RimWorld

RimWorld

477 ratings
Snow Crawler
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Mod, 1.4, 1.5
File Size
Posted
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6.519 MB
Aug 3, 2023 @ 9:56pm
Apr 11, 2024 @ 5:32pm
10 Change Notes ( view )

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Snow Crawler

In 1 collection by hYPERION
My Rimworld Mods
14 items
Description
This mod adds in a heavy duty snow crawler named the "Wintermute" via Vehicle Framework, it also features a bonus scenario.

While at first glance the wintermute may seem underwhelming, it's a vehicle that has an impressive indifference for some of the most extreme environments.

Stats:
  • 7.5 Move Speed
  • 325 Cargo Capacity
  • 4 Pawn Capacity
  • 0.25 Blunt Armor
  • 0.50 Sharp Armor
  • 200 Fuel Capacity

What really makes the Wintermute special is it's abillity to keep going where other vehicles freeze up, this is due to several factors.

The Wintermute suffers no off-roading penalties.

Biomes wise the Wintermute ignores the extra difficulty of certain biomes, the following biomes are no harder to navigate than a temperate forest:
Hills and mountains also have their impacts drastically lowered:
  • Small Hills - No Impact
  • Large Hills - 0.5
  • Mountains - 1
Fuel consumption is lowered by 50% while traveling on the world map.

And to wrap up the benefits on the world map, the Wintermute is not affected by the winter season movement penalty.

When driving around a local map, the Wintermute will have no speed penalty going over most terrains such as soil and ice. This is alongside snow having zero impact on the movement speed of the Wintermute.

Recipes:

Wintermute:
  • 1 Snow Crawler Engine
  • 400 Steel
  • 15 Components
  • Biofuel and Fabrication researches
  • Found in the "Vehicles" building tab

If VVE is loaded the recipe is changed to the following:
  • 1 Snow Crawler Engine
  • 325 Steel
  • 8 Components
  • 1 Car Alternator
  • 3 Car Exhausts
  • 10 Car Suspensions
  • 12 Car Wheels
  • Complex Vehicles research.
  • Found in the "Vehicles" building tab.
Snow Crawler Engine:
  • 100 Steel
  • 50 Silver
  • 10 Gold
  • 8 Components
If Engine Industries is loaded the recipe is changed to the following:
  • 1 Heavy Engine
  • 15 Steel
  • 10 Gold
  • 1 Component
Includes integration patches for Vanilla Vehicles Expanded and Engine Industries.

Requires Vehicle Framework.

There's More?!:

Thank you for reading this far, if you would like to support future mods consider donating via ko-fi.[ko-fi.com]
https://ko-fi.com/pal5k
112 Comments
J Apr 8 @ 11:39am 
@hYPERION:


Got it. I’ve just tried breaking the scenario:

🔹If I remove the built-in “Start with” block, I can’t reattach the Wintermute, which is the expected Vehicle Framework behavior.
🔹Changing the amount of Wintermutes spawned work as expected.
🔹Changing the arrival method to “Drop pods” work and vehicles spawn as soon as drop pods hit the ground.
🔹Changing, removing or adding various other scenario options without touching the “Start with” block that attaches the Wintermute also work.
🔹Saving any of the above as a separate scenario and loading work.

Looks like it’s been fixed. I’ll let Phil know.


💬 Apologies for the overly late reply.

No worries, I appreciate the response.
hYPERION  [author] Apr 7 @ 9:18pm 
@J The only time to my knowledge that I've heard of the scenario breaking for people is when they try to edit or replicate the scenario in the mod, inadvertently spawning the wrong thing and causing the issue you're familiar with.

If done how the scenario bundled with the mod handles it then its worked without issue as far as I've heard.

Apologies for the overly late reply.
J Apr 2 @ 9:51am 
@hYPERION:

Hey, I have a Vehicle Framework question. It’s currently not possible to start a scenario with a vehicle—I think the issue was with the game generating vehicles as pawns instead of doing it via the framework—and I thought about doing the same thing that you did with the Snow Crawler for a mod of mine: create a draft XML scenario that players will be able to customize and add my vehicle there.

I talked with Phil and he can’t remember if he fixed that bug. Have you ever heard from players complaining about the scenario included in the Snow Crawler?

Thanks!
Soarin Feb 8 @ 3:36am 
Hi. Is it possible to make a heated cabin?
hYPERION  [author] Sep 25, 2024 @ 5:33pm 
@XIII Well that's alarming, however it does not seem broken on my end, is this happening with only the Snow Crawler and Vehicle Framework mod installed or is it a larger conflict?

Reading the error it seems related to the fuel pump added by Vanilla Expanded Vehicles and not my mod, testing with it all seems well with no errors and the pump does work and fill the snow crawler when it has more than 0 gas in the tank the pump continues to top it off. I can't replicate this issue even changing the settings of max fuel in VF for the Wintermute.

If the snow crawler is next to a fuel pump see if the error continues to spam removed from it or in a new save with less mods without it, this may be more on Vanilla Expanded Vehicles' side.
XIII Sep 25, 2024 @ 6:35am 
Unable to retrieve fuelCapacity for SCWintermute in ModSettings. Is this field posted to settings?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Vehicles.SettingsCache:TryGetValue<object> (Vehicles.VehicleDef,System.Reflection.FieldInfo,object&)
Vehicles.SettingsCache:TryGetValue<int> (Vehicles.VehicleDef,System.Type,string,int)
Vehicles.CompFueledTravel:get_FuelCapacity ()
VanillaVehiclesExpanded.CompRefuelingPump:CompTick ()
Verse.ThingWithComps:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
and this is spamming litteraly 10 thousands times in logs. constantly. it wont stop
Crusaderjack Aug 20, 2024 @ 8:53pm 
Could you use the vehicles upgrade system too make a side-grade that makes this a dune-crawler for those of us with mad-max modlists :D?
harv01bart Aug 8, 2024 @ 10:57am 
do you want to a collaboration? im working on a star wars mod but struggling with the code and i can pay
Cato Jul 10, 2024 @ 12:33pm 
Really cool scenario, inspired my next colony, thanks. :steamflake:
Velvet The Goo Cat Apr 28, 2024 @ 6:40am 
@thenightgaunt i'd use dev mode to add the vehicle you want in at the start, its not exactly what you want but its the next best thing i can think of