RimWorld

RimWorld

347 ratings
Map Vehicles
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Mod, 1.5, 1.6
File Size
Posted
Updated
8.508 MB
13 Feb @ 2:30am
26 Sep @ 8:04am
13 Change Notes ( view )

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Map Vehicles

In 1 collection by LS
VMF Mods
8 items
Description
Overview

Add four vehicles with map using the Vehicle Map Framework.

Vehicles
Cart
It is a cart that can be moved by one or two people.
The weight that can be carried depends on the physical strength ( body size, mobility, skills, etc.) of the person moving it.
It has a 3x4 vehicle map.
Crawler
It is a vehicle made of the minimum parts necessary for driving.
A driver seat must be installed to move it.
It has a 4x7 vehicle map.
Glypto
Large hovercraft with spacer tech. Able to move on the ground and fly.
A driver seat must be installed to move it.
A gunner seat must be installed to operate the main gun.
It has a 6x9 vehicle map.
Pantodon
Large hovercraft that can only move over water. Also suitable for carrying vehicles.
A driver seat must be installed to move it.
A gunner seat must be installed for each of the turrets to operate.
It has a 5x15 vehicle map.

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
Popular Discussions View All (1)
8
26 Feb @ 3:01am
Interesting bug I found: Archonexus.
lydocia
127 Comments
LS  [author] 14 Oct @ 7:55am 
@Darian Stephens
It seems trading is currently enabled on all vehicles. Since this is likely unintended, I'll discuss it with the VF author.
Darian Stephens 14 Oct @ 7:22am 
Not as far as I'm aware. I haven't switched to anything specifically, I'm just using the normal workshop version.
Perhaps the functionality is already available and got enabled for your vehicles? Or it's opt-out?
LS  [author] 14 Oct @ 4:34am 
@Darian Stephens
Are you perhaps using an unstable version of VF? The buying and selling of vehicles should currently only be enabled in unstable version IIRC.
I'll probably have to set it up so we can't do that for map vehicles.
Darian Stephens 14 Oct @ 1:40am 
Something... interesting, just happened.
I sent out a caravan to a settlement to trade some things, and found they had a vehicle for sale. A G... something, described as an advanced vehicle with cannons and stuff.
We couldn't afford it, so we left it be.
Now that we're back in our settlement, I noticed a new empty map had appeared next to the colonist bar. I click that, and it brings me to a little slice of the planet with a Glypto. I can't do anything except blueprint stuff on it, and this is presumably the vehicle they were going to sell us.
A while later, clicking on that new map now breaks rendering until I click off of it, no sign of that vehicle anymore.
jtseyman 28 Sep @ 9:17pm 
I'd provide a log but the job doesn't seem to be able to generate, plus whatever is causing vehicles unable to be upgraded doesn't seem to stop or interfere with removal of upgrades as I just tested.
LS  [author] 28 Sep @ 12:30am 
@jtseyman
I tested it several times but was unable to reproduce such a problem.
Steps to Reproduce
1. Quick start
2. Allow steels.
3. Spawn an upgradeable vehicle (godmode)
4. Select upgrades such as cargo (disable godmode)

Please provide your steps to reproduce the issue. Also, please send the logs.
jtseyman 27 Sep @ 2:16pm 
@ Bardez said the following on Vanilla Vehicles expanded upgrades mod page: I'm able to access the Upgrades button, select an upgrade, but no pawns do any work on it. It just sits disabled. I can right click a pawn and it will just add them as a driver or passenger, but no option to perform the upgrade work. Is this a bug or a job that isn't prioritized or maybe a mod conflict?

And I'm having the same problems he has since this mod was updated so it might be a conflict, glitch and/or error with this mod.
sandor1000 26 Sep @ 8:13am 
can confirm thet the mod seams to have been fixed
LS  [author] 26 Sep @ 8:02am 
@sandor1000
Ah, okay, I figured out why. As you said, it seems the Common folder wasn't being loaded depending on the character case. I've fixed it and updated.
sandor1000 26 Sep @ 7:48am 
Still have simular or the same errors in the debug log