RimWorld

RimWorld

Vanilla Vehicles Expanded
2,347 Comments
Anker 11 hours ago 
You know what would be nice? Having the automatic garage doors automatically open when a caravan is forming/leaving, and automatically close after a vehicle passes through it. Actually, just opening and closing when a vehicle approaches and distances from it would be nice...
NyxHyperion 19 Aug @ 1:56pm 
Anyone else having an issue where my helicopter moves when rotating the grav ship and moving tiles?
Jokerz_Life 17 Aug @ 11:07pm 
If you are having trouble launching your grav ship because the thrusters are "Not functional: Must be outside" try opening up your garage door if you have one. I'm not really sure what interaction is going on here but for some reason my garage area is considered outdoors and the location of my grav ship is also outdoors. If the garage door is down the grav ship thinks it is inside. When I opened up the garage door I can launch.
Jet 17 Aug @ 10:39pm 
@blinsin theres a mod for that....i think it was for DBH compatch though
Cormac 17 Aug @ 8:18pm 
Hi. just a quick question/suggestion. i'm currently playing with roads of the rim, and looking through the code, most vehicles have an customRoadCosts value that is the same for all roads. a) is it possible to change this to different values for different roads and b) how would that look like?
Sir Luis 17 Aug @ 7:59pm 
try use character editor to reload that save and then use the drop pod buttont o take your entire existing crew to a new save file
Milosh 17 Aug @ 4:13pm 
So, well... I guess I just broke my save, as my caravan taken more prisoners than it had seats in their vehicles, and now I can't generate any map with them or my game will just "freeze" (HUD disappears, I can move camera, the pawns in the caravan vanish)
joelwinsagain 16 Aug @ 2:41pm 
@ziplock9000 1.5 c/s is the runway taxi speed, the smuggler flies at 22 t/s once you take off
joelwinsagain 16 Aug @ 4:50am 
Any chance of adding headlights? I've been playing with curse of darkness and it would be a nice addition
Katto 14 Aug @ 10:06pm 
some people may be having [this] issue but I managed to fix mine

If you are getting crashes while setting up camp or entering a new tile while using a vehicle, reloading to a last save, clearing everyone and everything from the vehicle then loading everything back in/up seems to make it work
ziplock9000 14 Aug @ 3:30pm 
How the hell is a car 8 times faster than a plane? (Highwayman 9.2 c/s v Smuggler 1.5 c/s)
echo 14 Aug @ 7:00am 
i tried to use some cars and a helicopter to explore other tiles on the map but i couldn't get into them. there is only a "set up camp" option. if i set up camp and leave it i can't get back to the same tile
conornorburn 14 Aug @ 4:34am 
I’ve come across an issue when trying to refuel whilst in the smuggler, seems to have only appeared randomly but I can refuel 1 at a time now?
Blinsin 13 Aug @ 6:23pm 
Not sure if it's exactly a bug or if there was a change in the coding and how it works with 1.6. Or just someone else with a mod-conflict, but when I send a caravan out the non-driving pawns are no longer sleeping at night and are staying awake with the driver. They only sleep when I toggle the rest option.

I know previously the non-driving pawns would sleep at night and only the driving pawn for stay awake.
Envixity 12 Aug @ 6:29pm 
Helicopter wont be allowed to be added to caravans. Anyone know how fix?
Jojo 11 Aug @ 12:41pm 
Can the warplane really shoot? I don't get it flying inside the aeria, only to another map point, like a caravan..
Anker 10 Aug @ 3:09pm 
Svelsien: It's one of the right click menus to haul material to it. Then, you need to load a pawn into the vehicle, who will pull ammo from the stores to load the weapons.
Anker 10 Aug @ 11:22am 
Here's a thought: Is there a mod for the caravan screen that shows an estimation of how much fuel / what percentage of fuel will be consumed to move X tiles? Vehicles aren't perfectly fuel efficient, and if you just try to make sure your journey is half the fuel tank each way, you'll run out of gas.

The ability to predict how much fuel you'll need ahead of time without trying to divine the math behind the fuel efficiency calculators would be very welcome, as opposed to what I imagine most players do, which is just cram all excess space with fuel.
WAffel_TRager 10 Aug @ 9:01am 
WE need jets
elaBiceps 9 Aug @ 10:59am 
Hello everyone, I have such a problem, during the game, when there is a built car or other vehicle on the map, then my pawns just stop dying, their limbs can fall off, even their heads, but they do not die, does anyone know how to solve this problem? (so far it has helped to simply not use the vehicle from this mod)
Svelsien 9 Aug @ 5:01am 
I'm sorry but how am I supposed to reload the vehicles ?
I made a Roadkill, I can see that it request steel, which I have added in the cargo
but no ammo is being made or used

Am I missing something ?
I do NOT use CE
Cultist ⁧⁧ ඞ 8 Aug @ 4:24pm 
So... my Highwayman decided to attend a party and now my game runs at almost no FPS as the console gets spammed about it trying to start 10 jobs in a tick...
Husocemy 8 Aug @ 3:01pm 
the game gets stuck and the entire ui just dissapears and then i cant do anything when my caravan with a downed pirate that i kidnapped at a raid arrives at my base, i tried reloading but it didnt work, is there a fix?
Mr Nimbus 7 Aug @ 8:14pm 
Being in a vehicle disables the vanilla ability to leave a hostile map via the map edge, meaning it is impossible to sneak away from a mech cluster threat without defeating it. I don't understand the logic behind this - why not just let vehicles drive to the edge of the map and leave?
Spriteconsumer879 7 Aug @ 6:03am 
More boats? Such as for transport and for traveling? Maybe naval bombardment?
Sumatris 7 Aug @ 4:33am 
Is it just me or is the refueling pump facing the wrong way, relative to its interaction spot? It kinda looks like what is now it backside should really be its front.
CyberianK 6 Aug @ 8:47am 
Adding the Mod "Just Leave Already" solved my issue with being unable to form vehicle caravans.
Jackyl 6 Aug @ 4:30am 
ive been having an issue where I cannot complete my vehicle because it says that there are no car suspension parts to finish it. However, i have all of the required suspension parts, any fix or ideas?
PvtGrumpy 5 Aug @ 7:56pm 
@mad mephit, there's a mod called deconstruct-able vehicles - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3108171008

it was either that or the Urban Ruins Mod which I think allowed you to deconstruct their vehicles on the map and get you parts.
Fortenraven 5 Aug @ 3:40am 
@Littledoglooney
Try having your pawns not inside the vehicle and instead form up a convoy from the world map. That was what solved it for me in regards to chosen exit location problems. I spent a few hours to find this out in the end myself.

There's also a mod that lets you leave the map if you drive up to the edge of it: Just Leave Already
Oskar Potocki  [author] 5 Aug @ 1:58am 
@MadMephit
They never gave any vehicle parts. Must’ve been some other mod doing that.
Littledoglooney 4 Aug @ 6:36pm 
I cant leave my base with a vehicle no matter what it keeps saying "The Chosen Exit Location (NW) is Unavailable" Nothing is in the way
Blunter 4 Aug @ 3:01pm 
While others have mentioned the trading issue being temp fixed by removing your trader from the vehicle into the "Dismounted" slot and then trading, I might add this is not possible with the Smuggler or any other aircraft to my knowledge as there is not a dismounted option.
Also, make sure you open your doors if you have a garage storing the vehicles. Even with autodoor, after setting up the entirety of 1200KG worth of gear, only to find out that it cannot find an exit. Have to dispand the creation, open the door, then restart the caravan.
Mad Mephit 4 Aug @ 12:47pm 
Is it just me, or is anyone else having an issue where wrecks in the world don't generate any vehicle parts on 1.6? I remember that used to be a scattershot but useful way to scavenge pieces, but now I can only get pieces by traders or crafting them myself; the various wrecks - either vanilla or the T3 vehicle wrecks from that mod - only give steel slag.
Sir Luis 4 Aug @ 7:37am 
we need electric vehicles.
Anker 3 Aug @ 10:51pm 
Of course, the value of an EV in rimworld is a bit dubious. Pros: Easy to recharge to visits in range of your settlements. Cons: Low range, can't really recharge in the field. Maybe if you have to abandon it at a camp, you can come back with a minified power setup and defend it if the camp raids come? Who knows.
Anker 3 Aug @ 10:50pm 
Not asking for it in this mod, but I was thinking about how rimworld doesn't have an electric car mods. Probably the easiest way to do so from a technical perspective is to make a copy of the Refueling Pump and tweak it- Instead of automatiacally filling a vehicle with chemfuel, when hooked to power it automatically generates 'vehicle charge' and fuels a vehicle with it, as an abstraction of electricity.
Cyber Witch ~ 3 Aug @ 6:06pm 
has anyone figured out a way to remove the annoying "transfer to vehicle" gizmo thats on everything? The framework added it but obviously the comments are locked.

I tried a few gizmo-removal mods but none work. Its just super frustrating, we dont need that button on every single item and pawn
[NCE]RotInPixels 3 Aug @ 2:19pm 
I am on a peninsula surrounded by impassable mountains, so I made a dinghy to go around the mountains, land, then caravan to any quests. When I do the "stash vehicle" option, my caravan is fine until I unpause. The second I unpause, suddenly they're all "down" and I can't do anything about this. What am I doing wrong here?
DullWolf 3 Aug @ 1:06pm 
Acceleration of vehicles seem to a fraction of what there supposed to be. For instance the Prowler has 0.05 c/s² compared to its normal 3.0 c/s² acceleration rate.

Is this the same for others on 1.6?
Sumatris 3 Aug @ 12:06pm 
Are you planning to do something with the Odyssey shuttle? I'm currently fixated on the idea of a battery-powered option since there's so many cool things one could do with that. One could use it to power machines and turrets on away missions, at the risk of being unable to return if too much battery power was drained. One could offer upgraded batteries at the cost of reduced cargo capacity (batteries are heavy after all), and a spacer-tech battery that's lighter and more efficient/powerful. One could install a small solar generator for minor passive charging capacity. That's just what popped up in my head, but I'm sure you guys and gals can come up with even better ideas. And assuming any of this is possible, it probably goes without saying that it could be applied to some of the ground vehicles as well.
Arnis 2 Aug @ 10:02am 
nvm found the solution on reddit:

When you get to the target settlement, open the pawns tab of your convoy and drag the pawn with the highest social skill (the caravan should have their name in its title) into the *pedestrian (I forget the exact term) subsection.

You need to drag them onto the subsection name rather than below it. Now initiate trade. Should have access to your goods.

Vehicle framework still has some teething issue with 1.6 it seems.

(EDIT) oh and don't forget to move them back onto the vehicle before you leave.
Arnis 2 Aug @ 10:00am 
@地球氛围组 I can't trade too.
Kanjejou 1 Aug @ 1:18pm 
Still playing in 1.5 and to me most combat vehicule seem a bit weak compared to their value.

Fully upgraded T1 struggle to reach their range to fight non melee units do anything before pilote and gunner get downed by gun fire

T2 also get easily killed by most ranged guns.

And once mechanoid and charge lance/charge rifle enter the fray vehicules die extremely fast...

Since they most vehicule use 2 pawn to work +the value of the vehicule it need to puill its weigth a bit more.


But the transport are very good, finaly i dont need days to reach a market a couples or hex aways
Kosh 31 Jul @ 3:20pm 
I repaired a tank but am unable to drive it on to my gravship. No errors popping, no walls in the way, drives normally on the ground, but will not drive on to gravship substructure, it just stops soon as it reaches substructure. Sometimes it says there isn't enough room and handbrake will be needed - I've tried different distances for clicking it on to ship. Are vehicles just not able to do this yet? Seems odd but I don't know what to do or how to test it further.
Viri 31 Jul @ 9:44am 
@Guedez As long as you have the shuttle connected via a chemfuel pipe, it will draw fuel from the network.

Yeah, it was faster for me to build the shuttle than to finish building Louie. They should make all parts craftable from the beginning. Right now, it's better to use horses and jump on a gravship or shuttle than to hop from settlement to settlement just to get that transmission.

or they should add rituals/missions that allows you to find it.
不会魔法的大法师 31 Jul @ 7:09am 
I can't trade with other cities, i cant see my goods
Guedez 31 Jul @ 7:08am 
Did the Passenger Shuttle completely eliminated the need for this mod for trading? I was so excited to build my first vehicle only for the nobles to crash land and give me an engine...
Also, the Refueling Pump blocks landing a shuttle on it, so I can only use it for refueling once (when the shuttle is built)
Max 30 Jul @ 2:00pm 
I really like this mod but... it's currently unstable on 1.6. (VEF)
NerdGamer 30 Jul @ 1:25pm 
I have the same issue with trading