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It seems trading is currently enabled on all vehicles. Since this is likely unintended, I'll discuss it with the VF author.
Perhaps the functionality is already available and got enabled for your vehicles? Or it's opt-out?
Are you perhaps using an unstable version of VF? The buying and selling of vehicles should currently only be enabled in unstable version IIRC.
I'll probably have to set it up so we can't do that for map vehicles.
I sent out a caravan to a settlement to trade some things, and found they had a vehicle for sale. A G... something, described as an advanced vehicle with cannons and stuff.
We couldn't afford it, so we left it be.
Now that we're back in our settlement, I noticed a new empty map had appeared next to the colonist bar. I click that, and it brings me to a little slice of the planet with a Glypto. I can't do anything except blueprint stuff on it, and this is presumably the vehicle they were going to sell us.
A while later, clicking on that new map now breaks rendering until I click off of it, no sign of that vehicle anymore.
I tested it several times but was unable to reproduce such a problem.
Steps to Reproduce
1. Quick start
2. Allow steels.
3. Spawn an upgradeable vehicle (godmode)
4. Select upgrades such as cargo (disable godmode)
Please provide your steps to reproduce the issue. Also, please send the logs.
And I'm having the same problems he has since this mod was updated so it might be a conflict, glitch and/or error with this mod.
Ah, okay, I figured out why. As you said, it seems the Common folder wasn't being loaded depending on the character case. I've fixed it and updated.
I need to change it on my side. I've pushed the fix, so please update the mod. (unsub/resub)
This is likely an error caused by the asset bundle failing to load. While asset bundles should ideally be built per platform, they are prepared under the understanding that when containing only textures and sounds, they can use the same compression format and allowing platform-specific builds to be skipped.
Since both the Vehicle Map Framework and Map Vehicles are prepared under the same premise, if VMF can be loaded but Map Vehicles cannot, it is likely due to the following reason.
1. If the mod's package ID has been changed, it cannot be loaded. If you haven't changed it yourself, this shouldn't be a problem.
2. The understanding about sound is incorrect, and due to the failure to load sounds within the bundle, textures are also not loading.
Just tell me if you haven't changed the package ID. If you haven't, I'll try moving the sound files outside the bundle.
it may be because in linux thing are Case sensitivity
so upper case letters and under case letters are different
Player.log https://pastebin.com/Q2avNDA1
I've updated VMF, so please try updating it. If the problem persists, please report it along with the HugsLib logs.
I can. Check the refuel level and the vehicle settings.
Check the inspect panel to see if the payload exceeds the limit.
? You want to use horses to pull the cart? To do that, we need to change the VF system a little bit.
@GULÉ🏠
Since the dev version of VMF is also specified as an alternative dependency, no warning appears in the game, but RimSort and other programs do not seem to support this notation.
I plan to provide those optional features as an separate mod, but it will take time because I have to write the textures and code.
it would be funny to have a tank going at aburd speeds
You can change the opacity of the overlay using gizmo. Of course, you can also set it to 0.
Oh, I'm thinking the same thing. Since no one has yet created an airship using this framework, I was thinking of doing it myself.
Actually, I just made it compatible with respect to the projectile and wasn't sure about the balance. Thanks for letting me know. I'll update it.
Quick question, is this thing CE compatible? its seems to me 0.5mm armor for crawler is a bit low?
Yep I think it's big too, but it's not useful when it's small. I guess it is a little difficult to get animals to pull, the VF method needs to be changed.
Perhaps 1*2 is better and more realistic?
I just want to use the cart to haul some heavy materials.
Or maybe we can allow animals to pull the cart?
It seems to be in conflict with Rimworld Exploration Mode .
Thanks for the report, I'll deal with it.
1. Pawn AI constantly freezes when climbing onto transport and refuses to descend, forever glitching there.
2. Got a very strange bug, when pawns sent to the "cart" when descending from it simply disappeared from the map, and it was possible to return them only with the help of teleportation cheats. This is critical (
If this is not the right log, tell me how, I will send the correct one.
https://gist.github.com/HugsLibRecordKeeper/c2aee64c36cbf81ab28a19e41868747d
yes