RimWorld

RimWorld

4,184 arvostelua
Vanilla Vehicles Expanded
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Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Mod, 1.4, 1.5, 1.6
Tiedostokoko
Julkaistu
Päivitetty
17.829 MB
4.8.2023 klo 12.04
3.8. klo 14.48
36 muutosilmoitusta ( näytä )

Tilaa ladataksesi
Vanilla Vehicles Expanded

2 kokoelmassa, tekijä Oskar Potocki
Vanilla Expanded
110 luomusta
Vanilla Expanded - Empire playthrough
148 luomusta
Kuvaus
[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.
Suositut keskustelut Näytä kaikki (146)
20
30.7. klo 1.04
not able to trade from the vehicles inventory while its in a caravan
YuppieClassics
381
1
1 tunti sitten
TÄRKEÄ: Bug Reporting
Oskar Potocki
2
24.7. klo 22.58
[SOLVED] It is impossible to leave settlements by vehicle
БУБНА
2 318 kommenttia
Fortenraven 5 tuntia sitten 
@Littledoglooney
Try having your pawns not inside the vehicle and instead form up a convoy from the world map. That was what solved it for me in regards to chosen exit location problems. I spent a few hours to find this out in the end myself.

There's also a mod that lets you leave the map if you drive up to the edge of it: Just Leave Already
Oskar Potocki  [tekijä] 7 tuntia sitten 
@MadMephit
They never gave any vehicle parts. Must’ve been some other mod doing that.
Littledoglooney 14 tuntia sitten 
I cant leave my base with a vehicle no matter what it keeps saying "The Chosen Exit Location (NW) is Unavailable" Nothing is in the way
Blunter 18 tuntia sitten 
While others have mentioned the trading issue being temp fixed by removing your trader from the vehicle into the "Dismounted" slot and then trading, I might add this is not possible with the Smuggler or any other aircraft to my knowledge as there is not a dismounted option.
Also, make sure you open your doors if you have a garage storing the vehicles. Even with autodoor, after setting up the entirety of 1200KG worth of gear, only to find out that it cannot find an exit. Have to dispand the creation, open the door, then restart the caravan.
Mad Mephit 20 tuntia sitten 
Is it just me, or is anyone else having an issue where wrecks in the world don't generate any vehicle parts on 1.6? I remember that used to be a scattershot but useful way to scavenge pieces, but now I can only get pieces by traders or crafting them myself; the various wrecks - either vanilla or the T3 vehicle wrecks from that mod - only give steel slag.
Sir Luis 4.8. klo 7.37 
we need electric vehicles.
Anker 3.8. klo 22.51 
Of course, the value of an EV in rimworld is a bit dubious. Pros: Easy to recharge to visits in range of your settlements. Cons: Low range, can't really recharge in the field. Maybe if you have to abandon it at a camp, you can come back with a minified power setup and defend it if the camp raids come? Who knows.
Anker 3.8. klo 22.50 
Not asking for it in this mod, but I was thinking about how rimworld doesn't have an electric car mods. Probably the easiest way to do so from a technical perspective is to make a copy of the Refueling Pump and tweak it- Instead of automatiacally filling a vehicle with chemfuel, when hooked to power it automatically generates 'vehicle charge' and fuels a vehicle with it, as an abstraction of electricity.
Witch ~ 3.8. klo 18.06 
has anyone figured out a way to remove the annoying "transfer to vehicle" gizmo thats on everything? The framework added it but obviously the comments are locked.

I tried a few gizmo-removal mods but none work. Its just super frustrating, we dont need that button on every single item and pawn
[NCE]RotInPixels 3.8. klo 14.19 
I am on a peninsula surrounded by impassable mountains, so I made a dinghy to go around the mountains, land, then caravan to any quests. When I do the "stash vehicle" option, my caravan is fine until I unpause. The second I unpause, suddenly they're all "down" and I can't do anything about this. What am I doing wrong here?