RimWorld

RimWorld

Vehicle Framework
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Update: Apr 10, 2024 @ 9:40pm

[Auto-generated text]: Update on 4/10/2024 10:39:14 PM.

Update: Apr 10, 2024 @ 9:15pm

[Auto-generated text]: Update on 4/10/2024 10:15:22 PM.

Update: Dec 21, 2023 @ 9:33pm

[Auto-generated text]: Update on 12/21/2023 10:33:32 PM.

v1.5.1475
Notes
Hey everyone! It's been awhile since the last update. Aside from bugfixes I've implemented a few suggestions and QoL features, so thank you again to everyone for the feedback.

Vehicle Framework has come a long way since the initial release, and I'm excited to see what it will look like next year. Luckily, I made it just in time for Christmas so I hope this is a sufficient gift :)

Happy Holidays!

Bug Fixes
- Fixed bug where immoveable vehicles would share regions with moveable ones, causing some vehicles to not update the regions / pathgrid throughout the game.

- Fixed bug where modifying movement permissions wouldn't recache owners of regions.

- Fixed bug where component cache wouldn't clear upon reloading the game.

- Fixed bug where dedicated threads would not dispose when reloading the game.

- Fixed bug where raiders would hard focus vehicles.

- Fixed bug where reloading a game with a vehicle caravan would recalculate an invalid path.

- Fixed bug where launching an aerial vehicle with dismounted pawns would delete them.

- Fixed bug where aerial vehicles on the world map were not restricted from launching under any circumstance.

- Fixed bug where arriving at a site in an Aerial vehicle would load a full sized map, rather than a small event map.

- Fixed bug where dismounted pawns in a vehicle caravan would not satisfy needs.

- Fixed bug where an idle vehicle would still render a tiny line to its current position.

- Fixed bug where vehicle turrets capable of non-LOS aiming would still require LOS for auto-targeting.

- Fixed bug where vehicle turrets would auto-target outside their limits of fire.

- Fixed bug where vehicle turrets would auto-target outside their min / max range.

- Fixed bug where vehicle turrets would reset their angle upon entering a map.

- Fixed bug where overlays layered beneath the vehicle would still render on top of the vehicle in UI.

- Fixed bug where pawns would unload the entire vehicle's cargo upon returning.

- Fixed bug where pawn inventories would be reassigned to a vehicle upon reforming a caravan.

- Fixed bug where loading cargo that is forbidden would fail to assign the job.

- Fixed bug where vehicles spawning via scenarios (or using mods like Character Editor and Prepare Carefully) would only partially generate the vehicle, leaving it unusable.

- Fixed bug where the vehicle list in the mod settings wouldn't scroll all the way to the bottom if mods with long names were added.

Performance Changes
- Optimized pathgrid updating when snowing

- Optimized memory usage for dedicated thread requests

- Optimized pawn overlay rendering in vehicles. This should now be no more costly than vanilla pawn rendering.

Additional Changes
Players
- Vehicles can be repaired in caravans

- Vehicle Caravans now allow non-caravan pawns to assist with loading items.

- Added toggle for rendering where aerial vehicles are landing

- When landing at a map, if no edge or center cell is found it will now default to forced targeting.

- When landing and in 'forced targeting', right clicking (or your cancel keybind) will allow you to exit out to the world map should you be unable to land on the map.

- Added 'friendly fire' field in the mod settings for running over pawns. This will allow you to keep the mechanic enabled without being forced to deal with accidentally running over friendlies.

- Added ring radius when targeting with turrets that have spread.

Modders
- Added specific target locking, allowing vehicles to enable target persistence explicitly for Cell, Pawn, or Thing. Before you could only enable target persistence for all or none.

- Added 'component' check for vehicle turrets, allowing turrets to be disabled by destroying or damaging a specific component of the vehicle.

- Added 'deploy' mechanic where vehicles will need to set up before being able to use certain turrets.

- Added overlay rendering linked to a component, allowing the overlay to render only if the component's health is above or below a certain threshold.

- Added one shot flecks to launch protocol animations, allowing for single-instance flecks being emitted at a specific frame in the animation.

Final Notes
Please report any issues you find on the discord server[discord.gg]

Update: Nov 5, 2023 @ 9:57pm

[Auto-generated text]: Update on 11/5/2023 10:57:48 PM.

v1.5.1429
Notes
Hotfix for bugs related to last patch and fire mechanics.

Bug Fixes
- Fixed bug where even-size vehicles wouldn't be able to find an exit for certain rotations of the map.

- Fixed bug where loading cargo for a vehicle would load more than requested.

- Fixed bug where downed pawns were unable to be loaded onto a vehicle.

- Fixed bug where vehicles would become soft locked when on fire, unable to path or take orders from the player.

- Fixed bug where Extinguish damage (ie. foam poppers) did not extinguish vehicles on fire.

- Fixed bug where Fire would render underneath turrets

- Fixed bug where highlighting vehicle components in the health tab wouldn't highlight the hitbox on the vehicle.

- Fixed bug where compatibility patch for Carry Capacity (Continued) would log an error if no vehicle mods were loaded alongside Vehicle Framework.

Additional Changes
- Exploding vehicle parts will now let off a 'wick' for a certain amount of time, allowing nearby pawns to flee before it explodes.

- Added 'Eject All' button to the Cargo tab

Final Notes
Please report any issues you find on the discord server[discord.gg]

Update: Nov 1, 2023 @ 9:23pm

[Auto-generated text]: Update on 11/1/2023 10:23:17 PM.

v1.5.1425
Notes
Hey everyone, I know it's been a long time since the last update. I've been working hard on fixing major bugs for caravans and world map stuff, so this patch ended up being quite large. x)

If you don't want to go through the huge list, just know that I've fixed a LOT of caravan and world map bugs for vehicles, and I've also pushed a few fixes for pathfinding. So if you still encounter pathing issues after this update please let me know asap.

I'm sure you noticed I moved the patch notes to when you first load into game. Character Editor has a weird interaction with this tool at the main menu which was causing the game to freeze for some of you. I've already notified them so hopefully it'll get fixed soon.

Bug Fixes
- Fixed pathfinding bug where neighboring regions were not updated properly, causing areas to be unreachable.

- Aerial Vehicles transition to caravans when landed, allowing sites / quests to be interacted with properly.

- Fixed bug where launching 2 aerial vehicles to land in the same map at the same time would fail to start targeting for the 2nd aerial vehicle.

- Fixed bug where downed pawns were unable to be set for loading in any UI, including vanilla transport pods, caravans, and even reformation dialogs.

- Fixed bug where merging any vehicle caravan would not recache the colonist bar.

- Fixed bug where ordering aerial vehicle to fly to the same tile it launched from causes game to crash.

- Fixed bug where any caravan merging with vehicles would not guarantee that it spawns a vehicle caravan, missing out on the custom pathfinding among other mechanics.

- Fixed bug where loading a save would cause vehicle caravans to not resume their saved path.

- Fixed bug where entering a map with more than 1 vehicle caused vehicles to stack, making them hard to move (if not downright impossibly stuck).

- Fixed bug where pawns in vehicle caravan would rest 24/7.

- Fixed bug where loading cargo into a vehicle would sometimes issue too many jobs, or try to issue multiple jobs on the same item.

- Fixed bug where pawns inside vehicles would not try to recover psyfocus and hemogen.

- Fixed bug where Load Pawn gizmo would not properly mark downed colonists for loading.

- Fixed bug where colonists would refuel vehicle while it's leaking, resulting in wasted fuel.

- Fixed bug where targeting for launching aerial vehicles would throw an exception for any vehicles without a fuel component.

- Fixed bug where AerialVehicle world map icon would rotate 90 degrees when zoomed in.

- Fixed bug where the aim pie of vehicle turrets would flicker when rendering.

- Fixed bug where vehicle turrets with infinite range wouldn't be affected by spread radius.

- Fixed bug where vehicle turrets with generic ammo wouldn't be able to ignore LOS for targeting with overhead projectiles.

Performance Changes
- Optimized WorldPawn GC pass for checking if a pawn is within a vehicle.

- Optimized vehicle pathgrid updating for vehicle hitboxes

Compatibility Fixes
- Geological Landforms

- Real Ruins

- Universum

Additional Changes
- Aerial vehicles can now land on trees and other structures that aren't completely impassable. The vehicle will take slight damage for each object it lands on, however this means larger vehicles aren't blocked from landing like on maps with tons of trees.
NOTE: Runway restrictions still apply, so planes will still require empty runways.

- Removed "Dock Boat" option from vehicle caravans. It will be reimplemented for all vehicles in a future patch.

- Increased brightness of red text in Cargo tab for items yet to be loaded.

- Rebalanced painting vehicles to take less time and not scale as drastically with larger vehicles.

- Moved icon for 'colonist inside vehicle' to the bottom right, which will allow for showing vanilla icons without overlap.

- Added pawn rendering to TweakField menu, allowing runtime editing of pawn rendering fields.

- Added damage field to explosive vehicle parts, allowing overriding of damage applied.

Final Notes
Please report any issues you find on the discord server[discord.gg]

Update: Sep 18, 2023 @ 9:19pm

[Auto-generated text]: Update on 9/18/2023 10:19:11 PM.

v1.5.1381
Notes
The first of many updates where I will be reworking / improving vehicles on the world map. If you have feedback for caravan / aerial vehicle UI, please let me know. Thanks!

Bug Fixes
- Fixed bug where Assign Seat dialog would show colonists assigned to another vehicle.

- Fixed bug where Assign Seat pawn list would not scroll all the way to the bottom of the list.

- Fixed bug where pawn inventory would get counted for mass usage in vehicle caravans, despite them being inside a vehicle. Cargo Capacities do not include pawn mass, gear, and inventory. They should only count things inside the vehicle inventory.

- Fixed bug where vehicle caravans would be unable to form on maps surrounded by vanilla-impassable biomes such as single tile islands, despite the vehicles being able to traverse those biomes.

- Fixed bug where hitbox hits would over-rotate for non-instigator damage such as from explosions, resulting in mirrored damage.

- Fixed edge case where regions would fail to update on edges for vehicles with padding (width &gt; 2), resulting in areas that should be reachable still not registering as such.

- Fixed bug where fuel leaks would continue to spawn filth even after the fuel tank is empty.

- Fixed bug where vehicle caravans were able to traverse impassable vanilla biomes like Oceans despite not being defined with custom biome costs.

- Fixed bug where aerial vehicles with runway restrictions would still be able to takeoff over impassable terrain.

- Removed vehicles from Spawn Pawn debug menu, as spawning them through that would result in partial generation, bugging out the vehicle completely.

Performance Changes
- Optimized path cost recalculation, which should significantly decrease the amount of time it takes to generate maps.

- Various minor optimizations for region dirtying.

Compatibility Fixes
- RimHUD after their most recent update.

Additional Changes
- Changed chargePerAmmoCount to float type, allowing 1 ammo to refill multiple shots.

- Added curve for reload times of VehicleTurrets based on pawn counts inside the relevant vehicle roles.

- Added additional support for CE shotgun mechanics.

Final Notes
Please report any issues you find on the discord server[discord.gg]

Update: Sep 7, 2023 @ 10:34am

[Auto-generated text]: Update on 9/7/2023 11:34:29 AM.

v1.5.1368
Notes
I'm pushing this patch early since a lot of people keep asking about Map Preview. This patch includes a compatibility fix for it.

I'm slowly working through pathfinding issues, multi-cell pathfinding (with multithreading) is difficult so it's going to be a slow grind for working out all the issues. This patch also incldues a couple pathfinding related fixes.
Be mindful that this might not catch every single pathfinding bug out there, so if you encounter one please report it to me. In the mean time, you can always force regenerate regions from the VF Mod Settings under the DevMode tab.

Thanks again to everyone that have been reporting bugs! And an even bigger thanks for those that have been helping me test.

Bug Fixes
- Fixed thread safety issue with 'district' chunks for vehicles.

- Fixed thread safety issue with region links, weights, and reachability cache.

- Fixed bug where biome costs would add additional costs for hills and winter costs from vanilla on top of adding vehicle related costs, essentially doubling the effect of hills and winter for vehicles.

- Fixed bug where saving a vehicle while in the landing / takeoff animation would incorrectly serialize the vehicle + pawns, resulting in a save / load issue.

- Fixed bug where hitboxes for even size vehicles wouldn't rotate properly, resulting in hits from very specific directions immediately damaging internal parts.

- Fixed bug where reloading with not enough ammo would still consume the ammo and reload to full.

- Fixed bug with fuel leaks not operating when the vehicle is turned off.

Compatibility Fixes
- Map Preview

- Rails of the Rim

Additional Changes
- Added Haul Pawn To Vehicle command, allowing any non-hostile pawn to be loaded into a vehicle if enough room is available. This applies to aerial vehicles and prisoners.

- Added vehicle stats to mod settings in the vehicle section. You can now modify vehicle stats (eg. Cargo Capacity, Move Speed, etc.) which is serialized to the config file, allowing you to rebalance vehicles across playthroughs.

- Internal parts can now be given hitboxes. They will be prioritized when taking penetrating damage at that cell, otherwise it will select a random internal part like before.

- Added'Tweak Fields' editor window and a vast selection of fields for runtime editing for mod developers.

- Added burstsTillWarmup field for FireModes, allowing turrets to shoot up to N bursts before requiring another warmup.

- Added fields to Reactor_FuelLeak for modders to configure the rate of fuel leakage when taking damage to a component that is related to fuel (eg. Chemtank from VVE).

Final Notes
Please report any issues you find on the discord server[discord.gg]

Update: Aug 24, 2023 @ 11:14am

[Auto-generated text]: Update on 8/24/2023 12:14:19 PM.

v1.5.1356
Notes
This update comes with some critical bugfixes to pathfinding and regions. Your vehicles shouldn't have any problems going through garages, and they definitely won't be pathfinding over walls anymore.

Next update will be focusing on everything related to Vehicle Caravans. I understand they're not perfect right now, so next update should alleviate that.

Bug Fixes
- Fixed bug where vehicles weren't triggering path recalculation when moving

- Fixed bug where path grids were only updating for vehicle region owners, allowing some vehicles to path over walls.

- Fixed bug where even-width vehicles (eg. 2x4) would get stuck when stopped near a wall.

- Fixed thread safety issues related to pulling thing lists during region recaching and pathfinding.

- Fixed bug where defining a vehicle turret without a shaderType would throw an exception on startup.

- Fixed bug where path grids wouldn't update when setting terrain via devmode.

- Fixed bug where vehicle caravans wouldn't render fuel gizmos for multiple vehicles in a caravan.

- Fixed bug where loading an older save with a vehicle on the world map (with turrets) would throw an exception upon returning.

Performance Changes
- Async actions are now pooled

- ThingList snapshots are now pooled

Compatibility Fixes
- Roads of the Rim

- Dynamic Trade interface

Additional Changes
- Added default 'Vehicles' tab for modders. Use this instead of creating a dozen different designation categories.

- Changed even-width vehicles from rounding up for region padding. 2xN vehicles can now fit through 2-cell gaps, rather than requiring 3.

- DamageDefs that aren't meant to harm health no longer damage vehicles (EMP, Smoke, Extinguish, etc.)

Final Notes
Please report any issues you find on the discord server[discord.gg]

Update: Aug 19, 2023 @ 7:46am

[Auto-generated text]: Update on 8/19/2023 8:46:26 AM.

v1.5.1351 rev2579

Hotfix for missing tag in turret auto-refuel job driver

Update: Aug 19, 2023 @ 7:45am