RimWorld

RimWorld

1,025 ratings
Vehicle Map Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
11.639 MB
13 Feb @ 2:29am
30 Aug @ 4:28am
123 Change Notes ( view )

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Vehicle Map Framework

In 1 collection by LS
VMF Mods
6 items
Description
Caution
This was not created by the author of Vehicle Framework, but is my complete personal work, not belonging to any team. Therefore, please be careful not to report bugs in this mod to Vehicle Framework.
This mod draws another map that moves on top of the map and interacts with each other, which is an unprecedented challenge in the past. The scope of the impact is more extensive than one might imagine, and many bugs and incompatibilities are to be expected.

Caution2
The maximum number of maps in RimWorld is 128, and that includes the maps that will be added by this mod. Don't overbuild vehicles that have map!

Caution3
The namespace is VehicleInteriors*, a remnant of the provisional name Vehicle Interior Framework used during development. However, a mod with the same name as the development name appeared later (after being renamed), which has caused some confusion. Sorry about that.
* It has now been converted to the VehicleMapFramework.

Overview
This mod is a framework mod for vehicles using Vehicle Framework to put a map on vehicle which floors and buildings can be constructed.

The base map and vehicle map interact with each other, and bullets and explosions can hit across the map. In addition, most jobs performed by pawns automatically support map traversal, allowing them to haul and craft items back and forth between each.

The mod itself does not include vehicles with map. Check out the collection below.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3426513565
But some buildings dedicated to vehicles with map will be added.

Buildable Upgrades
It is a system that allows upgrading of vehicle status and crew slots through construction; it is a version of the Vehicle Framework's upgrade system that can be freely customized using space on the vehicle map.







Difference between "Cargo Capacity" and "Maximum Payload"
The framework calculates the weight of the container inside the vehicle and the weight of the objects on the vehicle map separately; the “ Cargo Capacity” status present in the Vehicle Framework affects the speed of the vehicle, but there is no limit to the volume of the cargo. For upgrade relevance and realism, the weight of things on the vehicle map is accounted for in the “ Maximum Payload” status and multiplied by a separately calculated impact factor on the vehicle's speed. This specification may be changed to something simpler.

Map Interconnection






Others




Restrictions
*For performance and drawing range (camera height) considerations, vehicles with map cannot be placed on another vehicle map.
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

FAQ
CE?
Supported. Please let me know if you experience any problems due to CE updates, etc.

MultiPlayer?
I don't know. Maybe not.

How will it affect performance?
I think it has decent impact, because this mod patches extensively on the game. It has not yet been tested in a large colony.
I will do some benchmarking.
I have not seen any noticeable performance issues in my environment ......, but if there is a lot of negative feedback about this, I will do whatever it takes to improve performance. I don't want to waste the effort I have put into this mod so far.
The latest update has improved that quite a bit.

What is Planet Drawing Mode?
This feature is designed to enhance the appearance of the vehicle map when it is displayed during caravanning. It does not affect the caravan specifications. It can be turned off in the settings.

Trees displayed on top of vehicles are obstructive
I recommend disabling the Perspective Trees option in ReGrowth 2.

Credits
People who helped me
Chinese Traditional Translation: alicezuber
Chinese Simplified Translation: gaogzs
PUAH and VFE Shield Patch: Moriarty

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

For Modders
https://github.com/oelsart/VehicleMapFramework/wiki

For Testers
[Dev] Vehicle Map Framework

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
Popular Discussions View All (11)
3
27 Aug @ 3:41am
Problem with CE
Mickhail
2
27 Aug @ 1:55am
Problem with gravship
qsy
11
15 May @ 7:19pm
Inability for vehicles to descend
Kot-sornyak
646 Comments
LS  [author] 5 hours ago 
@AG超玩会梦泪
np, but keep in mind sorting mods and AI randomness haha
AG超玩会梦泪 11 hours ago 
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] 19 hours ago 
@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 19 hours ago 
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"