RimWorld

RimWorld

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Skipdoor Delivery
   
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Mod, 1.3, 1.4, 1.5
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334.777 KB
27 Apr @ 8:20am
16 May @ 12:24pm
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Skipdoor Delivery

Description
A patch for the skipdoor psycast from the Vanilla Psycasts Expanded mod.

With this mod, skipdoors can teleport items to other skipdoors automatically, even if they are in different maps. You can use skipdoors to send your hard-earned loot back to your base, to move items around your colony, or even to help manage simultaneous colonies.

New in 1.5

Source skipdoors don't need to have a stockpile attached to them anymore to send items. You can still create a stockpile and it will still work. (Before, the skipdoors could send items that weren't in a stockpile, but ONLY if that skipdoor had a stockpile under it)
Source skipdoors will happily send away items in their range, even if the item is in a different stockpile than the one they're sitting on.
Skipdoors can be set to local or global. A local skipdoor will only send and receive from skipdoors on the same map.

How does it work?

After creating your skipdoors, you must place a stockpile zone under each skipdoor that needs to receive items. The configuration of these stockpile zones is used by the skipdoors to choose which items to send, and where they should be sent.

Skipdoors will only send things to skipdoors with a higher stockpile zone priority than themselves, and only if the filter of the target accepts the item being sent. They will send things to the first valid spot that match the criteria. Items may be sent through skipdoors multiple times, especially across different maps.

Skipdoors will only attempt to teleport things in a 5x5 area around themselves. You can see this area in-game when you select a skipdoor. The skipdoor will teleport any item, whether they're in a stockpile or not. Skipdoors will never teleport items stored inside a storage building. Use storage buildings, such as shelves, if you want to make sure some items are never teleported, even if they are in the radius of a skipdoor.

When things are teleported, they are placed in the stockpile zone of the chosen destination skipdoor, without a distance limit. This means that no items will be teleported if the stockpile zone has no remaining space, but also that you can make the zone as large as you need.

Note : Since items may jump from gate to gate before reaching their final destination, especially if an item has multiple possible targets (example, going from a low priority stockpile to either a regular or high priority), it's possible that the teleported item ends up outside of the reach of the skipdoor.
If you want to avoid this, make sure you limit the stockpile under a skipdoor to that skipdoor's radius.

[discord.gg]

Credits:

Coded by Taranchuk
Tweaks by joseasoler
Updated and enhanced by Nirahiel

Github
The source is available here : https://github.com/nirahiel/skipdoor-delivery
34 Comments
francoquesada 15 hours ago 
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 @ 12:38am 
thanks, will try both
Nirahiel  [author] 15 Jul @ 12:01am 
It just works alongside it as far as I know.
NuanKi 14 Jul @ 6:22pm 
How does this work with Better VPE Skipdoor Pathing ?????
CTH2004 30 May @ 6:32pm 
makes sense! I like that thought!
Nirahiel  [author] 25 May @ 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 @ 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 @ 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 @ 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 @ 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.