RimWorld
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Vanilla Vehicles Expanded
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Mod, 1.4, 1.5, 1.6
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17.829 MB
4 aug 2023 om 12:04
3 aug om 14:48
36 wijzigingsnotities (weergeven)

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Vanilla Vehicles Expanded

In 2 verzamelingen van Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Omschrijving
[www.patreon.com]




Vanilla Vehicles Expanded is a long awaited mod utilising Smash Phil’s Vehicles framework. The main purpose of the mod is to add realistic and engaging mechanics surrounding vehicles of all kinds into the game. Not just the cars, but boats and airplanes too, this mod comes packed full of content and new production chains to allow players to dive deep into the vehicle production.
Vehicles come separated into many different categories and tiers, contributing to the overall progression. You won’t simply be making a car and driving it around - you will keep checking out other vehicles and options this mod brings to the table. Every car, boat and aircraft will have a particular purpose and thanks to the tier system, it will be easy to understand the differences between various vehicles.
This mod utilises the paint job system added in Vehicles framework, allowing you to fully customize the pattern and colors of each of your vehicles. Whether you want a camouflaged armored division, or a pink bomber wing, this mod has it all.
New, Vanilla Vehicles Expanded exclusive mechanics such as acceleration/deceleration and handbrake add extra depth to vehicle stats and play a crucial role on the local map - a vehicle will take a while to accelerate to full speed, and may need space to decelerate, otherwise it risks having damage deal to tires and suspension.
19 new pattern options make an appearance, allowing you to customize your vehicle with new, vanilla-inspired patterns.






































































This mod has undergone tremendous amounts of testing, but there may still be issues that you come across. It’s essential that you report any issues related to Vehicles Framework directly to Phil via the Framework mod page - not to me. I can’t fix these issues.

[forms.gle]



Graphics are created by Oskar Potocki.

Art help from ISOREX.

Code work by Smash Phil and Taranchuk.

XML partly by xrushha.

Storyteller artwork by vitalii.

Screenshots by Reel and Moose.

Descriptions by Reann Shepard.

Built on Vehicles Framework by Smash Phil.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Can I salvage rusted cars for some spare vehicle parts?
A: That was the plan, but it turned out to be quite OP. We are however adding a selection of new, less rusted car wrecks in the near future!

Q: Can I upgrade the cars?
A: Not yet. Vehicle upgrade system first needs to come to Vehicles Framework. Then, we will make use of it.

Q: Do airplanes need a landing strip?
A: Yes, airplanes need a landing strip that’s cleared of any structures and trees. You can taxi your airplane to the landing strip.

Q: Can I run people over?
A: Yes! And since the damage is based partly on vehicle speed, this means that acceleration plays a vital role in maximizing your damage output!

Q: Do vehicles take damage from running people over?
A: Yes, damage depends on the BodySize of the run over target.

Q: Can vehicles be minimized and reinstalled?
A: No. They are not technically buildings.

Q: Can vehicle turrets reload using resources in cargo storage?
A: Yes.

Q: Are garage doors used for pathing by pawns and vehicles and open by themselves?
A: No. They’re not doors per se. They are a wall that can be ‘disappeared’ when pressing the button.

Q: Can Vehicles fire on the move?
A: Depends on the vehicle. Bulldog, Highwayman and Tango all have designated gunners. Roadkill only fits one person, so the tank can either move or fire, not both.

Q: Are there any vehicle-related memes or precepts?
A: Yes there are!

Q: Will you add more vehicles?
A: Absolutely, we have plans for many more.

Q: Can boats travel through the ocean?
A: Yes.

Q: Can boats be used for fishing?
A: Not yet, but they will be!

Q: Can I add it mid save?
A: Yes!

Q: CE compatible?
A: No idea. Ask CE.
Populaire discussies Alles weergeven (150)
22
11 aug om 16:21
not able to trade from the vehicles inventory while its in a caravan
YuppieClassics
391
1
17 aug om 10:18
BELANGRIJK: Bug Reporting
Oskar Potocki
1
9 aug om 12:03
FPS and Tick breakdown if traveling the world with car
Nigel
2.348 opmerkingen
Anker 5 uur geleden 
Come to think of it: What qualifies as 'off road'? Given Classics, it might *literally* mean any terrain that is not a Road, or it could be any terrain over a certain Movement Difficulty rating.
Anker 21 aug om 0:10 
You know what would be nice? Having the automatic garage doors automatically open when a caravan is forming/leaving, and automatically close after a vehicle passes through it. Actually, just opening and closing when a vehicle approaches and distances from it would be nice...
NyxHyperion 19 aug om 13:56 
Anyone else having an issue where my helicopter moves when rotating the grav ship and moving tiles?
Jokerz_Life 17 aug om 23:07 
If you are having trouble launching your grav ship because the thrusters are "Not functional: Must be outside" try opening up your garage door if you have one. I'm not really sure what interaction is going on here but for some reason my garage area is considered outdoors and the location of my grav ship is also outdoors. If the garage door is down the grav ship thinks it is inside. When I opened up the garage door I can launch.
Jet 17 aug om 22:39 
@blinsin theres a mod for that....i think it was for DBH compatch though
Cormac 17 aug om 20:18 
Hi. just a quick question/suggestion. i'm currently playing with roads of the rim, and looking through the code, most vehicles have an customRoadCosts value that is the same for all roads. a) is it possible to change this to different values for different roads and b) how would that look like?
Sir Luis 17 aug om 19:59 
try use character editor to reload that save and then use the drop pod buttont o take your entire existing crew to a new save file
Milosh 17 aug om 16:13 
So, well... I guess I just broke my save, as my caravan taken more prisoners than it had seats in their vehicles, and now I can't generate any map with them or my game will just "freeze" (HUD disappears, I can move camera, the pawns in the caravan vanish)
joelwinsagain 16 aug om 14:41 
@ziplock9000 1.5 c/s is the runway taxi speed, the smuggler flies at 22 t/s once you take off
joelwinsagain 16 aug om 4:50 
Any chance of adding headlights? I've been playing with curse of darkness and it would be a nice addition