RimWorld
Vehicle Framework
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Actualizare: 20 oct. @ 19:33

v1.6.2144

- Hotfix for turrets throwing an exception while targeting.

Actualizare: 20 oct. @ 8:48

v1.6.2144
New Features
- Vehicles now give comfort when pawns are inside. This is configurable per vehicle but will default to 50% for roles, and 15% when inside cargo.

Additionally, when in a vehicle caravan, bedrolls will be prioritized by pawns outside of the vehicle first. If there are still bedrolls available, pawns inside vehicles will take whichever provides greater comfort between the role they occupy and bedrolls available.

Additional Changes
- Fuel icon now uses icon of fuel type instead of hardcoded Chemfuel icon.

Bug Fixes
- Caravan formations for vehicle caravans loading more items than requested.
- Pawns loading items into vehicle entered infinite loop when unable to place item in vehicle.
- Feature flag restrictions not applying to patch operations, enabling options for features still in alpha.
- Doctors inside vehicles not tending to other pawns when in a caravan.
- Pawns inside vehicle caravans not using bedrolls to rest.
- Aerial vehicles not being able to land at Escape Ship map.
- Animals in boats throwing errors while fishing due to missing skill tracker.
- Changing seats in a vehicle caravan would sometimes result in duplicate or missing entry in colonist bar.
- Setting up a camp would fail to remove the caravan on the world map in some cases, leaving behind a ghost caravan.
- Loading mechs and animals via instant reform would add them to cargo, overencumbering the vehicle.
- Vehicle pathing not deregistering itself on rotation from regions, resulting in errors for job scanning.
- Targeting for landing threw errors when targeting out of bounds.
- Targeting for landing would continue after switching maps.
- Targeting would persist when reloading a save, throwing errors until canceling the targeter.

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

Actualizare: 12 oct. @ 14:24

v1.6.2136
New Features
- Added multi-item hauling for all vehicle related jobs. Colonists loading cargo, pawns, upgrade materials, or even ammo for turrets will now pick up multiple stacks of resources before loading them onto the vehicle.

- Enabled aerial vehicles to instant-reform from event maps, allowing players to gather all items instantly.
NOTE: Different vehicle types can be selected together, they will be split into separate caravans on the world map upon reforming.

- Added cargo entry for vehicles on the world map, allowing animals, mechs, and downed pawns to be added to or removed from a vehicle's cargo.

Additional Changes
- Added additional tooltips to vehicle health panel such as current health, efficiency effects, and base armor values.

- Added alert for pawns idle in vehicles.

- Added labels and applied colors / patterns to the vehicle cards in the Form Caravan window.

- Added sorting options in the Form Caravan window.

Compatibility
- Added compatibility for Caravan Item Selection Enhanced

- Added compatibility for Visit Settlements

- Fixed issue where turrets were unable to shoot with Combat Extended

Bug Fixes
- Colony mechs and animals not able launch with the aerial vehicle if they were not already loaded into cargo.
- Cargo not distributing to animals for vehicle caravans, resulting in vehicles getting over-encumbered.
- Exiting a map with all pawns onboard a vehicle causing a game over screen under certain conditions.
- Auto load configuration for turrets only taking base cargo capacity into account.
- Caravan formation not able to find an exit spot if colonists were already inside a vehicle.
- Form Caravan properties for travel speed and food not taking vehicles into account.
- Route Planner from Form Caravan window not able to finalize a path over impassable terrain such as boats from an island.
- Route Planner being able to initiate with no vehicles selected.
- Turret icons not scaling correctly in gizmo bar.
- Health panel not resizing for chemical needs.

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

Actualizare: 28 aug. @ 19:27

v1.6.2091
Notes
Hotfix for issues related to patch 2088.

Changes
- Re-enabled Load Pawn gizmo. After some feedback regarding the lack of options for loading mechs and prisoners, I will temporarily be enabling the gizmo while the Load Cargo dialog undergoes its rework. I have also added animals, mechs, and prisoners do the list of pawns the Transfer to Vehicle gizmo will show on.
- Added scenario part for starting with vehicles.

Bug Fixes
- Default pattern for GUI rendering attempted to set pattern properties even when the vehicle did not use the appropriate shader.
- Cargo loading would only subtract 1 count after loading a stack.
- Assign Seat dialog would attempt to sort on unnamed pawns like those from AutoCleaner.
- Deferred grid generation would get requests before initialization. This primarily applies to scenarios with starter vehicles.
- Man in Black event would trigger if remaining pawns were inside vehicles.
- VehicleTurret pre-render step not taking invisible turrets into account.
- Vehicle collisions would not take friendly fire chance into account, being unable to run over non-hostile pawns.

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

Actualizare: 25 aug. @ 7:10

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].

Actualizare: 4 aug. @ 7:42

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].

Actualizare: 1 aug. @ 21:31

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].

Actualizare: 21 iul. @ 12:42

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].

Actualizare: 13 iul. @ 8:06

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].

Actualizare: 13 iul. @ 8:03