RimWorld

RimWorld

Map Vehicles
127 Comments
LS  [author] 14 Oct @ 7:55am 
@Darian Stephens
It seems trading is currently enabled on all vehicles. Since this is likely unintended, I'll discuss it with the VF author.
Darian Stephens 14 Oct @ 7:22am 
Not as far as I'm aware. I haven't switched to anything specifically, I'm just using the normal workshop version.
Perhaps the functionality is already available and got enabled for your vehicles? Or it's opt-out?
LS  [author] 14 Oct @ 4:34am 
@Darian Stephens
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.
Darian Stephens 14 Oct @ 1:40am 
Something... interesting, just happened.
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.
jtseyman 28 Sep @ 9:17pm 
I'd provide a log but the job doesn't seem to be able to generate, plus whatever is causing vehicles unable to be upgraded doesn't seem to stop or interfere with removal of upgrades as I just tested.
LS  [author] 28 Sep @ 12:30am 
@jtseyman
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.
jtseyman 27 Sep @ 2:16pm 
@ Bardez said the following on Vanilla Vehicles expanded upgrades mod page: I'm able to access the Upgrades button, select an upgrade, but no pawns do any work on it. It just sits disabled. I can right click a pawn and it will just add them as a driver or passenger, but no option to perform the upgrade work. Is this a bug or a job that isn't prioritized or maybe a mod conflict?

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.
sandor1000 26 Sep @ 8:13am 
can confirm thet the mod seams to have been fixed
LS  [author] 26 Sep @ 8:02am 
@sandor1000
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.
sandor1000 26 Sep @ 7:48am 
Still have simular or the same errors in the debug log
LS  [author] 26 Sep @ 7:35am 
@sandor1000
I need to change it on my side. I've pushed the fix, so please update the mod. (unsub/resub)
sandor1000 26 Sep @ 7:24am 
i havent changed any files i am unsure what files you whant me to move
LS  [author] 26 Sep @ 7:09am 
@sandor1000
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.
sandor1000 26 Sep @ 4:57am 
i am on linux native end get Failed to find textures errors

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
LS  [author] 21 Sep @ 9:04am 
@Wei_TW
I've updated VMF, so please try updating it. If the problem persists, please report it along with the HugsLib logs.
Wei_TW 21 Sep @ 4:26am 
I can't build on a vehicle because it says "cannot transport materials." It's like the vehicle and the base are on different maps, so I can't use the materials from my base.
LS  [author] 6 Sep @ 5:53pm 
@Vvexx
I can. Check the refuel level and the vehicle settings.
Vvexx 6 Sep @ 12:48pm 
is anyone able to fuel the Glypto? It's greyed out for me
Sir Luis 18 Aug @ 9:53am 
hey guys if you think about it. this mod should be vanilla in the game so caravaning can make more sense. plus you can multi task on projects while caravaning. such as art crafting or research.
Anker 4 Aug @ 11:30am 
Turned out that was a 'vanilla' bug of having to reload the save. Vehicles in general are pretty buggy right now, post 1.6
LS  [author] 2 Aug @ 4:01am 
@Anker
Check the inspect panel to see if the payload exceeds the limit.
Anker 2 Aug @ 3:38am 
Says cart is unable to move. Pusher on, puller on, space in front of it. I don't know what it wants.
GULÉ🏠 28 Jul @ 12:04pm 
@LS oh okay, thanks for clarifying. then the game is fine i guess!
LS  [author] 28 Jul @ 6:48am 
@Bishop Heket of the Old Faith
? 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.
GULÉ🏠 28 Jul @ 12:23am 
This mod says it's missing Vehicle map framework even though I have it? it also seems like there are 2 version of vehicle map framework?
Bishop Heket of the Old Faith 27 Jul @ 12:13pm 
Is there a reason you can load horses for example as pushing/pulling Pawns for wooden carts but they don't count as crew even if there's a human in the cart vehicle, sitting in a driver's seat or not? It feels like a no-brainer to try and use them as carriages.
LS  [author] 27 Jul @ 1:35am 
@AG00BER
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.
AG00BER 26 Jul @ 10:01am 
hey i have a small request, if it isnt too much of a hassle that is, could you maybe add a second turbocharger that increases speed ?

it would be funny to have a tank going at aburd speeds
Johnny Macabre 19 Jul @ 8:21am 
oh cool! thanks for the info!
LS  [author] 19 Jul @ 6:05am 
@Johnny Macabre
You can change the opacity of the overlay using gizmo. Of course, you can also set it to 0.
Johnny Macabre 19 Jul @ 3:32am 
Just a small thing, but any chance you can get rid of the floating ring on the spacer hovertank?
Nova 15 Jul @ 3:34am 
amazing!:steamhappy:
DJCharlie 11 Jul @ 12:34pm 
Get ready for the flood of 1.6 comments
XakerGoliaff 11 Jul @ 11:45am 
1.6?
LS  [author] 11 Jun @ 5:45am 
@DrunkFlux
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.
DrunkFlux 11 Jun @ 5:26am 
I'm already wanting at some point a flying mortar weapons platform.....oh god the dreams of firepower and terror to unleash with advanced super drones........
Evono 4 Jun @ 9:14am 
thanks it works ! sometimes i wonder which mods arent updated correctly by steam.... sadly theres no easy way to see.
LS  [author] 3 Jun @ 5:41pm 
Updated and set armor health values in the CE environment. I set these values after referring to various sources, but I welcome any opinions regarding balance.
Evono 2 Jun @ 9:55pm 
This and vehicle map frame work bugs out the inventory of the Titan vehicles mods not sure why https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3231024121
dr_rockzo 2 Jun @ 3:58am 
Fuck me, these vehicles are expensive to build.
Logan 29 May @ 1:23pm 
CE uses sharp armor values as mm of steel. So most non-combat vehicles should be somewhere in the 1-4 range, and combat vehicles can go substantially higher. You can poke at CE's ModPatches directory to see sample values, or drop by our discord if you need help making things work.
LS  [author] 20 May @ 2:17pm 
@Dudewhat
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.
Dudewhat 20 May @ 12:18pm 
Hi,
Quick question, is this thing CE compatible? its seems to me 0.5mm armor for crawler is a bit low?
Kot-sornyak 14 May @ 7:54pm 
Hey uh, how do you get a vehicle off the bloody thing?
LS  [author] 9 May @ 7:37am 
@AtoshDustosh
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.
AtoshDustosh 3 May @ 1:12am 
The idea matches perfectly with my medieval gameplay, but I think the 3*4 cart is too big.
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?
LS  [author] 2 May @ 6:02pm 
@Змеиный Царь
It seems to be in conflict with Rimworld Exploration Mode .
Thanks for the report, I'll deal with it.
Змеиный Царь 2 May @ 5:22pm 
Hi. I don't know if you should be dealing with this, but I got a number of bugs.
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
LS  [author] 1 May @ 4:18pm 
@nhuhuh
yes
rhyndo 1 May @ 2:52pm 
can floors be built on top