RimWorld
2,373 beoordelingen
Vanilla Vehicles Expanded - Tier 3
32
7
4
3
5
7
5
4
2
3
2
2
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Mod, 1.4, 1.5, 1.6
Bestandsgrootte
Geplaatst op
Bijgewerkt op
6.899 MB
8 okt 2023 om 11:29
11 jul om 11:19
12 wijzigingsnotities (weergeven)

Abonneren om te downloaden
Vanilla Vehicles Expanded - Tier 3

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


Delve deeper into the world of vehicular advancements with the Tier 3 expansion for Vanilla Vehicles Expanded. While the term "Tier 3" might conjure up images of futuristic, sci-fi machines for some, my focus has remained on the creation of highly specialized and rare vehicles that add both depth and dimension to your in-game experience.

The expansion introduces a total of 11 meticulously designed vehicles. From the much-requested mobile artillery and functional refrigerated trucks to the robust tanks equipped with coaxial machine guns, there's a vehicle to suit every need.

Adding a layer of engagement to the gameplay, these vehicles won't be readily available off the bat. They'll be discovered in their wrecked form, scattered across the map. To gain the knowledge and ability to manufacture these vehicles, players must first locate, recover, and restore them to their former glory. While these wrecked treasures can make an appearance on any map type, players will find a higher concentration on those with roads, adding an element of strategy in map selection and exploration.

This mod introduces many new vehicles, including:

Classic Cars: Elevate the spirits of your colonists with these vintage beauties. Not just for show, they serve a functional purpose, boosting morale when used.
Supercars: Built for the road, these are the epitome of speed, but only if your colony is connected to destination via roads.
Battle Tanks & Infantry Vehicles: Designed for combat, they come equipped with heavy armor and powerful guns. An asset for any colony facing threats.
Mobile Artillery: Respond to threats in real-time, raining a variety of shells upon your adversaries.
Versatile Helicopters: Meet diverse needs from cargo transport to troop movement with these airborne assets.

We're committed to continuously enhancing the mod, so players can expect more exciting vehicles to be added in future updates. I hope you will enjoy what we have prepared!

































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 by Smash Phil and xrushha

Storyteller artwork by vitalii.

Screenshots by Reel.

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: How do I construct Tier 3 vehicles?
A: You need to first find a wreck and restore it. Then, after you research the vehicle category, they will be buildable just like any vehicles.

Q: How do I repair a wreck of a Tier 3 vehicle?
A: You select it and press ‘Restore wreck’ gizmo. Your pawns will then attempt to bring resources to the wreck and construct a working vehicle.

Q: Where can I find wrecks of Tier 3 vehicles?
A: 1 random wreck spawns on any generated map. Additional wrecks spawn on tiles with a road on them.

Q: Can I fire modded shells from Udar?
A: Yes! Anything that can be fired from a mortar can also be fired from Udar.

Q: Can Udar fire across to other world tiles?
A: No.

Q: Why are you forcing us to find some wrecks and restore them? Why not just let us build the vehicles whenever we want?
A: You only need to find and restore the wreck once, and then you can research and build as many of that vehicle as you want. This is our way of making the content slower to acquire and more impactful, and if you disagree, you’re welcome to patch the mod to your liking. Mod options for that are not provided as the whole purpose of Tier 3 is the initial inability to construct those vehicles.

Q: Can refrigeration on Hermano be disabled? Does it work with no driver?
A: Yes, it can be disabled, and yes, items are refrigerated even if a driver isn’t in Hermano. It does however consume fuel constantly.

Q: Cherokee is based on Chinook, why doesn’t it allow us to transport both cargo AND people? Real life Chinook can transport X people!
A: Because Cherokee is our own implementation and it serves exclusively as a cargo transport vehicle. Louie is excellent for personnel transport, Cherokee exists for cargo transport. If we made one helicopter excellent in all the niches, it’s not really a specialised Tier 3 vehicle then, is it? We’re not interested in changing it, we will however add a crew space upgrade once Vehicle upgrades becomes a thing.

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

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: Why do I need base VVE mod?
A: Because it adds all the components required to build vehicles, as well as other essential mechanics.

Q: Will you add more vehicles?
A: Absolutely, we have plans for many more Tier 3 vehicles that will be added to this mod.

Q: Why no boats?
A: I don’t know, I guess I didn’t feel like I want to add another boat just yet. Maybe later!

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

Q: CE compatible?
A: No idea. Ask CE.

Q: Is it compatible with mods that alter research?
A: Yes, our code will ensure mods that change how research works will respect the conditions added by this mod (such as having to find and restore the wreck).
Populaire discussies Alles weergeven (17)
104
20 aug om 15:28
BELANGRIJK: Bug Reports
Oskar Potocki
10
29 okt 2024 om 22:10
Paladin Issues?
Blackthan13
1
26 jul om 10:08
Problem with Turrets
RichardTheTurtlemanYT
879 opmerkingen
puliman_hecker 20 uur geleden 
Yo John i saw this one mod and i thought you would be interested: https://steamcommunity.com/sharedfiles/filedetails/?id=3534740420
Junn Sorran 19 aug om 7:41 
Is there a way to select the ammo type used by the udar? My pawns keeps loading tox shells into it while i'd prefer them to load high-explosive shells.
The auto reloading level of the main turret is set to 0, but they just keep loading the shells
John Connor 18 aug om 16:17 
just an idea but is there a chance that the garage door could be made airtight in space and to make it a little more believable just do this to the steel/plasteel/uranium/vacstone variant of the automatic garage doors?:steamhappy:
Confieri 7 aug om 13:23 
Is it just me or using Helicopters prevents the pawn from eating packed meals and cause starvation? I also had them reposition the helicopter by having them fly off and back the to same map and somehow they are sleep deprived and starving even though its been about 10 seconds.

If you are having trouble trading, you have to pull you pawn off the helicopter by right clicking and dragging them to the dismount section. You should have stuff to trade then, just make sure you have the required rank/titles for nobles.
Spriteconsumer879 7 aug om 6:04 
Tier 3 boats and ships?
Sir Luis 4 aug om 7:36 
we need electric vehicles.
infidelpanda 31 jul om 22:18 
Im unable to pick a landing spot or trade with the louie or Cherokee when going to quest spots. It shows nothing for me to trade.
dxrkdeception83 31 jul om 16:15 
So i cant research nomad with out a wreaked nomad?
Veilor_ 31 jul om 4:44 
Just found a problem with Mosquito and Cherokee, i cant assign this two helis to be a caravan vehicles. I can do that to road vehicles but not for helis:steamsad: Is it a bug or something? I can remember that in 1.5 i can assign it for caravan
Vond 30 jul om 21:37 
Follow up to burya
When taking it on a caravan, and arriving at a destination with at least a driver, on loading in I can deploy
If I leave a pawn inside Burya, save, and reload, I can deploy the burya
removing the driver disables the ability to deploy or undeploy until another occupied reload occurs