RimWorld

RimWorld

93 ratings
Snow Crawler (Continued)
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
2.389 MB
29 Aug @ 7:25am
1 Change Note ( view )

Subscribe to download
Snow Crawler (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
547 items
Description
Original mod by Pal 5k
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3014617494
If the original author requests it, I will remove this update.

--

Original mod notes (1.5):

This mod adds in a heavy duty snow crawler named the "Wintermute" via Vehicle Framework, it also features a bonus scenario.

While at first glance the Wintermute may seem underwhelming, it's a vehicle that has an impressive indifference for some of the most extreme environments.

Stats:
7.5 Move Speed
325 Cargo Capacity
4 Pawn Capacity
0.25 Blunt Armor
0.50 Sharp Armor
200 Fuel Capacity

What really makes the Wintermute special is it's abillity to keep going where other vehicles freeze up, this is due to several factors.

The Wintermute suffers no off-roading penalties.

Biomes-wise the Wintermute ignores the extra difficulty of certain biomes, the following biomes are no harder to navigate than a temperate forest:

Cold Bog
Ice Sheet
Sea Ice
Winter Taiga
Glacial Plain

Hills and mountains also have their impacts drastically lowered:

Small Hills - No Impact
Large Hills - 0.5
Mountains - 1

Fuel consumption is lowered by 50% while traveling on the world map.

And to wrap up the benefits on the world map, the Wintermute is not affected by the winter season movement penalty.

When driving around a local map, the Wintermute will have no speed penalty going over most terrains such as soil and ice.
[not yet re-implemented] This is alongside snow having zero impact on the movement speed of the Wintermute.

Recipes:

Wintermute:
1 Snow Crawler Engine
400 Steel
15 Components
Biofuel and Fabrication researches
Found in the "Vehicles" building tab

If VVE is loaded the recipe is changed to the following:
1 Snow Crawler Engine
325 Steel
8 Components
1 Car Alternator
3 Car Exhausts
10 Car Suspensions
12 Car Wheels
Complex Vehicles research.
Found in the "Vehicles" building tab.
Snow Crawler Engine:
100 Steel
50 Silver
10 Gold
8 Components

If Engine Industries is loaded the recipe is changed to the following:
1 Heavy Engine
15 Steel
10 Gold
1 Component

Includes integration patches for Vanilla Vehicles Expanded and Engine Industries.

Requires Vehicle Framework.
15 Comments
PersonPerson 3 Sep @ 3:48pm 
Go check out the snowcat and the radio and see what I mean.
HaySeuss 2 Sep @ 6:47pm 
thank you
HaySeuss 2 Sep @ 6:47pm 
OHGHDDHGEGD
Sir Luis 31 Aug @ 9:10pm 
4. Test in Dev Mode
Load your mod + Vehicles Framework + Wintermute mod + Shelter-style interior patch.

In a new game, build the Wintermute.

Click “Initialize Room” (or it will auto-generate).

Enter the shuttle via the new “Interior” right-click command.

Tips & Troubleshooting
DefName collisions: Pick unique names (prefix with your mod name) to avoid conflicts.

MapGenerators: Try different built-ins (EdgeLayout, SimpleGrid, etc.) for varied layouts.

Editing on the fly: If the comp GUI doesn’t show, verify your compClass is exactly CompPocketDimension.

Capacity vs. Size: A huge innerMapSize may lag on large maps—scale to your needs.
Sir Luis 31 Aug @ 9:09pm 
3. Patch Your Wintermute Vehicle
In Defs/ThingDefs_Vehicles.xml, locate the Wintermute <ThingDef> and add a <comps> block or append to it:

xml
<ThingDef ParentName="VehicleBase">
<defName>Wintermute</defName>
<!-- …other settings… -->

<comps>
<!-- existing comps (CompVehicle, CompRefuelable, etc.) stay here -->

<!-- pocket-dimension comp -->
<li Class="CompProperties_PocketDimension">
<compClass>CompPocketDimension</compClass>
<innerMapDefName>Wintermute_Interior</innerMapDefName>
<generateOnSpawn>true</generateOnSpawn>
<!-- optional: <allowEditing>true</allowEditing> to let players reshape after gen -->
</li>
</comps>
</ThingDef>
<generateOnSpawn> ensures the interior appears as soon as the vehicle is built.

<allowEditing> (not always needed) lets you tear down walls/furniture inside the pocket dimension.
Sir Luis 31 Aug @ 9:08pm 
2. Define the Pocket-Dimension Interior
Def: Map Generator
In Defs/MapGeneratorDefs.xml add:

xml
<MapGeneratorDef>
<defName>Wintermute_Interior_Generator</defName>
<generatorClass>RimWorld.Scenario.MapGenerator_Scatterer</generatorClass>
<!-- you can swap in any built-in generator: SimpleGrid, EdgeLayout, etc. -->
</MapGeneratorDef>
Def: Interior Map
In Defs/WorldObjectInteriorDefs.xml add:

xml
<WorldObjectInteriorDef>
<defName>Wintermute_Interior</defName>
<innerMapSize>65,39</innerMapSize>
<mapGenerator>Wintermute_Interior_Generator</mapGenerator>
<useFaction>PlayerColony</useFaction>
</WorldObjectInteriorDef>
innerMapSize controls the X,Y tile size of the interior.

useFaction makes it safe from raids/visitors by default.
Sir Luis 31 Aug @ 9:08pm 
zaljerem. this I found the answer but i need your help.....



You give your Wintermute (or any Vehicle Framework–based unit) a “pocket-dimension” interior by copying the core XML bits from the Shelter Shuttle mod:

Define a new interior map (MapGeneratorDef + WorldObjectInteriorDef).

Add a CompProperties_PocketDimension entry to your vehicle’s <comps> section, pointing at that interior.

Build/install your mod alongside Vehicles Framework and reload in Dev mode to test.

1. Set Up Your Mod Structure
Create a folder hierarchy, e.g.:

Code
MyWintermuteInterior/
├── About/
│ └── About.xml
└── Defs/
├── ThingDefs_Vehicles.xml
├── MapGeneratorDefs.xml
└── WorldObjectInteriorDefs.xml
In About.xml, reference Vehicles Framework as a dependency.
Sir Luis 31 Aug @ 8:59pm 
zaljerem. I dont know how to can you make it for us?
+wnosleep Snail天皇🐌 31 Aug @ 8:14pm 
Glad you're bringing this one to 1.6, this was my main scenario :d