RimWorld
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Pocket Dimensions (Continued)
   
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Mod, 1.2, 1.3, 1.4, 1.5
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4.608 MB
12 ABR a las 9:54 p. m.
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Pocket Dimensions (Continued)

Descripción
THIS IS NOT MY MOD. ORIGINAL AUTHOR IS CAPTAIN MUSCLES
If the original author requests it, I will remove this mod.
Original Mod Link: https://steamproxy.net/sharedfiles/filedetails/?id=2307817213
1.4 Fork Link: https://steamproxy.net/sharedfiles/filedetails/?id=2885998212
(packageID from the 1.4 fork was kept for compatibility's sake)

This is just a fixed, updated version for 1.5. Full list of changes:
  • When going outside (exiting) from a pocket dimension, it will first check for an interaction spot, useful for custom big buildings. Otherwise it will use the default location.
Made this update so that the Movable RV mod can be updated as well: https://steamproxy.net/sharedfiles/filedetails/?id=3184281714
33 comentarios
Pasaway 10 OCT a las 9:18 p. m. 
@Ebonyte: Check out the mod "RV with built-in PD"
https://steamproxy.net/sharedfiles/filedetails/?id=3342334887

The second video shows how to make a pocket dimension and add it to a vehicle. Hope this helps.
sou 2 OCT a las 3:02 a. m. 
@Ebonyte I also had problem with it. You can't use it as a direct power source. You need to attach a battery to it (and sometimes you need to attach the battery to the box's power grid, and then place it a little apart (removing it from the power grid) and re-attach it to the power grid because sometimes it just doesn't register (It seems the exit box inside loses all stored power when the outside is connected to a grid, and you need to re-attach for it to register. I have no idea why so buggy here). Then the battery stores power from the box at a slow 1W per second, even if the power excess inside the box itself is more than that. Aside from that, the box itself can act like a battery if you attach it to a generator, but with a capacity of 700W. I guess limitation to not be OP. Anyway, use the dev mode to test things out if the above doesn't help you. Removing and re-attaching the battery to the box may need to be done by your pawn (direct placement didn't register for me).
Critical32 16 SEP a las 8:55 a. m. 
This mod has a serious conflict with the vehicle framework. When packing a Pocket Dimension, there is a certain probability that the vehicle's menu will be broken, and if you move around the world map in this state, the vehicle will disappear. Also, if you have a Pocket Dimension and a vehicle together and create an additional settlement, a map generation error will occur.
Ebonyte 7 SEP a las 5:21 a. m. 
So, does power generated in the pocket come into the main world, assuming it has power links? I'm not seeing it. It also doesn't seem to network into Vanilla pipes like Haemogen or Neutrapaste networks. Am I missing something?
Ebonyte 3 SEP a las 7:23 p. m. 
I wish there was a way to link this to a vehicle like SOS Shuttles... And more cosmetic designs for those shuttles. That would be INCREDIBLE.
Darian Stephens 9 AGO a las 2:16 a. m. 
@Alexis Popcorn
Did you ever upload the correct source?
I'd also be quite interested in seeing the null map be implemented, it seems like it would fit extremely well with Pocket Dimensions.
Tormènt 7 AGO a las 10:33 a. m. 
@Haineko Try loading pocket dimensions before Geological Landforms if you haven't already.
GrynnReaper 5 AGO a las 9:55 p. m. 
How would i make it so that i could hide colony wealth in the pocket?
Shikoi Kurogami 27 JUL a las 3:59 p. m. 
Also how do you completely remove a pocket dimension from the upper colonist bars? They get lost, but can't seem to be removed.
Sera 18 JUL a las 8:48 p. m. 
@BreadMond I would love that. I have been hoping for VVE integration but that would be awesome to have. It would almost be like that castle devil fruit.