RimWorld

RimWorld

Vehicle Framework
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Update: Aug 19, 2023 @ 7:45am

Update: Aug 19, 2023 @ 7:43am

[Auto-generated text]: Update on 8/19/2023 8:43:50 AM.

Update: Aug 19, 2023 @ 7:08am

[Auto-generated text]: Update on 8/19/2023 8:08:32 AM.

v1.5.1351
Notes
This update comes with some significant performance improvements. Vehicle Framework was mostly optimized before release, however there were still a few areas that could be improved.

On top of this, I changed the way the pattern system caches materials so it should take up way less memory now. Feel free to re-enable RGB Shaders if you were having memory issues before.

Bug Fixes
- Fixed bug where aerial vehicles would sometimes get cleaned up by WorldPawnsGC, deleting the inventory.

- Fixed bug where pawns in VehicleCaravans would double tick, causing needs to decrease rapidly.

- Fixed bug where DedicatedThread wouldn't be created in some cases when loading a save, leading to performance problems.

- Fixed thread safety issue when recalculating pathfinding costs.

- Fixed bug where Explosive vehicle components marked as 'internal' weren't exploding when damaged.

- Fixed bug where AerialVehicleLanding wouldn't properly set SustainerTarget for sustainer and one shot sounds from soundEvents.

- Fixed bug where quick search widget in Architect Menu didn't filter for vehicles or highlight them in the gizmo.

- Fixed bug where vehicles with a pattern would then load in without a valid material when restarting the game with RGB Shaders disabled.

- Fixed bug with Hitbox Rendering debug option, which didn't highlight components that were hovered over in the Health tab.

- Fixed bug where layering for GraphicDataLayer wasn't applying for specific rotations.

- Added temporary fix for overlays due to a vanilla bug where drawOffset would copy over incorrectly for drawOffsetWest.

- Fixed bug where overlays would only render 1 graphic for ghost graphic if they used the same texture.

- Fixed bug where turrets would still render at UI Scales < 1 in UI windows.

- Fixed bug where rotation registry for rotating overlays (eg. helicopter rotors) wouldn't reset upon entering the map.

- Fixed bug where damaging vehicle components directly wouldn't notify the vehicle needs repairs. (This occured only with VVE and tires being damaged)

- Fixed bug where aerial vehicles were unable to buy / sell pawns on the world map.

- Fixed config error issue with CustomCostDefModExtension.

- Fixed bug where CustomCostDefModExtension wasn't properly applying.

- Fixed compatibility issue with Bulk Carrier.

Performance Changes
- Reworked Material Generation for vehicles using the pattern system, significantly decreasing materials cached (and thus memory usage overall).

- DedicatedThreads now pool for non-settlement maps.

- Moved individual path cost recalculations for vehicles to the dedicated thread.

- Downscaled all pattern textures included in the framework.

- Optimized Caravan related patches.

Additional Changes
- Added 'Flee' directive when pawns are in the path of a vehicle.

- Added auto-reloading configuration for vehicle turrets, just for you Sam.

- Vehicle health tab now lists armor categories separately rather than averaged.

- Generalized ExtraRotationRegistry for Graphic_Rotator graphics.

- Added Graphic_ReversePropeller, allowing animations to support dual rotors rotating the opposite way.

- Added animation curves for shadows and disconnected vanilla shadow rendering for vehicle skyfallers, giving modders full control over how shadows should render during takeoff and landing.

- Switched Reactor_Explosive maxHealth trigger to be based on % of health. Values should now be between 0 and 1.

- Vehicles that use 'stuffable' ingredients in the build recipe will assign the stuff color upon construction. (Stuffables do not affect stats, it is visual only and if the vehicle supports RGB shaders, it can be colored over)

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

Update: Aug 9, 2023 @ 4:40pm

[Auto-generated text]: Update on 8/9/2023 5:40:45 PM.

v1.5.1341
Notes
Another round of bugfixes.

If you're having problems with memory usage, go into the mod settings and turn off 'Use RGB Shaders.' I'm still in the process of fixing this, so it'll be in the next patch.

Just to reiterate: ALL bug reports for Vehicle Framework should be done in my discord server, it's a lot easier for me to track. Thanks!

Bug Fixes
- Fixed bug with compatibility patch for RimHUD which would cause WorldInspectPane to throw exception in initial map selection.

- Fixed compatibility issue with Geological Landforms where impassable tiles settled on by the player (cave maps) would not allow vehicles to exit / enter.

- Fixed RimNauts2 package id for spaceFlight field

- Fixed bug where VehicleCaravans would find an invalid exit spot, causing the vehicle to freeze and not exit the map.

- Fixed issue where vehicles would be unable to reach certain areas due to an issue with region generation. This was especially problematic for garage doors from VVE.

- Fixed bug where turn cost would use incorrect rotation, causing sharp drastic turns.

- Fixed bug where vehicles could become stunned permanently.

- Fixed bug where gizmoIcon for VehicleTurrets wouldn't render.

- Fixed issue where AutoRefuel% in the mod settings didn't display decimals.

- Fixed Russian translation folder not loading properly

- Fixed translation issue when turrets are disabled for not having enough ammo.

- Fixed missing translations for Mass in LoadCargo dialog, AutoTargeting toggle, and tooltip for DevMode buttons in mod settings.

- Removed pdb files from steam upload, significantly decreasing the size of the Mod.

Additional Changes
- 'nameable' setting for vehicles is now True by default, making all vehicles able to be renamed unless changed by the modder or disabled in the mod settings.

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

Update: Aug 6, 2023 @ 9:20pm

[Auto-generated text]: Update on 8/6/2023 10:20:01 PM.

v1.5.1338
Notes
Hey everyone! Hope you're enjoying the mod so far, I've gotten a lot of feedback which is great. Things aren't utterly breaking, even in bigger mod lists, so I'm confident with a bit more work I can get this running smoothly for the majority of mod packs.

I am aware of an inconsistent bug where regions aren't recaching, causing vehicles to be unable to enter / exit some areas. I'm still trying to pinpoint what exactly causes it, as it's an edge case and very hard to reproduce for me for some reason. In the mean time, reloading your game will resolve the issue. Same goes for some maps not being able to form caravans for vehicles, I'm looking into it!

That's all I've got for now, I'll push another patch soon-ish once I've made some more fixes. Thanks again for all the support and feedback! You guys are awesome.

Bug Fixes
Fixed bug where vehicles could be drafted if fueled but unmanned, but were still unable to move.

- Fixed compatibility issue with Prepare Carefully when spawning with vehicles in the presets.

- Fixed bug where project build date wouldn't get parsed correctly for Mac and Linux users.

- Fixed bug where large numbers of vehicles would not properly scroll in the vehicle list of the mod settings.

- Fixed bug where firefoam poppers and mortar shells would deal 999,999 damage to vehicles.

- Fixed compatibility issue with Carry Capacity Fixed.

- Fixed bug where hovering over stats in the info page throws an exception.

- Fixed bug where pawns would be unable to load items into vehicles during caravan formation.

- Fixed bug where vehicle health labels weren't updating properly.

- Fixed bug where VehicleCaravans would save duplicate entries in vehicle and WorldPawns, causing issues on loading.

- Fixed bug where tutor system would trigger when forming vehicle caravan, causing the tutorial window to open permanently for some people until the game was reloaded.

- Fixed bug where space-faring vehicles traveling to RimNauts locations would travel to the location from launch, rather than the updated DrawPos.

Additional Changes
- Added Spanish translation

- Added Portuguese (Brazilian) translation

- Fixed translation folder names

- Moved compatibility over from RimNauts to RimNauts 2 (requested by RimNauts devs)

- Added thread check for path follower

- Added option to refuel vehicles from inventory, including in caravans. A pawn must be inside and if it's an aerial vehicle it cannot be in the air (eg. must be stationary if on the world map)

- All DevMode gizmos are now locked behind godMode setting.

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

Update: Aug 6, 2023 @ 8:39pm

[Auto-generated text]: Update on 8/6/2023 9:39:07 PM.

Refer to v1.5.1338 changelog.

Update: Aug 4, 2023 @ 12:20pm

[Auto-generated text]: Initial upload.

v1.5.1336
Notes
This version marks the official release of Vehicle Framework. Woohoo! Thank you all again for sticking with me for this long journey, I'm looking forward to continuing work on this big project.

For those of you that are new, please report bugs and feedback on my discord server. Link is at the end of this post.

Bug Fixes
- Fixed bug where priority efficiency would overwrite other parts entirely for vehicle part stat calculations.

- Fixed issue where multiple settings for vehicles were not being used by vehicles post-change.

- Improved look-ahead when attempting to avoid colliding with other vehicles while pathing.

- Fixed bug where info card wouldn't show VehicleDef related stats

Additional Changes
- Added vehicle collisions with pawns

- Removed spawning with full fuel / turret ammo when in godmode.

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