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srts-expanded's Issues

SRAF requiring SRTS Components

I don't think this is really a bug, so much as an oversight. While being capable of researching "The SRAF" before "The Skip", the SRAF requires specialized building materials only unlocked when you research the Skip.

I propose either making the components their own research item to go before the SRAF (and subsequently making the SRAF require it, basically shifting the entire lineup for larger ships), or simply making the SRAF require the Skip to be researched first (change dependency from "Research_SRTSSuperpod" to "Research_SRTSSkip"). Not really a bug but it caused me to spend a good hour trying to debug why the components weren't in fabrication benches!

DropSRTSExactSpot assumes defName do not have underscores: mod conflict with Save Our Ship 2

Summary

When Save Our Ship 2 shuttles are loaded with things with defName containing underscores,
StartUp.cs:DropSRTSExactSpot errors on ThingDef.Named(t.def.defName.Split('_')[0]), causing all items in the shuttle to disappear when it enters a colony.

Steps to Reproduce

Install Save Our Ship 2 and SRTS Expanded. Create a Save Our Ship 2 shuttle, and load with any apparel (i.e. Apparel_Parka, Apparel_Duster, etc). Send the shuttle to any colony (or the same colony). When the shuttle reaches its destination, I get the following error:

Failed to find Verse.ThingDef named Apparel. There are 1833 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
SRTS.StartUp:DropSRTSExactSpot(List`1, IntVec3, Map)
RimWorld.Planet.TransportPodsArrivalActionUtility:DropTravelingTransportPods_Patch2(List`1, IntVec3, Map)
RimWorld.Planet.TransportPodsArrivalAction_LandInSpecificCell:Arrived_Patch1(Object, List`1, Int32)
RimWorld.Planet.TravelingTransportPods:DoArrivalAction()
RimWorld.Planet.TravelingTransportPods:Arrived()
RimWorld.Planet.TravelingTransportPods:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Suggested Solution

Changing relative mod order appears to have no impact. This conflict is being caused by SRTS expanded's patch, and appears to be an easy fix on this end, which is why I've written this issue here.

I haven't done any rigorous testing, but the split does not appear to have any impact when removed:

// current
//  if(ThingDef.Named(t.def.defName.Split('_'[0]).GetCompProperties<CompProperties_LaunchableSRTS>() != null)
// fixed
if(ThingDef.Named(t.def.defName).GetCompProperties<CompProperties_LaunchableSRTS>() != null)

Looking at the code, I'm not sure why DropSRTSExactSpot is splitting on underscore. It looks like "_Active" designates the ship as the "flying" object instead of the "building" object, but I'm not sure why this applies to items inside the drop pods. If '_Active' does get appended to drop pod contents somewhere, remove it explicitly:

... t.def.defName.Substring(0, t.def.defName.LastIndexOf("_Active")) ...

Bug: Automatic caravan reformation while incomplete raid loaded in ship causes the ship and colonists to disappear

Steps to reproduce:

  1. Raid an encampment
  2. Defeat the encampment, triggering the countdown timer for auto-reformation of the caravan
  3. Load colonists into ship, except for at least one (in my case the missing colonist was having a mental break, but I don't think it matters)
  4. Allow the countdown timer to run out
  5. Note that entire ship and colonists loaded into ship all disappear, only thing remaining is the colonist(s) that were not loaded onto ship

Bombardment and ia cores

Hello!

I have a slightly embarrassing little problem.

When I bomb a target, when the ship leaves the map and comes back, it leaves behind an AI core. It's supposed to be very rare and hard to get, so it's not very good for immersion. 41 AI cores ! What the hell !!

and sometimes the ship is blocked at the exit of the map, always when I want to bomb.

Also, wouldn't it be better to consider the ammunition as fuel, and let the colonists reload the ship automatically rather than selecting the shells each time ?

In any case, excellent work !

Translated with www.DeepL.com/Translator (free version)

non-accessible items

It would seem that there is an issue when you land back at home base, where none of the items are accessible from the ships. I would be interested in helping as I have a strong grip on the C# language, if you would allow me to help. @Neceros

"Requires SRTS Expanded"

Untitled

Notice that

  • SRTS Expanded is loaded immediately prior to the mod that points to this github
  • Another mod, Kurin the three-tailed fox, which requires loading after SRTS Expanded, doesn't present an error

It appears that Sailpunk Airships is miscoded, and without public repository, discord or comment section.

This issue is just here as reference, if others also come calling.

Superpods and other "ships" not launching with items loaded

Hello man i'm a player of Rimworld non-steam i tried contact you in steam but i'm new and don't know how to use the platform(yet). As the tittle says, my superpods and other ships don't launch with items loaded, they just allow me to launch with colonist with no itens,

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