just tested its non functional for 1.6
Nirahiel  [author] 17 Jul @ 5:14am 
I started cleaning up my modlist for 1.6 (that's a LOT of mods to remove)
Then I'll see about updating :)
Matsomi 14 Jul @ 7:21pm 
i love this mod so much I hope you're able to figure everything out
Killawa 14 Jul @ 1:06pm 
More testing can confirm it is not teleporting items
Killawa 14 Jul @ 12:37pm 
So i loaded the mod to see if it would work, I am still on Planet side. and it allows me to create the stockpile, but will not transfer anything through the skipdoor. I will continue to experiment in space as well to see if i can get anything working.
Nirahiel  [author] 14 Jul @ 3:29am 
Alright well 1.6 is there so I'll update ASAP. You guys could try and see if the code for 1.5 still works though, and report to me, if you want. Either way, I don't own the latest DLC so making sure these still work for things like gravships and so on, that'll be complicated.
Balin 13 Jul @ 2:29pm 
agreed with deadman
deadmanreaper13 10 Jul @ 3:55pm 
doesn't have to be rushed, whatever pace works for you.
Nirahiel  [author] 10 Jul @ 11:21am 
I don't use 1.6 yet, so many mods I use aren't updated.
Though I might just get the beta to update this and go back to 1.5
Maybe.
Why is everyone willing to get mods to 1.6 already even though the game isn't officially 1.6 yet ?
deadmanreaper13 10 Jul @ 11:04am 
please update for 1.6, this is so useful
Nirahiel  [author] 23 Oct, 2024 @ 12:45pm 
Thanks for the good words, but honestly, I just updated it (and gave it a fresh coat of paint for 1.5)
TheLastThrumbo 22 Oct, 2024 @ 9:53pm 
Not gonna lie, this mod looked too good to be true. Haven't had any issues with it so far. Thank you so much for creating such an amazing mod.
Nirahiel  [author] 28 Jul, 2024 @ 3:27am 
Glad it works for you. I won't backport (or even just copy files) to 1.4 because I'd have to thoroughly test it and I'm not willing to do so, but if it works for you, then it's good, I guess.
Xylem 28 Jul, 2024 @ 1:53am 
Also I have to mention: I'm still running on 1.4, and the changes you made in 1.5 (noted in the description) are of course not included in the 1.4 version of this mod.

So setting up seamless send/receive zones appears to be impossible in 1.4.

However. I simply renamed the "1.5" folder to "1.4", and so far it works perfectly in my 1.4 game.
Xylem 28 Jul, 2024 @ 12:53am 
You know what? Your idea worked 100%. When you assign your mech to escort, he follows his mechanitor right through the skipdoor onto another map.

Also, using WVC Work Modes you can set mechs to escort any colonist, and they will happily follow anyone you want through any skipdoor.

Thanks!
Nirahiel  [author] 27 Jul, 2024 @ 2:08am 
I don't handle travel to another map. Or travel in general. This mod just handles stockpiles. I don't know if a mechanitor with their bots as "escort" would work with the "vanilla" way to travel using skipdoors though. You could try that.
Xylem 25 Jul, 2024 @ 2:57pm 
This mod is amazing. Thank you for your work.

Is there any way to get my mechanoids through a skipdoor onto another map? It would be super nice, but living mechanoids can't go in stockpiles, and I can't make them path into the door by themselves. And no one will carry them.
NuanKi 15 Jul, 2024 @ 12:38am 
thanks, will try both
Nirahiel  [author] 15 Jul, 2024 @ 12:01am 
It just works alongside it as far as I know.
NuanKi 14 Jul, 2024 @ 6:22pm 
How does this work with Better VPE Skipdoor Pathing ?????
CTH2004 30 May, 2024 @ 6:32pm 
makes sense! I like that thought!
Nirahiel  [author] 25 May, 2024 @ 5:33am 
I don't know if I can add psycasts to that. But hear me out. What if the skipdoor is used as a form of portal so that what comes in comes out. If you stick one end of a long cable through the gate and it sticks out the other end. So if you bring a wire to all the entrances, all the ends of the wires will "touch" though the portal, in a way, won't they ?
For pathing .. I guess yeah I could check now-ish to see how it's done in that other mod..
CTH2004 23 May, 2024 @ 5:09pm 
The skipdoors seem to be for matter, so electricity, imo, won’t work. But it would make sense to add a psycast to that path called “skip wire” that works with electricity (or use skip doors if you want)

And fair enough. So, basically, “maybe soon-ish, possibly perhaps” (:

That sound kinda mostly right-ish? (:
Nirahiel  [author] 23 May, 2024 @ 6:51am 
Yeah, I had already considered adding pathfinding. I'd have to see if I can get the code from the creator of that other mod, or maybe figure out how to do it myself.
Then why not maybe add electricity network too ? :3
CTH2004 23 May, 2024 @ 4:40am 
"If you want to avoid this, make sure you limit the stockpile under a skipdoor to that skipdoor's radius."
thought of another way!

make a stockpile, storing most stuff a ways away, using a 1-tile wide "wire" to get the zone near the skipdoor. fill that "wire" with slag. For all skipdoors on this zone, ensure that filtered targets don't want slag. Now, you can put any items in it, keeping them manually within the radius!

also, any chance you could add in pathing for auto-useing of them? (skipdoor pathfinding)
Nirahiel  [author] 16 May, 2024 @ 1:40pm 
Well I considered adding the skipdoor pathing as part of this mod. And make each feature toggleable to people only use what they need. Renaming the mod to "Improved Skipgates" or something. Who knows, maybe one day I'll find an elegant and CPU efficient to make pawns *use* the skipdoor for pathing instead of just seamlessly zooping around as if the two tiles were close to each other. Right now though it seems that triggered the gates the proper way creates issues with jobs.
Molay 16 May, 2024 @ 1:31pm 
Here's an idea for what to work on next: Create a game in the spirit of Increlution using the unity UI Toolkit. Well that's my plan anyway, but I just noticed you have a lot of playtime in Increlution too when I went to check your workshop via your profile, and I could totally do with more games like that in my life :)
Molay 16 May, 2024 @ 1:27pm 
Thanks so much! I just went through a lot of finnicky micromanagement while repairing a Louie (from vanilla vehicles) on another map tile, toggling stockpile zones etc to make it work. This is much appreciated and I'm really looking forward to making good use of it (my base is basically smack dab in the center of the north pole, so not much nearby!). Thanks so much :)
Not sure what you could work on next relating to this, between this mod and the skipdoors being used for pathing mod, skipdoors are now "complete" I would say? :)
Nirahiel  [author] 16 May, 2024 @ 12:26pm 
Well Neville, you asked for it, I (skipdoor) delivered !
Skipdoors can now be set to local. There's also a config option to set the default behavior of new gates.
Took my time for this one since you said there was no hurry :P
Wonder what I can work on next.
Molay 7 May, 2024 @ 8:56am 
Wonderful! No hurries on my part though, I started over so it's going to be a while until I make use of it :D But Skipmaster will certainly be my first path again :) Thanks so much for your continued work on this excellent mod!