RimWorld

RimWorld

Automatic Parking
135 Comments
Remember_ME 2 hours ago 
[AutoParking] Exception processing vehicle BMP3: System.TypeLoadException: Could not resolve type with token 0100006d (from typeref, class/assembly VehicleAutoParking_VMF.VMFHelper, VehicleAutoParking_VMF, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

I encountered this error every time when i try to save the parking spot. Tried troubleshooting on my own but failed. My core game version is 1.5. could you help me out with that a little bit? Appreciated! @Rabiosus
Vethrivi 20 Jul @ 10:57pm 
Thanks Rabiosus! and dont stress too much, its always mayhem after dlc releases lol
Apokus 20 Jul @ 12:47pm 
Yep, fixed it. Thank you! Love this mod.
Rabiosus  [author] 20 Jul @ 10:35am 
@Apokus Please unsubscribe this mod and then re-subscribe to update it again
Apokus 20 Jul @ 10:32am 
Same issue as Storm-X, but for some reason only happens with my Mule, and not the Bang Bus. Removed the mod, reloaded the save and the vehicle didnt delete.
Rabiosus  [author] 20 Jul @ 10:27am 
fixed.
I apologize for the state it was in for over 12 hours.
Rabiosus  [author] 20 Jul @ 10:15am 
Thank you, I'll look into it
Vethrivi 20 Jul @ 9:51am 
i have the same issue as Storm-X, though i do use other mods
Storm-X 20 Jul @ 9:45am 
(Verse.Pawn,Verse.DestroyMode)
Vehicles.VehiclePawn:Destroy (Verse.DestroyMode) (at D:/SteamLibrary/steamapps/common/RimWorld/Mods/Vehicles/Source/Vehicles/Components/Vehicles/VehiclePawn/VehiclePawn_Health.cs:219)
VehicleAutoParking.Core.CompParkingSpot:<PostSpawnSetup>b__3_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Play:Update ()
Storm-X 20 Jul @ 9:45am 
Issue Report: In a save that only loaded with the vanilla Vehicle Expanded and Automaticparking, newly built vehicles will disappear when the save is reloaded.
Logs:[AutoParking] Vehicle Roadkill destroyed; removed 0 parking spots.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
VehicleAutoParking.Core.CompParkingController:PostDestroy (Verse.DestroyMode,Verse.Map)
Verse.ThingWithComps:Destroy (Verse.DestroyMode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Destroy_Patch0
Funnypig 19 Jul @ 8:19pm 
"Why didn't we just do this from the beginning?"
I feel this on a level I struggle to communicate.
Rabiosus  [author] 19 Jul @ 6:58pm 
Update:
Parking spots within the gravship are now preserved after the ship is moved.
Please note that due to significant changes in how parking positions are stored, any previously saved (old) parking positions have been deleted.
Skullywag 18 Jul @ 4:54am 
youll need to keep the rotation of the grav ship in mind as well, fun problem to solve. :D
Rabiosus  [author] 16 Jul @ 3:26pm 
For now, this is by design. The parking position is saved per map, so even if you park inside the grav ship, the parking position won't carry over when you move the ship to a new map.
In the future, I plan to implement a system where, if a vehicle is parked inside the ship, its parking position will be automatically regenerated based on the ship's relative coordinates after the ship moves.
Gryn 16 Jul @ 2:54pm 
found problem, parking position dissapear each time i change map with new dls
Sakujo 15 Jul @ 11:43am 
this is peak. haha
VeenQuex 15 Jul @ 6:47am 
i hope this will update soon <3
smokeeater354 15 Jul @ 3:54am 
I have found an issue it seems the parking portion will not return to the assigned spot. But if you could update to 1.6 that would be great as soon as this mod dropped i loved it.
Mouse 14 Jul @ 11:50pm 
i found a issue, it cause some of the dev menu to not work. im believing that it is this mode that caused it for when i removed it the dev menu worked again
Mister Jay - Dk 13 Jul @ 1:33pm 
@goblin Right click the parking gizmo.
Giggles 11 Jul @ 3:01pm 
This should work with 1.6, eh? I haven't come across any issues
Goblin Godaky 27 Jun @ 3:52am 
is there a way to unassign vehicle parking to designate a new spot?
mal_wilson 17 Jun @ 7:37pm 
O, I guess it was a conflict with dubs mint menus. so nvm
mal_wilson 17 Jun @ 3:57pm 
Any idea how to actually use this mod? I have no idea where the "Gizmo" is.
exBeNN 27 May @ 6:44pm 
truly life changing mod no exaggeration
ПЛОТЬМЯСОТУШКА 25 May @ 10:38pm 
lifesaving
i2ID 8 Mar @ 4:18am 
is it possible to white list certain items so that they wont be unloaded automatically and can stay in the car? such as survival meals standing lamps ect, thanks
KawwaK 8 Mar @ 1:39am 
Thanks for the mod. It would be great to be able to see the saved position on the floor, as often I don't remember where I saved it.
Rabiosus  [author] 26 Feb @ 2:22pm 
Yeah I was asked the same thing before, added it to the description.
Nirahiel 26 Feb @ 1:33pm 
Damn, this Ancient urban ruins mod looks fun ! Subbed ! (Also, obviously I use your mod as well, been using it for a while, too, meant to ask earlier about the white lines but didn't until now.)

Oh yeah you could link that ruins mod in the description in case someone else is curious about the lines :)
Rabiosus  [author] 26 Feb @ 12:48pm 
it's a prop from Ancient urban ruins
Nirahiel 26 Feb @ 12:36pm 
What mod adds the white lines in the screenshot ?
Smash Phil 21 Feb @ 10:12am 
Friendly fire will be disabled by default in the next patch, just an FYI, but it's already a mod setting so you can disable it if you need to.
Rabiosus  [author] 20 Feb @ 8:55am 
I'll consider it, but I think it might be difficult. As an immediate solution, you can set road areas from the Zone tab in the Architect menu. By designating areas where you don't want vehicles to pass as avoid areas, vehicles will generally refrain from entering those zones unless absolutely necessary.
CarbonFish 20 Feb @ 5:18am 
Can the vehicle automatically slow down to a speed that will not cause impact damage when there are other colonizers nearby? My stronghold has had too many car accidents during automatic parking
Rosevald 19 Feb @ 5:42pm 
Thanks, works again!
Rabiosus  [author] 19 Feb @ 3:41pm 
I've uploaded a corrected version, it should initialize the format of the old version correctly
Rabiosus  [author] 19 Feb @ 3:13pm 
I've reverted to the previous version, re-downloading should fix it for now.
I'll look into the cause.
Rosevald 19 Feb @ 2:53pm 
Same, UI for weapons go away when I start the vehicle but appear when vehicle is off instead, also missing the park button now
jtv5477 19 Feb @ 2:25pm 
new Update broke shooting in an vehicle for me
Rabiosus  [author] 19 Feb @ 6:38am 
Update: Support for multiple maps.
You can now save parking positions on multiple maps.
Peers 2 Feb @ 2:09pm 
Nice
Rabiosus  [author] 2 Feb @ 6:05am 
Updated Auto-unloading Function: The system now references each turret's ammunition replenishment target level (turretQuotas) and avoids unloading any ammo that is still needed. Excess ammunition and other cargo will continue to be unloaded as before.
GreyyWall 31 Jan @ 10:28am 
Love this mod, only drawback imo is you can only have the one park spot per vehicle so if you had vehicles go between a couple areas frequently only one node gets the auto park
Tarkhax 31 Jan @ 5:42am 
@Ube they modding community kinda did when Phils Vehicle Framework came out afaik
76561198844634538 30 Jan @ 5:55am 
Found a problem in the mod. Auto-unloading also unloads ammunition (the one in stock, not the loaded one). As a solution - the option to unload everything that is above the automatic reload level.
Rabiosus  [author] 26 Jan @ 2:25am 
If that plane can be drafted with the R key, yes
Adam Smasher™ 26 Jan @ 12:30am 
Does it work with planes ?
Rabiosus  [author] 23 Jan @ 1:46pm 
updated:
When unloading pawns after parking, a condition has been added to only unload pawns from the vehicle if there are no drafted vehicles with engines running within an 18-cell radius.
If the pawns cannot be unloaded within three hours, they will be forcibly unloaded as a timeout.
Rabiosus  [author] 23 Jan @ 8:45am 
No, that's the reason why that option was initially set to off by default. I'll try to improve it somehow.