Skip to content

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Repository files navigation

Odyssey Shuttle Variants

Expands RimWorld 1.6's Odyssey transport-shuttle system with a family of buildable, role-distinct craft and a typed-capacity system — each shuttle carries colonists, mechs and cargo as independent pools, instead of vanilla's single shared mass limit. Includes a fully autonomous transport drone and is multiplayer-compatible.

The craft

All are research-gated off the vanilla Shuttles project, built in the Odyssey architect category, and cost a rare ShuttleEngine (trader/reward only — engine count scales with size). The vanilla Passenger Shuttle is folded into the same capacity system as the baseline all-rounder.

Craft Crew Mechs Cargo (kg) Fuel Range Role
Passenger (vanilla) 4 – 250 400 62 balanced all-rounder
Troop 12 – 100 550 120 fast squad insertion/extraction
Cargo 2 – 1250 600 85 dedicated hauler
Heavy Cargo 4 – 2500 800 70 flagship hauler — slow, thirsty, short range
Mechanitor (Biotech) 1 mechanitor 6 bandwidth 50 650 90 mech strike carrier
Transport Drone (Biotech) 0 – 1000 650 200 autonomous courier

Crew = seat count; Mechs = a bandwidth budget (sum of each mech's BandwidthCost); Cargo = item/animal mass with crew and mechs excluded. Fuel is sized so a full tank covers a comfortable round trip; range is the hard launch-distance cap.

Headline features

  • Typed capacity — colonists (by count), mechs (by bandwidth), and cargo (by mass, excluding crew and mech weight) are tracked and capped independently, with clear load-dialog readouts and over-cap warnings.
  • Autonomous transport drone — no pilot or crew. It can be sent to any tile and lands & holds its cargo in the field (a persistent world object that survives the origin map being abandoned), then recalled, sent onward, or told to form a camp (spins up a real map with the ship on it). At a friendly settlement it gifts its cargo for goodwill and stays put to fly again. Strands (and can be camp-refuelled) if it can't afford a trip.
  • Multiplayer-compatible — the world-object commands are MP-synced; the API stub ships with the mod, so it also runs fine without the Multiplayer mod installed.

Research

Rooted on the vanilla Shuttles project: Shuttles → Troop → Cargo → Heavy, and a Biotech branch Shuttles + StandardMechtech → Mechanitor → Drone (also needs HighMechtech). All in a dedicated Shuttles research tab.

Art

Original ¾ directional art per craft (Textures/Things/Building/OSV/<Craft>/, the Biotech one under Biotech/Textures/...), rotatable + paintable (Graphic_Multi + CutoutComplex + _m paint masks).

Mech support (Biotech)

  • Field charging — a landed Mechanitor shuttle doubles as a chemfuel-powered mech charger with no power grid. Flip on its "Mech charging" toggle (off by default — it drains the fuel the shuttle needs to fly home) and low colony mechs that can't reach a real charger walk up to the hull and top up from its tank. A real Building_MechCharger always wins; the shuttle is the field fallback.
  • Mech-bay expansion research — two Biotech projects raise the Mechanitor shuttle's carried-mech bandwidth budget 6 → 12 → 18 and widen its field-charging line 2 → 3 → 4 mechs at once. It boosts the existing craft (no new variants), so ships you already built benefit the moment the research finishes.

Roadmap

Feature-complete and stable for singleplayer. Remaining before release: a multiplayer test of the autonomous-drone world commands and the mech-charging toggle (troop/cargo launches are already MP-verified).

See CLAUDE.md for the dev guide and the full backlog.

License / credits

Portions of the materials used to create this content/mod are trademarks and/or copyrighted works of Ludeon Studios Inc. All rights reserved by Ludeon. This content/mod is not official and is not endorsed by Ludeon.

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages