RimWorld

RimWorld

Vehicle Framework
Showing 1-10 of 38 entries
< 1  2  3  4 >
Update: Aug 25 @ 7:10am

v1.6.2088
Notes
Another round of fixes. This latest update should be fairly stable now, so I will be transitioning slowly over to working on features.

Changes
- Added restrictions to when "Transfer to Vehicle" gizmo should show on an entity.
- Disabled "Load Pawn" gizmo.
- Disabled feature where vehicles could travel at nighttime. Colonists will stop to rest like vanilla caravans.

Bug Fixes
- Certain upgrades from mods like SOS2 would fail to load correctly from a save.
- Trading animals would not remove them from the vehicle caravan, resulting in infinite trades.
- Vehicles would be unable to path through tight corridors that were equal in width to the vehicle.
- Recovering stashed vehicles with more pawns than roles would remove pawns from caravan and not reassign.
- Exiting to main menu when world was still generating vehicle path chunks would fail to cancel the task.
- Loading cargo would attempt to reload the turret even with no ammunition filter.
- Some caravan actions like trade requests were duplicated, resulting in double acceptance / rewards.
- Cargo distribution for caravan formation wouldn't prioritize available vehicles.
- Vehicle icons would draw offset or scaled in various ways from render texture blit. Switched back to Graphics-based rendering and added shader clipping.
- Vehicle turrets from upgrades didn't recache their root positions, resulting in projectiles launching from vehicle center.
- Vehicle turret layering in icons not applied correctly.
- Upgrade nodes would not reset color for the next node, resulting in batches of nodes being darkened after a disabled node.
- Prisoners would be distributed to vehicle roles they cannot perform, breaking the colonist bar if downed.
- Hyperlinks in vehicle info card would overlap.

Compatibility
- Constructoids were unable to deconstruct vehicles.
- Aerial vehicle flight animations started from surface tile position for SOS2 space objects.
- Parties or other misc. gatherings with Orion's Hospitality enabled would attempt to invite vehicles to join in, throwing errors until the gathering ended.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: Aug 4 @ 7:42am

v1.6.2066 Hotfix
Notes
Small hotfix for upgrades and stat caching.

Changes
- Removed 'Haul X' gizmo from pawns and other non-haulables.

Bug Fixes
- Stats would not dirty, leaving the vehicle at default values and unkillable.
- Splitting caravan error when assigning seats.
- Vehicle would still add top grid terrain cost for pathing, despite having overridden values.
- Reform button would not show if all pawns were inside vehicles.

Compatibility
- Added damage indicators for vehicles when Damage Indicators mod is active.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: Aug 1 @ 9:31pm

v1.6.2064
Notes
Another round of fixes, thank you all for being patient. There was more breakage from the 1.6 update than anticipated but progress has been moving along at a steady pace. As usual, please drop by the discord and report any bugs you encounter.

Changes
- Added setting to adjust settlements toward rivers during world generation.
- Added experience gain for construction skill when repairing vehicles.
- Added additional restrictions to mechanoids when assigning them to vehicles.

Bug Fixes
- Caravans and Aerial Vehicles were unable to trade without first dismounting the colonists.
- Aerial Vehicles failed to resume the flight path post load, or would teleport halfway across the world.
- Certain upgrades would cause the vehicle to break when loading from the save file. (eg. Highwayman)
- Stashed vehicles didn't re-add the pawns to the world in some situations, resulting in the caravan being lost.
- Refuel from inventory gizmo was still enabled despite the vehicle having no fuel in the inventory.
- Deployment gizmo would permanently disable after construction.
- Vehicle turrets stopped the vehicle before shooting.
- Launch targeter showed discounted fuel cost.
- Aerial Vehicles in-transit on local maps would be ticked multiple times, resulting in rapid needs depletion.
- Aerial Vehicles were unable to enter defeated settlements and camps.
- Aerial Vehicles with rotors would continue to spin when creating a new camp or settlement.
- Fully loaded aerial vehicle would warn the player about leaving pawns behind.
- Game Over would trigger when entering a map via aerial vehicle with no pawns outside the vehicle.
- Aerial vehicles in-transit and on the world map would not show colonists in the colonist bar.
- Missing translation keys
- Translation error with launch targeter and settlements.

Compatibility
- Aerial vehicles were unable to travel to any Odyssey space objects.
- Update Log will show after Character Editor freezes the game for 3 seconds, meaning no more lag when closing this popup if you have character editor.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: Jul 21 @ 12:42pm

v1.6.2053
Notes
This is round 2 of critical bugfixes for the 1.6 release.

Thank you to everyone that took the time to report bugs in the discord server! It makes it so much easier to fix things when I have all of the relevant information.

Changes
- Form Caravan dialog will start at 'Pawns' tab if player has no vehicles present on the map.

Bug Fixes
- ComponentCache would misalign after the player generated and then unloaded multiple maps in a row. This occurred frequently with grav ships.
- Aerial vehicles were unable to land at any site on the world map.
- Reforming caravan would prompt user to leave vehicles behind.
- Confirming reform would dismount all pawns, leaving the caravan immobile until the player moved all pawns back into vehicles.
- Recovering stashed vehicles wouldn't recache available pawns correctly, resulting in immobile caravans upon arrival.
- Stashed vehicles double saving vehicles, resulting in save load errors.
- Vehicle turret upgrades with child attachments would double register renderers.
- 'Refuel From Inventory' icon was Odyssey exclusive, replaced with temporary icon for now.
- Vehicle Caravans would double or triple tick pawns inside vehicles, resulting in rapid needs depletion.
- Aerial Vehicles would double tick pawns inside the vehicle, resulting in rapid needs depletion while flying.
- Health upgrades wouldn't reset vehicle health, resulting in loss of health or health that exceeded max hp upon finalizing an upgrade.
- Beach multiplier at 0% would override coast size to 0.
- Unspawned vehicles would fail to trigger explosion when taking damage.
- Turrets with no graphics would still try to generate UI icon.
- Turret shootline would use raw offset as position, resulting in miscalculated accuracy.
- Missing translation key for 'Signal Jamming'

Compatibility
- Fixed issue where "Useful Marks" would patch over vehicle icons, preventing players from accessing the color painter for vehicle patterns.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: Jul 13 @ 8:06am

v1.6.2045
Notes
Just a small patch for major bugs and some small QoL improvements.

Changes
- Added line draw between resource and vehicle it's being loaded into when using 'Transfer to vehicle' command.
- Added 'refuel from inventory' button to fuel gizmo.
- Added job for colonists to remove excess fuel when target fuel level is below the current fuel amount.
- Colorized vehicle world objects, matching their RimWorld equivalents.
- Added Misc2 hotkey for 'Load Cargo' gizmo on vehicles.

Bug Fixes
- Immobile aerial vehicles such as helicopters were not able to launch even with all seats filled.
- Rivers would be set to 0 width during map generation by default.
- Attached turrets would spin rapidly under certain circumstances, being unable to target.
- Static turrets would break during post resolve.
- Aerial vehicles still performing checks on movement for launch capabilities.
- Added missing 1.4 localization files
- Visual bug where turret ammo would be added to the total cargo mass.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: Jul 13 @ 8:03am

Update: Jul 11 @ 12:06pm

v1.6.2043
Notes
This is a 1.6 pre-release. There is still a lot of internal testing that must go on so expect weekly to biweekly updates over the next few months.

There have been many changes since 1.5. As I'm sure you're all aware, it's been nearly a year since the last update. I am still very much working on Vehicle Framework, however, I will be taking releases more slowly going forward so the steam version doesn't get sudden bugs introduced with no warning.
The idea behind this is to allow internal testers to play with new versions (and features) first before pushing it to the official release. If you want to help test new versions, join the discord for more information.

If you are a modder, there is a google doc[docs.google.com] with a list of all relevant changes you'll want to bookmark.

Note: There are far too many changes and bugfixes to list. Only the most impactful changes will be listed below.

Bug Fixes
- Vehicles can be 'stashed' on the world map, allowing your colonists to continue on foot and retrieve your vehicles at a later time.
- Vehicles can be temporarily disabled by EMPs. (configurable by modders)
- Vehicle turrets can now have range based shooting accuracy. This is the same as weapon accuracy and is primarily for bullet based turrets.
- Added auto-reloading feature to turrets. Colonists will now auto-reload the turret (if it is empty) upon entering the vehicle, or if cargo is added.

Changes
- Vehicle Caravans will ignore biome and road costs when traveling on roads.
- Vehicles will no longer run over friendly pawns by default, this setting can be re-enabled in the mod settings.
- Vehicles consume 50% less fuel while idle.
- Merged 'Form Caravan' dialog with 'Form Vehicle Caravan'

Performance
- Harmony patches are now ran in the background while the rest of the game is loaded, reducing startup time.
- All assets are now pre-packaged into asset bundles, reducing startup time and memory usage for textures.
- Vehicle regions are now pooled and 'lazy', only generating if you have a vehicle that needs the grid.
- Vehicle rendering is now multithreaded.
- Vehicles utilize Variable Tick Rate, a new 1.6 feature that will make vehicles even more performant while idle or out of view.
- Made significant changes and improvements to the multithreading capabilities of Vehicle Framework.
- Fixed various problematic patches that caused high tps spikes with larger mod lists.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: Aug 6, 2024 @ 10:57pm

v1.5.1704

Bugfixes
- Graphic Overlays not rendering diagonally
- Refuel job floating point error, resulting in colonists attempting to refuel indefinitely if fuel was set to 99.99% full.
- VehicleCaravan would throw an exception when trying to satisfy pawn needs.
- Mlie's reupload of Rails and Roads of the Rim still being incompatible due to type name changes.

Update: Aug 6, 2024 @ 10:50pm

[Auto-generated text]: Update on 8/6/2024 11:50:34 PM.

Update: Aug 3, 2024 @ 1:42am

v1.5.1701

Hotfix for Camera+ and Mark That Pawn patches on vehicle rendering breaking in 1.5.1700