RimWorld

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 @ 12:04
3 aug @ 14:48
36 ändringsnotiser ( visa )

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Vanilla Vehicles Expanded

I 2 samlingar av Oskar Potocki
Vanilla Expanded
110 artiklar
Vanilla Expanded - Empire playthrough
148 artiklar
Beskrivning
[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.
Populära diskussioner Visa alla (146)
20
30 jul @ 1:04
not able to trade from the vehicles inventory while its in a caravan
YuppieClassics
378
1
11 timmar sedan
KLISTRAD: Bug Reporting
Oskar Potocki
2
24 jul @ 22:58
[SOLVED] It is impossible to leave settlements by vehicle
БУБНА
2 312 kommentarer
Anker 8 timmar sedan 
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 8 timmar sedan 
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 ~ 13 timmar sedan 
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 16 timmar sedan 
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?
DullWolf 18 timmar sedan 
Acceleration of vehicles seem to a fraction of what there supposed to be. For instance the Prowler has 0.05 c/s² compared to its normal 3.0 c/s² acceleration rate.

Is this the same for others on 1.6?
Sumatris 19 timmar sedan 
Are you planning to do something with the Odyssey shuttle? I'm currently fixated on the idea of a battery-powered option since there's so many cool things one could do with that. One could use it to power machines and turrets on away missions, at the risk of being unable to return if too much battery power was drained. One could offer upgraded batteries at the cost of reduced cargo capacity (batteries are heavy after all), and a spacer-tech battery that's lighter and more efficient/powerful. One could install a small solar generator for minor passive charging capacity. That's just what popped up in my head, but I'm sure you guys and gals can come up with even better ideas. And assuming any of this is possible, it probably goes without saying that it could be applied to some of the ground vehicles as well.
Arnis 2 aug @ 10:02 
nvm found the solution on reddit:

When you get to the target settlement, open the pawns tab of your convoy and drag the pawn with the highest social skill (the caravan should have their name in its title) into the *pedestrian (I forget the exact term) subsection.

You need to drag them onto the subsection name rather than below it. Now initiate trade. Should have access to your goods.

Vehicle framework still has some teething issue with 1.6 it seems.

(EDIT) oh and don't forget to move them back onto the vehicle before you leave.
Arnis 2 aug @ 10:00 
@地球氛围组 I can't trade too.
Kanjejou 1 aug @ 13:18 
Still playing in 1.5 and to me most combat vehicule seem a bit weak compared to their value.

Fully upgraded T1 struggle to reach their range to fight non melee units do anything before pilote and gunner get downed by gun fire

T2 also get easily killed by most ranged guns.

And once mechanoid and charge lance/charge rifle enter the fray vehicules die extremely fast...

Since they most vehicule use 2 pawn to work +the value of the vehicule it need to puill its weigth a bit more.


But the transport are very good, finaly i dont need days to reach a market a couples or hex aways
Kosh 31 jul @ 15:20 
I repaired a tank but am unable to drive it on to my gravship. No errors popping, no walls in the way, drives normally on the ground, but will not drive on to gravship substructure, it just stops soon as it reaches substructure. Sometimes it says there isn't enough room and handbrake will be needed - I've tried different distances for clicking it on to ship. Are vehicles just not able to do this yet? Seems odd but I don't know what to do or how to test it further.