Colonial Shuttle
This mod will allow you to build shuttles, powered by the Vehicle Framework.
đšLean. The mod is balanced around whatâs already available in the base game, on purposeâno existing building, item or an in-game mechanic will become entirely obsolete once you start using colonial shuttles. For instance, transport pods will remain more fuel-efficient.
đšStraightforward upgrade options. More armor/cargo/passengers, a grenade launcher and an on-board subpersona that requires Biotech. Since youâll be trading cargo capacity for upgrades, keep in mind that shuttles canât fly with no available cargo capacity.
đšDynamic fuel consumption. The more cargo/passengers the shuttle is carrying, the higher is its chemfuel consumption, and vice versa, down to a minimum.
đšSupport for patterns and skins.
đšPrisoners need to be arrested before you can use the âLoad Pawnâ gizmo on them. Add [RH2] CPERS: Arrest Here! to your mod list, so that you can arrest downed enemies without building a prison beforehand.
đšMechanoids can also be boarded via the âLoad Pawnâ gizmo. Biotech integration is basic, but itâs on the to-do list on the Vehicle Frameworkâs end.
đšDynamic fuel consumption means you have to prepare for trips. Iâll be implementing a better UI to decrease a cognitive load when dealing with this feature. Hereâre some tips:
ââđ¸Take the amount of chemfuel equal to your shuttleâs current capacity every time you install an upgrade that increases the chemfuel consumption. Refuel en route if necessary.
ââđ¸If you prefer to be very specific, do some math (the author of this mod never does this and thinks itâs largely unnecessary, but it is an option):
- For the purposes of fuel consumption, shuttles count loaded cargo, passengers and their inventories. Teenagers weigh 30 kg, adults â 60. 95 kg is a very rough weight of a well-equipped adult. Load your shuttle up to a maximum and fill up some or all passenger slots.
- Click the âLaunchâ gizmo and hover the closest tile to see how much fuel youâll be spending per tile with maximum load.
- Solve a proportion. Say, you want to haul 190 kg: if 890 kg is your total weight aboard from step #1 and it costs 40 chemfuel per tile, 190 kg will cost 190 Ă 40 / 890 = ~8.5 chemfuel per tile.
đšCargo Racks (A) make the shuttle less fuel efficient for balancing reasonsâitâs intended to have a fleet of specialized shuttles when necessary, but taking additional chemfuel as cargo is also an option. Some stats can also be tailored to your experience in the settings:
ââđ¸Go to OptionsâMod optionsâVehicle FrameworkâVehicles tab, select the shuttle and change the default âFuel Rate %â under âLaunch Propertiesâ to a percentage that works for you.
ââđ¸Click the âStatsâ button and increase the base cargo or fuel capacity in case your mod list requires more.
ââđ¸All settings are revertible (the button is right below the cross that closes the window), so no harm can be done.
ââđ¸Upgrades cannot be customized.
đšYou might get a red error thatâll say âNo free workers for BFSââitâs harmless and can be ignored. That said, if youâll encounter issues with vehicle reachability after getting the error, try regenerating region grids while youâre playing the game: go to âMod optionsâââVehicle FrameworkâââDevModeâ tab and click the âRegenerate All Regionsâ button. Please let me know how it went.
đšVehicle Framework doesnât handle turret accuracy the same way RimWorld does, which makes balancing offensive turrets challenging. The framework is under active development and Iâm planning to take another look at possible turret upgrades in the future.
đšLanded imperial shuttles are buildings with a cover effectiveness of 75%, so colonists can only shoot when they stand at the corners. Vehicles, on the other hand, never block line of sight, so colonial shuttles compensate with a cover effectiveness of 55% (like sandbags). If possible in the future, colonial shuttles will behave just like the imperial ones in terms of cover.
đšThis mod changes the imperial shuttleâs texture for consistency. If you want imperial shuttles to use textures from VFE: Empire or Vanilla Textures Expanded, load these mods after. If you want to apply these textures to colonial shuttles too, check Colonial Shuttle + VTE Texture Patch out.
đšSave Our Ship 2 and RimNauts 2 are compatible, but colonial shuttles canât travel into space, which is intentionalâI tested it before and space travel was buggy, sometimes to a point of game-breaking. Save Our Ship 2 has three very similar shuttles that are tailored to the modâs experience, so you probably wonât gain much if you decide to run SOS2 and Colonial Shuttle together.
đšVehicle Framework maintains its own list of incompatibilities here[docs.google.com]. At the time of this message, the list doesnât mention issues with Auto Seller.
The MIT-licensed source is available on GitHub[github.com]. All non-derivative art assets are public domain and can be viewed on Figma[www.figma.com].
This mod woudnât be possible without the hard work of @SmashPhil. Support him on Patreon[www.patreon.com] or check out the game heâs developing alongside @Roolo and @Oskar Potocki:
