RimWorld

RimWorld

Jet Aug 11, 2023 @ 12:21am
how are yall liking the new vehicles mod?
I added research reinvented, which means itll take me a looong time to research them and play with them so wondering how yall liking the vanilla expanded newest release
< >
Showing 1-13 of 13 comments
burningmime Aug 11, 2023 @ 4:10am 
Honestly I uninstalled it because of what it did to load times. My PC isn't even that old; it has an i7-12700H. But I don't want to sit around for over a minute waiting to load a save game. No other mod has hurt performance by this magnitude.
brian_va Aug 11, 2023 @ 4:39am 
Originally posted by burningmime:
Honestly I uninstalled it because of what it did to load times. My PC isn't even that old; it has an i7-12700H. But I don't want to sit around for over a minute waiting to load a save game. No other mod has hurt performance by this magnitude.
How about in game? Is it just a hit to the load time or can you see it drain game performance as well?
Jet Aug 11, 2023 @ 4:59am 
Originally posted by burningmime:
Honestly I uninstalled it because of what it did to load times. My PC isn't even that old; it has an i7-12700H. But I don't want to sit around for over a minute waiting to load a save game. No other mod has hurt performance by this magnitude.
theres mods that help with performance no? anyone know any?
brian_va Aug 11, 2023 @ 5:03am 
Rocketman and performance optimizer are usually the 2 recommendations. Rimthreaded will conflict with alot if mods, rim73 is said to conflict with itself. There's a new one, performance fish or something like that, but I haven't used it and I think it's just in testing and not on the workshop yet
The Blind One Aug 11, 2023 @ 5:15am 
Yeah the (VF) vehicle framework + (VVE) vanilla vehicles expanded does seem to add quite a bit to the load time. (apparantly there is a bug see end of post [EDIT])

For me a clean rimworld 1.4 (all dlc) takes 10s to load.
Just adding vehicle framework and VVE brings it to 35s to load.

Mind you, loading ALL my vanilla UI and QoL mods (around 70) only brings it to 25s load.
Now loading all my UI and QoL mods + VF + VVE brings it to 53s load.

So we can say it roughly adds about ~25 seconds of load time.

[EDIT]
Seems there's a bug with the shaders, the author already noticed it and recommends people disable the RGB shaders in the mod options menu.

If you do this the total load time dropped from 35s to just 13s for me.

So that's an enormous difference and hardly worth disabling it for. Ride my brothers!

https://youtu.be/atuFSv2bLa8
Last edited by The Blind One; Aug 11, 2023 @ 5:26am
Defektiv Aug 11, 2023 @ 7:33am 
I'll have to try that for the load times. I like the concept of the vehicles mod but they are a little buggy for me. They have incredibly limited storage and takeoff/arrival animations are way too long. I have also never gotten them to carry anything I load up back to base, there is always an error that says the vehicle was destroyed and respawned. I think I still like SRTS better though. The shuttles are way more expensive but way more functional, and fit the rimworld theme better.
I've definitely noticed the issue with load times; while it was never fast to begin with (around 16 minutes), I'd usually be able to count on it loading much faster the second time around (when the game hangs while reloading saves). With it installed the subsequent restarts seem to take just as long.

The first time it ran RimWorld took an enormous amount of RAM (around 11GB+) and literally brought my PC to a halt. At least later on this never happened again.

Right now VF has replaced SRTS (with its helicopters submod) for me, but I'm still not replacing the Aerocraft Framework; the lack of intra-map flight, strafing, bombing, in-flight hover, and a few other features leaves much to be desired (I particularly like AF's quick load and dropping of colonists while a hovering craft is in flight which is useful for rapid response actions, and it's great to have unmanned drones that can be used to scare off predators from hunting children nature running far away from home).

Having actual ground vehicles gives a nice alternative to keeping caravan animals that still need to be fed even when not used for that purpose. Although not strictly VF, Oskar's VVE implementation makes it cheaper research-wise to access vehicles even though I believe the cost of construction is higher.

I do have other thoughts but I figure those are more on VVE than VF itself.
Last edited by Vermillion Cardinal; Aug 11, 2023 @ 6:43pm
Vagineer1 Aug 11, 2023 @ 7:11pm 
It's got some issues and is missing a lot of features that both the vehicle framework and VVE guys are working on but it's been a blast to use. Always hated regular travel on the world. It was boring and slow. The world is still really boring to travel (game needs a dlc that expands on the world as a whole) but no longer slow.

I still use SRTS but I've never liked how much research you have to do to get any decent craft.
Defektiv Aug 11, 2023 @ 7:25pm 
The Genesis is such a massive research and resource investment but it does open up even a 100% world. Unlimited passenger, unlimited cargo, super fast, refuels with a tiny bit of uranium and acts as a 12000W power supply when parked. You can literally pack up your entire colony and base in it and fly off to another tile if you wanted to. I've only used it once in a super high wealth colony but it made end game wealth saturation a little easier to manage. It's nice to be able to pack up thousands of extra resources and fly around the map trading them. In the same time with vanilla you would have rebuilt 10x that wealth again before the first caravan even returned.
Originally posted by Defektiv:
The Genesis is such a massive research and resource investment but it does open up even a 100% world. Unlimited passenger, unlimited cargo, super fast, refuels with a tiny bit of uranium and acts as a 12000W power supply when parked. You can literally pack up your entire colony and base in it and fly off to another tile if you wanted to. I've only used it once in a super high wealth colony but it made end game wealth saturation a little easier to manage. It's nice to be able to pack up thousands of extra resources and fly around the map trading them. In the same time with vanilla you would have rebuilt 10x that wealth again before the first caravan even returned.

While I'm more of a Helicopters player, I honestly feel like the amount of research time needed for the most heavy duty of craft makes it a white elephant unless you're playing very long term runs. I've used more of the basic Little Birds in my colonies than the gigantic Osprey in a majority of my runs, and I figure it'd be the same if I exclusively used SRTS core craft.

Besides, unless your aim is to raid and plunder the entirety of a 100% world the huge capacity is pretty pointless with the world being as boring as it is.
Defektiv Aug 11, 2023 @ 7:58pm 
I see it more of an option to the current ship ending but instead of raid spam and credit roll you get to use it to relocate and start over somewhere on the same world. I had planned to use it to launch crews of specialists to different biome tiles while still using the home base as a staging and fall back point, which it works pretty good for. But in the process of getting to that point I hit the highest wealth I ever made it to and realized I had no idea the amount of wealth the game tries to saturate you with at those levels as well. So it worked out to be a good high volume quick freighter as well.

When manhunter raids start looking like this, you end up with obscene amounts of meat and leather, especially when its elephants or megasloths.
https://steamcommunity.com/sharedfiles/filedetails/?id=3018790226
The Blind One Aug 11, 2023 @ 8:15pm 
Ah yes a hundred wolves attack your colony, Peak rimworld experience.
kongkim Aug 12, 2023 @ 3:01am 
It looks cool, but i will wait some time to use to so bugs etc are fixed :)
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Aug 11, 2023 @ 12:21am
Posts: 13