* New pod that does not require a pod launcher.
* Lift off from anywhere.
* Trade, Raid.
* Can trade remotely with factions where you have pods using comms console. (No colonist required on location).
* Load downed pawns into all kind of pods.
* Landing spot to designate where to land pods.
* Load / unload your caravan from a pods fleet.
Balance
* Must be researched after "transport pods".
* Requires repair with a components every two launches.
* Might be to OP anyway.
* Fuel use and range:
Range is 37 for a roundtrip. Twice more or 74 for a one way trip.
Capacity is 200 and consumption is 2.5 for every tile plus 15 per launch.
Vanilla pod max range is 66.
Capacity is 150 and consumption is 2.25 for every tile.
!! Limitations & bugs !!
* You may not recover your pods left behind after reforming from a map.
* After reforming, pawns and goods inside pods will be LOST. (When you are loading them).
* Rare error after closing a trade dialog (seems harmless).
* Pawns inside pods are in a suspended state.
* In world view, you can see the content of a pods fleet but not discard anything.
* Landing spot disappearing on use.
Conflicts
* With some mods such as Redistheat, pods will not spawn after being built. To fix this, load SLP before RH and others potentially conflicting mods.
* Minor conflict with Rimbank. Pods capacity won't be verified before validating a trade deal.
Please report any unknown bug you may encounter
Forum : https://ludeon.com/forums/index.php?topic=30708#msg313430
Github : https://github.com/Wishmaster01/Self.Launching.Pods/
See changenotes. Vanilla Events Expanded is one of our oldest mods, and I’m honestly shocked it’s holding up so well - it’s pretty resistant to game updates and bugs because of its simplicity. Back when I first made it with Kikohi, we didn’t know much about modding. I just wanted