RimWorld

RimWorld

Vehicle Map Framework
649 Comments
Sakura 14 hours ago 
Oh, thanks!
LS  [author] 14 hours ago 
@Sakura
This is due to the simultaneous use of SmartFarming and ReGrowth. The SmartFarming functionality has been integrated into ReGrowth, so they are patching the exact same location twice.
The VMF patch applied afterward assumes environments where either one is installed, but it does not fully support environments where both are installed.
Sakura 17 hours ago 
Having this issue and no idea what is causing it:
[VehicleMapFramework] Error while apply patching. HarmonyLib.HarmonyException: Patching exception in method static System.Void RimWorld.SelectionDrawer::DrawSelectionBracketFor(System.Object obj, UnityEngine.Material overrideMat) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"

https://gist.github.com/HugsLibRecordKeeper/f8b4ca293245d3c3576714f50990277d
LS  [author] 30 Aug @ 6:14pm 
@AG超玩会梦泪
np, but keep in mind sorting mods and AI randomness haha
AG超玩会梦泪 30 Aug @ 1:00pm 
sorry bro im not want to blame u or something, just ask for it, so if u feel bad of my words, im sr about that and thanks u for the correction
LS  [author] 30 Aug @ 5:05am 
@BabyNanachi
@[CL] Zalgo
The conflict with Deep And Deeper has been resolved

@AG超玩会梦泪
First off, I'm smarter than AI, and the root cause of this problem is that AT_hydroheliumion_Trail has a null thingClass. This is a def for GunPlay in the Anty race, but Anty is specified to load after GunPlay in order to load this. Yours is not set up that way.
In other words, just sort the mods.
AG超玩会梦泪 30 Aug @ 4:30am 
https://gist.github.com/HugsLibRecordKeeper/83fd8507d13de8130f468314ae1b3d93 i ask ai. it said this mod cause error when generating world, this is my playerlog
Knight 29 Aug @ 8:05pm 
Ahhhh that was the issue, the wheels were under the substruct
LS  [author] 29 Aug @ 7:55pm 
@Knight
Specifically, the rectangular area formed by valid wheels oriented the same direction as the pilot console and not stepping on the ship's substructure must occupy more than half the total area of the gravship.
Knight 29 Aug @ 7:45pm 
Every time I try to activate the grav wheels, it keeps saying Vehicle will be unstable, I have tried wheels being in both directions, keeps saying it, what am I doing wrong
[CL] Zalgo 29 Aug @ 3:08pm 
Yeah on the deep and deeper thing having a cave entrance is what was causing my issue after destroying it I was able to launch and land normally.
LS  [author] 29 Aug @ 11:18am 
@BabyNanachi
This is really common in this game. I've even received reports on mod lists exceeding 1000... Still, I wish it would work.
BabyNanachi 29 Aug @ 9:14am 
@LS Ah that certainly explains it. Well its cool to hear that will be solved. Till then I will just be dropping that particular mod. Though seeing as my mod list is rather large I wouldnt doubt that I could find more problematic combos lol. I have found I actually have 448 mods as of now so my game is just a goldmine of "lets see what breaks this time"
LS  [author] 29 Aug @ 7:28am 
@BabyNanachi
I just found a log like that on Reddit, and yep, an incompatibility with Deep And Deeper has been just confirmed. I'll fix it tomorrow.
BabyNanachi 29 Aug @ 7:15am 
So I was getting to trying to start myself with a vehicle working off this mod for a nomad play through and I happen to have hit a roadblock with an issue.
I will be looking over this many a time to figure what is going wrong. Assuming its a mod incompatibility.

https://gist.github.com/HugsLibRecordKeeper/553c7b2f58273dc3b7562d10e309ddcb

The final bits should hopefully be right where I was trying to spawn the vehicles followed by an attempt to properly build one.
LS  [author] 29 Aug @ 5:49am 
@[CL] Zalgo
You mean an empty tile? I think you'll have to abandon the previous site and settle there. Engine cool-down and penalties are applied upon respawn.

BTW, I noticed that the Gravship in its vehicle state can remain stationary on the previous map without being destroyed, even without a gravity anchor. i may need to fix this.
[CL] Zalgo 28 Aug @ 4:00pm 
When launching the gravship as a map vehicle how do you land on a tile?
Anker 27 Aug @ 2:11am 
Oh? Huh, okay, that was fast. Nice job.
LS  [author] 26 Aug @ 5:39pm 
@Anker
The issue has been fixed, and the update is scheduled to be released after a while of checking.
Anker 26 Aug @ 4:17pm 
Incompatible with cyberdeck abilities from the Cyberpunk 2077 mod. (Not necessarily something this author has to deal with; just worth mentioning.)
LS  [author] 26 Aug @ 10:20am 
@-NQ- nick4fake
Update the Vehicle Framework to version 1.6.2088.
If there are no map vehicles, then yes. That should be.
-NQ- nick4fake 26 Aug @ 9:31am 
BTW, just to check - is it safe to remove this map if no vehicle map machines were built?
-NQ- nick4fake 26 Aug @ 9:24am 
Latest update:
[VehicleMapFramework] Error while apply patching
HarmonyLib.HarmonyException: Patching exception in method static System.Void Vehicles.RGBMaterialPool::SetProperties(Vehicles.IMaterialCacheTarget target, Vehicles.PatternData patternData, System.Func`2<SmashTools.Rot8, UnityEngine.Texture2D> mainTexGetter, System.Func`2<SmashTools.Rot8, UnityEngine.Texture2D> maskTexGetter) ---> System.ArgumentException: No such field defined in class Vehicles.RGBMaterialPool, Vehicles, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
Parameter name: Cache
[Ref 3E9F9DDB]
LS  [author] 25 Aug @ 12:50pm 
@Smash Phil
Oh wow thank you for letting me know Phil. Certainly, this kind of approach is vulnerable to change, so I will be focusing more on resolving issues through communication from now on.
Smash Phil 25 Aug @ 10:26am 
Latest update (1.6.2088) causes a Type Initialization exception on startup for VMF. The outOfFoodNotified field wasn't used in any capacity so it was removed. Looking at your patch, you can also safely remove it.
https://github.com/oelsart/VehicleMapFramework/blob/57e715b7eb52d9fddc751487baebb40e943660d1/Source/VehicleMapFramework/VMF_HarmonyPatches/Patches_VehicleFramework.cs#L255

Going forward, if there is anything you need access to I would recommend you drop by the discord and mention it (or make a PR). I will avoid changing public members as much as possible to avoid situations like this where a VF update breaks loading for dependent mods, but I can make no guarantee for private members. Thanks!
LS  [author] 24 Aug @ 3:24pm 
@Eclipse
As explained in the comment there, it is not recommended by MultiFloors. I recognize that there is no specific conflict, but at least the upper level view does not function. I plan to address this issue in the future.
Since each has its own cross-map transport logic, it is unlikely that they will be fully integrated.
Eclipse 23 Aug @ 3:31pm 
Gravship’s (draggable?) tracked treads would be so cool)

Full tmnt technodrome-like base
LS  [author] 23 Aug @ 2:46am 
Currently, this version of VMF is not compatible with the unstable build of Vehicle Framework. The VF side is also going to be updated soon, and the fixes have already been pushed to the VMF Dev version, but the VMF Dev version isn't compatible with the “current” VF. Please use the correct version of VMF for VF. Also, if I am asleep when VF is updated, incompatibility will occur for a while.
LS  [author] 22 Aug @ 2:03pm 
@Elgate
It could be implemented in the future.
Elgate 21 Aug @ 11:39am 
Wait, you can turn the entire gravship into a vehicle? Could you consider making one that turn the gravship into a boat?
晓山alreShan 18 Aug @ 2:18pm 
I have opened a issue [github.com] about some issues of map vehicle while caravan.
LS  [author] 16 Aug @ 8:38am 
@晓山alreShan
You're right, it was a conflict between CE and VMF. Good catch. It's been fixed.
晓山alreShan 15 Aug @ 5:03am 
@LS
Issue with 1.6 Combat Extended - Dev Snapshot ver250811,
pawn will quit "operating turret" status after reloaded ammo for turret.
GIF link [imgur.com]
晓山alreShan 15 Aug @ 4:29am 
@银涛
看第二个展示视频/Go watch 2rd demo video.
银涛 15 Aug @ 3:20am 
Could someone tell me how to use that ship wheel?
@LS

Thanks, works great now. Fantastic mod.
LS  [author] 14 Aug @ 3:54pm 
@Leo
@ButterflyWithSocialisticUrges
Both should be fixed now.
Hi, my pawns do not automaticaly enter or exit the vehicle map, i cannot force them to do work on the map, and even if i force them to enter the vehicle map, they will not use outside resources to build.

Debug log:
https://gist.github.com/HugsLibRecordKeeper/7d38b20c79abb9e0c63b02fcab68350a
Leo 14 Aug @ 8:49am 
Hi !
I'm getting a bunch of Harmony Errors with VMF on startup
https://postimg.cc/yg969NQ0

Thanks again for your work !
Amadeus 14 Aug @ 12:57am 
thenks:steamthumbsup:
LS  [author] 13 Aug @ 5:31pm 
@Amadeus
Added support for it.
Amadeus 11 Aug @ 6:05pm 
bugs with turrets from cele tech
LS  [author] 11 Aug @ 11:32am 
@Starempire42
Fixed.
Starempire42 10 Aug @ 10:13pm 
@LS seems a funny incompatiblity issue that seems to be happening with this mod and (do your research mod:) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3523205869

Not allowing you to force them to actually research at the research benches (link to the thread with the bug report here: https://gtm.steamproxy.vip/workshop/filedetails/discussion/3523205869/600785448933056219

The author of that mod said to come ask you to fix the issue, which I hope happens at some point in the future, Good-day/goodnight!
晓山alreShan 10 Aug @ 9:17pm 
@LS
Fixed, great! thank you! :D
Chase Me 10 Aug @ 9:53am 
Update 4 hours later and getting lucky it appears to of just been a stack gap error that was more pronounced when dealing with vehicles, chances are steam just pulled a steam and downloaded the older version of mods again
LS  [author] 10 Aug @ 9:06am 
@晓山alreShan
Okay thanks, It's fixed.
晓山alreShan 10 Aug @ 7:37am 
@LS
hummm:waxquail: https[deleteThis] :/imgur.com/a/sR3CSOH