RimWorld

RimWorld

Vanilla Vehicles Expanded
2,422 Comments
Lord_Viho 15 hours ago 
I may be dumb and I apologize, but is it possible to have a designated place for the helicopter and plane to land? If so, how? Currently my heli will only land at the edge of the map.
General Brasch 17 hours ago 
A piece of information regarding combat extended interactions with this mod, combat extended auto patches projectiles with a similar CE bullet based on vanilla damage and penetration example, the highwayman with CE uses 7.62 instead of this mods vanilla projectile. i think range is also patched to the average range of the bullet type used but cant confirm. CE seems to work well with all the vanilla extended mods i use.

also i gotta say i love this mod a lot and look forward to seeing what else the roadmap of planned features will bring
Oskar Potocki  [author] 31 Oct @ 5:20pm 
I have no idea what CE does to vehicle weapons. The moment you use CE you cede responsibility from combat related bugs from us to CE.
Jamil_AAAAAAAAAAA 31 Oct @ 4:30pm 
For some reason the Toads mortars cant land on anything over 20 cells away, the mortar just flys at a super high altitude and drops right infront of the toad. I am using Combat extended so might there be an issue with that? using the 81mm HE shells
Oskar Potocki  [author] 31 Oct @ 12:08pm 
Not for me it isn't. You mean the link to Patreon post about OSA?
Alu 31 Oct @ 7:56am 
btw oskar
that 2 comment chain you have a few down there
your first comments stuck in limbo
Oskar Potocki  [author] 31 Oct @ 4:25am 
I can't. Can you? Or should you maybe contact the author of vehicle framework who can? Goes by the name of Smash Phil.
Tommy Gray x Land Raider 30 Oct @ 7:50pm 
Can we fix the caravan loading for vehicles?
Oleg Jughashvili 29 Oct @ 7:05pm 
Cookie Jarvis....

if you give kier starmer A biometric face scan and valid ID he will let you look at the internet again......

The communist UK government want control, and you will be told what you can see and how to think.

Until reform kick them out
kaelumkennedy 28 Oct @ 11:10pm 
little question, what additions will come out first? like what ones take priority?
josuadmc 23 Oct @ 6:03pm 
There is an issue with the toad mortar. If i select a target, it launches a shell straight in the air which after some time in flight, impacts like 10 meters from it. Am using Combat Extended aswell
Oskar Potocki  [author] 23 Oct @ 9:32am 
Also, vehicle related bugs should go to vehicles framework. This mod features no code related to vehicle shooting.
Oskar Potocki  [author] 23 Oct @ 9:32am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
CookieJarvis 23 Oct @ 9:13am 
Please can you change imgur from being the image hosting sight you use? Nobody in the UK can view it.
Mincemeister 23 Oct @ 8:24am 
bulldog tank wont shoot, unclear what it needs for ammo? in clips i see people have steel loaded but that isnt working.
pmcd124 17 Oct @ 5:37pm 
Excited for the fishing update! Keep up the amazing work, love these mods :steamhappy:
Alu 16 Oct @ 7:43pm 
id try to report whatever issues you are having to smashes discord with details and a log
smash is very good with reports and willing to help
Avarice 16 Oct @ 7:35pm 
i was unaware of the different author as well, i assumed it was just a package deal. I retract my statement of jank in that case if its on the framework side. Thank you for explaining.
Alu 16 Oct @ 6:56pm 
you can look at the discord for the vehicle framework to know he fixes all issues he can that get reported
man fixed like 4 i know of personally yesterday for the dev build
but reports via steam comments are worth basically nothing there as they never have logs or details thus as the frameworks desc says
you must join the discord or use github to report said issues
Stralor 16 Oct @ 3:36pm 
I can get how we all ended up there. It feels like a big change to the core game! Any word on how active the dev for the framework is? Can we expect updates?
Stralor 16 Oct @ 3:25pm 
Ah, I assumed the weirdness with garage doors was unique to this mod and most everything *felt* downstream of that
Oskar Potocki  [author] 16 Oct @ 6:13am 
You keep reporting these issues to me, but I didn't make the vehicles framework. This mod pretty much has no code related to vehicles, except the vehicles themselves.

I assure you, the issues you're facing apply equally to Vanilla Vehicles Expanded vehicles, as well as any other vehicle mod out there.

For the last time: make your voice heard on actual Vehicles Framework and be helpful there. I can't do anything with your bug reports, because Vehicles Framework is NOT MY MOD.
Stralor 14 Oct @ 6:54am 
I love the mod but it's super janky.
- cars freeze up if there's an open garage door (unless it was closed when the car turned on?)
- they randomly decide they can't move back to the spot they were just in; all kinds of pathfinding issues even on wide open concrete
- when caravaning, you have to remember to reselect each vehicle to reassign it with passengers (or they won't ever depart & refuse to get in), which is frequent bc garage doors
- but when you retry it keeps previous passengers and assign them to walk alongside the caravan, negating the whole point of driving
- unlike regular caravans, the pawns can't/won't load forbidden items or clothing from an outfit stand, which blocks everything
- costs are annoyingly convoluted

I have to fight the game just to get a car to turn on and pull in/out of a parking space. I regret slaughtering all my dromedaries, but look forward to how this mod improves in the future!
Sumatris 13 Oct @ 6:48am 
@Tommy Gray: There's a separate mod for that, it works quite well.

Aside from that, does anyone else have the problem of vehicles being unable to pass through open (!) garage doors?
Fighter452004 12 Oct @ 10:27pm 
@Gen_Goldo
You just have to form a caravan now and there is a vehicles tab where you choose what vehicles you wish to bring.
Gen_Goldo 10 Oct @ 2:54pm 
I have a bug in which I'm unable to start a caravan with vehicles I used to be able to select the vehicles from the caravan menu but now they don't appear.
The Traveler 9 Oct @ 5:46pm 
Hello I got this error, when caravaning to a compact steel location my colonists entered the map. I had 2 mules, both entered the map but only 1 was well rendered or working. The other one got blurred in black squares and it stayed like that a while until I reloded a save file, then the one bugged disappeared.
Solstice Initiative 6 Oct @ 6:37pm 
"This RimWorld isn't big enough for two superpower states!"

Oh, you're a state alright. Just not a SUPER one!

"Oh, yeah? What's the difference?"

(Guns N Roses' "Welcome to the Jungle" playing faintly)

TRANSPORTATION!!!!!!!!!!!!!
Asgore 4 Oct @ 9:11am 
How do i know which ammo i need for which tank ? I can't find the information :isaac:
Tommy Gray x Land Raider 30 Sep @ 5:38pm 
I'm hoping to see this for vehicles: Designated Parking Spaces. This marker identifies where the assigned vehicle is parked. Vehicles from caravans automatically return to the Designated Parking Spaces before unloading all pawns an inventory.
Hook 29 Sep @ 12:08pm 
my van wont move outside my home zone any reason
So... I'm in one of the ancient silos (courtesy of Operation Deadlife,) and I was looking at the covered ancient tanks and noticed some details. They don't quite match the Bunsen (size and general hull design, discounting the tarp) or the Bulldog (T2 light tank.) More something in between. Is this purely coincidence or a recycled asset from a different early tank design?
sethkwright 27 Sep @ 8:58am 
Will we one day get enemy vehicles? maybe its a bad idea, and maybe i should ask this on vehicle framework instead
Napalm 26 Sep @ 8:38pm 
Is there a way to tell if a vehicle is amphibious or not?
Hunter 2-1 24 Sep @ 10:36am 
when i hit info button of a vehicle i does not show any info so im unable to see what ammo uses. Whats happening?
OnlyFlans 20 Sep @ 7:38pm 
Are there any plans to do more with boats? It'd be fun to play a map with Realistic Planets that's just a few rocks poking out of the sea and have a boat-centric playthrough.

To the Grand Line!
Random Tank 19 Sep @ 9:38pm 
A small request; would it be possible to make it so vehicles travelling diagonally use the east/west sprites, instead of north/south? Personally I find the flip a little jarring, as it's not how colonist sprites work, they look sideways when travelling diagonally... I'd normally do it myself, but I couldn't figure out how to change this.
tigertank909-YT 18 Sep @ 10:35am 
at some point can you guys make clone wars vehicles
Todd 15 Sep @ 1:23pm 
is it just me or is it a bit weird that you can get a space shuttle before a helicopter?
AbsoluteGato 14 Sep @ 3:56am 
need help. im on version 1.5

i departed 4 pawns (1 pilot and 3 passengers) on the mosquito chopper, killed all enemies in an area, and tried to reform caravan with vehicles. The game automatically select all 4 people but i can't click accept since the game said i need the correct amount of people to man the vehicle. deselected 3 of my pawns but the game kept saying nop, the number wasnt correct. then i proceed to manually load 1 pawn as a pilot then reformed a caravan on world map.

after that i reformed the caravan like usual from the caravan menu, pressing accept. everything is set. i have all my pawns on board, all items on board and pressed launch to the nearest faction, but the pilot departed alone. all passengers were left behind.
did i do something wrong with the forming caravan action? any help would be greatly appreciated
Kanjejou 11 Sep @ 8:35am 
does it still work in 1.6?
AcetheSuperVillain 10 Sep @ 4:28am 
my apologies, it turns out Wrecks Expanded Part 2 changed the research tree for vehicles, and even said that it would, but I didn't read it properly.
Draco137955 9 Sep @ 11:17pm 
@Hillyan im pretty sure you can just name them differently to differentiate. and i also agree with @schraider although i doubt it will come to pass a drone luanch truck would be amazing.
Hillyan 9 Sep @ 6:13pm 
This is only a minor thing but is there a way to differentiate between two vehicles of the same type in the caravan screen?

I have 2 Roadrunners, a blue one for trading and a red one pre-loaded up with parts for restoring Tier 3 vehicles from the module but on the selection screen they're both show as grey. and without names so it's a 50/50 gamble on which one I end up sending.

Yes, I could probably just destroy one of them but I'd like to have both in case something happens.
schraider 9 Sep @ 1:14am 
any chance for drones like for scouting or fire support or something like an fpv drone launching truck?
UntouchedWagons 8 Sep @ 5:16pm 
I can't take off with the Mosquito all of a sudden. I direct a pawn to pilot it, click the Launch button which takes me to the world map but I keep getting the error sfx no matter where I click
nobody73 6 Sep @ 5:55am 
Are you planning on releasing a mod that only has garage doors?
labushul 3 Sep @ 6:44pm 
the select driver screen could really use a search.. all pawns and animals get shown, in seemingly random order too. i been trying to load the pawns in their vehicles before the caravan screen, to bypass the lack of search. and they do show up as drivers, i just need to enable each vehicle, but then they never leave. it says something about pawn unable to reach exist S. almost a 10/10. when it does work, it's really nice. the speed, the capacity.. love it
Draco137955 3 Sep @ 6:56am 
Im not sure if I can post links so I'm doing it in a separate message https://www.reddit.com/r/RimWorld/s/pPDeuohqJ7