![]() ![]() Q: When I land my ship it always points north!Ī: Yes. Q: Where are the things I loaded into my ship? They disappeared.Ī: Check the inventories of the pawns that went on the trip. It increases the build cost substantially. ![]() You may like my Realism Patch for this mod. Leave a few blocks around your landing point to avoid this. If you try to land too close to the edge of the map your shuttle may vanish.If you choose the "Gift" option when launching your shuttle, you will give the faction your shuttle and EVERYTHING inside.If you don't, you will lose the shuttle and it will act like a drop pod. At least one person must go on the caravan. Try out CP's Get To The Chopper! Immersive helicopters instead of ships! Recipe: 2000 steel, 150 plasteel, 350 gold, 18 components, 2 advanced components. Recipe: 800 steel, 450 plasteel, 150 gold, 100 neutroamine, 20 components, 10 advanced components.Ī simple freighter design used across nearly every homeworld. This new ship design uses an intricate chemical process to infuse the building materials with a mesh-network, effectively removing the need for many ship-components we use today. This design washed up in our databanks a long time ago, but it wasn't until recently that we understood what it meant. Recipe: 1200 steel, 240 plasteel, 150 gold, 16 components, 5 advanced components. Originally designed for exoplanetary exploration, a stripped down Albatross X-11 makes for a perfect SRTS replacement. Thank you to Aquamarine for ship graphics! SRTS is not required, but works well with SRTS Expanded! Want to add your own? No problem! Support for unlimited types of ships. Both ships require their own research project, and they're not cheap. Three additional short range transport shuttles (or SRTS) so you really can fly across the whole world and back again. Great for hauling cargo, trading with factions, assaulting points of interest on your world map, and so much more. These act like drop pods, but are not one use - when you bring it back home you choose where to land and disembark. However, those mod authors can (and I strongly encourage them to) use the source in NewbieUtil.cs to generate pawns the same way as this mod.These are flying caravans, meant to load people and cargo and bring it somewhere else - potentially a very long distance, and back again. They will in fact probably try to leave the map.įor obvious reasons, this mod conflicts with the Hospitality mod and the Refugee Stats mod, and I cannot make it compatible with them. The refugee from that landing will not auto-join immediately. Under normal conditions, refugee pods have a small chance to not crash. There is a chance that they will land instead and the refugee will auto-join immedaitely. ![]() When a colony has no colonists remaining, refugee pods will not crash nearby. The limitations and the bonuses stop when there’s a suitable indoor growing area and Hydroponics is researched.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |