RimWorld

RimWorld

Vanilla Vehicles Expanded
2,427 Comments
Oskar Potocki  [author] 4 hours ago 
Consider reporting it to vehicles framework.
eating on the floor 7 hours ago 
@asdasd same bug as you bro, did you solve it?
asdasd Nov 8 @ 1:39pm 
the fuel is full and i seat all the available position,driver,passenger and gunner.but the launch is grey and i can't click it to move the tank,and when i click the button it said no enough crew to operate, but the tank is obviously full of number.just don't no why
bolemeus Nov 5 @ 1:06pm 
how are the unfinished car parts categorized? I would love to be able to put them on a shelf near my work station instead of them going into the general stockpile.
Lobster Inc Nov 3 @ 12:48pm 
Any plans to add ships? Would love to send my out large bulk freighters out to trade with other factions, or include swift boats on coastal raids
Lord_Viho Nov 1 @ 1:37pm 
I may be dumb and I apologize, but is it possible to have a designated place for the helicopter and plane to land? If so, how? Currently my heli will only land at the edge of the map.
General Brasch Nov 1 @ 11:13am 
A piece of information regarding combat extended interactions with this mod, combat extended auto patches projectiles with a similar CE bullet based on vanilla damage and penetration example, the highwayman with CE uses 7.62 instead of this mods vanilla projectile. i think range is also patched to the average range of the bullet type used but cant confirm. CE seems to work well with all the vanilla extended mods i use.

also i gotta say i love this mod a lot and look forward to seeing what else the roadmap of planned features will bring
Oskar Potocki  [author] Oct 31 @ 5:20pm 
I have no idea what CE does to vehicle weapons. The moment you use CE you cede responsibility from combat related bugs from us to CE.
Jamil_AAAAAAAAAAA Oct 31 @ 4:30pm 
For some reason the Toads mortars cant land on anything over 20 cells away, the mortar just flys at a super high altitude and drops right infront of the toad. I am using Combat extended so might there be an issue with that? using the 81mm HE shells
Oskar Potocki  [author] Oct 31 @ 12:08pm 
Not for me it isn't. You mean the link to Patreon post about OSA?
Alu Oct 31 @ 7:56am 
btw oskar
that 2 comment chain you have a few down there
your first comments stuck in limbo
Oskar Potocki  [author] Oct 31 @ 4:25am 
I can't. Can you? Or should you maybe contact the author of vehicle framework who can? Goes by the name of Smash Phil.
Tommy Gray x Land Raider Oct 30 @ 7:50pm 
Can we fix the caravan loading for vehicles?
Oleg Jughashvili Oct 29 @ 7:05pm 
Cookie Jarvis....

if you give kier starmer A biometric face scan and valid ID he will let you look at the internet again......

The communist UK government want control, and you will be told what you can see and how to think.

Until reform kick them out
kaelumkennedy Oct 28 @ 11:10pm 
little question, what additions will come out first? like what ones take priority?
josuadmc Oct 23 @ 6:03pm 
There is an issue with the toad mortar. If i select a target, it launches a shell straight in the air which after some time in flight, impacts like 10 meters from it. Am using Combat Extended aswell
Oskar Potocki  [author] Oct 23 @ 9:32am 
Also, vehicle related bugs should go to vehicles framework. This mod features no code related to vehicle shooting.
Oskar Potocki  [author] Oct 23 @ 9:32am 
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CookieJarvis Oct 23 @ 9:13am 
Please can you change imgur from being the image hosting sight you use? Nobody in the UK can view it.
Mincemeister Oct 23 @ 8:24am 
bulldog tank wont shoot, unclear what it needs for ammo? in clips i see people have steel loaded but that isnt working.
pmcd124 Oct 17 @ 5:37pm 
Excited for the fishing update! Keep up the amazing work, love these mods :steamhappy:
Alu Oct 16 @ 7:43pm 
id try to report whatever issues you are having to smashes discord with details and a log
smash is very good with reports and willing to help
Avarice Oct 16 @ 7:35pm 
i was unaware of the different author as well, i assumed it was just a package deal. I retract my statement of jank in that case if its on the framework side. Thank you for explaining.
Alu Oct 16 @ 6:56pm 
you can look at the discord for the vehicle framework to know he fixes all issues he can that get reported
man fixed like 4 i know of personally yesterday for the dev build
but reports via steam comments are worth basically nothing there as they never have logs or details thus as the frameworks desc says
you must join the discord or use github to report said issues
Stralor Oct 16 @ 3:36pm 
I can get how we all ended up there. It feels like a big change to the core game! Any word on how active the dev for the framework is? Can we expect updates?
Stralor Oct 16 @ 3:25pm 
Ah, I assumed the weirdness with garage doors was unique to this mod and most everything *felt* downstream of that
Oskar Potocki  [author] Oct 16 @ 6:13am 
You keep reporting these issues to me, but I didn't make the vehicles framework. This mod pretty much has no code related to vehicles, except the vehicles themselves.

I assure you, the issues you're facing apply equally to Vanilla Vehicles Expanded vehicles, as well as any other vehicle mod out there.

For the last time: make your voice heard on actual Vehicles Framework and be helpful there. I can't do anything with your bug reports, because Vehicles Framework is NOT MY MOD.
Stralor Oct 14 @ 6:54am 
I love the mod but it's super janky.
- cars freeze up if there's an open garage door (unless it was closed when the car turned on?)
- they randomly decide they can't move back to the spot they were just in; all kinds of pathfinding issues even on wide open concrete
- when caravaning, you have to remember to reselect each vehicle to reassign it with passengers (or they won't ever depart & refuse to get in), which is frequent bc garage doors
- but when you retry it keeps previous passengers and assign them to walk alongside the caravan, negating the whole point of driving
- unlike regular caravans, the pawns can't/won't load forbidden items or clothing from an outfit stand, which blocks everything
- costs are annoyingly convoluted

I have to fight the game just to get a car to turn on and pull in/out of a parking space. I regret slaughtering all my dromedaries, but look forward to how this mod improves in the future!
Sumatris Oct 13 @ 6:48am 
@Tommy Gray: There's a separate mod for that, it works quite well.

Aside from that, does anyone else have the problem of vehicles being unable to pass through open (!) garage doors?
Fighter452004 Oct 12 @ 10:27pm 
@Gen_Goldo
You just have to form a caravan now and there is a vehicles tab where you choose what vehicles you wish to bring.
Gen_Goldo Oct 10 @ 2:54pm 
I have a bug in which I'm unable to start a caravan with vehicles I used to be able to select the vehicles from the caravan menu but now they don't appear.
The Traveler Oct 9 @ 5:46pm 
Hello I got this error, when caravaning to a compact steel location my colonists entered the map. I had 2 mules, both entered the map but only 1 was well rendered or working. The other one got blurred in black squares and it stayed like that a while until I reloded a save file, then the one bugged disappeared.
Solstice Initiative Oct 6 @ 6:37pm 
"This RimWorld isn't big enough for two superpower states!"

Oh, you're a state alright. Just not a SUPER one!

"Oh, yeah? What's the difference?"

(Guns N Roses' "Welcome to the Jungle" playing faintly)

TRANSPORTATION!!!!!!!!!!!!!
Asgore Oct 4 @ 9:11am 
How do i know which ammo i need for which tank ? I can't find the information :isaac:
Tommy Gray x Land Raider Sep 30 @ 5:38pm 
I'm hoping to see this for vehicles: Designated Parking Spaces. This marker identifies where the assigned vehicle is parked. Vehicles from caravans automatically return to the Designated Parking Spaces before unloading all pawns an inventory.
Hook Sep 29 @ 12:08pm 
my van wont move outside my home zone any reason
So... I'm in one of the ancient silos (courtesy of Operation Deadlife,) and I was looking at the covered ancient tanks and noticed some details. They don't quite match the Bunsen (size and general hull design, discounting the tarp) or the Bulldog (T2 light tank.) More something in between. Is this purely coincidence or a recycled asset from a different early tank design?
sethkwright Sep 27 @ 8:58am 
Will we one day get enemy vehicles? maybe its a bad idea, and maybe i should ask this on vehicle framework instead
Napalm Sep 26 @ 8:38pm 
Is there a way to tell if a vehicle is amphibious or not?
Hunter 2-1 Sep 24 @ 10:36am 
when i hit info button of a vehicle i does not show any info so im unable to see what ammo uses. Whats happening?
OnlyFlans Sep 20 @ 7:38pm 
Are there any plans to do more with boats? It'd be fun to play a map with Realistic Planets that's just a few rocks poking out of the sea and have a boat-centric playthrough.

To the Grand Line!
Random Tank Sep 19 @ 9:38pm 
A small request; would it be possible to make it so vehicles travelling diagonally use the east/west sprites, instead of north/south? Personally I find the flip a little jarring, as it's not how colonist sprites work, they look sideways when travelling diagonally... I'd normally do it myself, but I couldn't figure out how to change this.
tigertank909-YT Sep 18 @ 10:35am 
at some point can you guys make clone wars vehicles
Todd Sep 15 @ 1:23pm 
is it just me or is it a bit weird that you can get a space shuttle before a helicopter?
AbsoluteGato Sep 14 @ 3:56am 
need help. im on version 1.5

i departed 4 pawns (1 pilot and 3 passengers) on the mosquito chopper, killed all enemies in an area, and tried to reform caravan with vehicles. The game automatically select all 4 people but i can't click accept since the game said i need the correct amount of people to man the vehicle. deselected 3 of my pawns but the game kept saying nop, the number wasnt correct. then i proceed to manually load 1 pawn as a pilot then reformed a caravan on world map.

after that i reformed the caravan like usual from the caravan menu, pressing accept. everything is set. i have all my pawns on board, all items on board and pressed launch to the nearest faction, but the pilot departed alone. all passengers were left behind.
did i do something wrong with the forming caravan action? any help would be greatly appreciated
Kanjejou Sep 11 @ 8:35am 
does it still work in 1.6?
AcetheSuperVillain Sep 10 @ 4:28am 
my apologies, it turns out Wrecks Expanded Part 2 changed the research tree for vehicles, and even said that it would, but I didn't read it properly.
Draco137955 Sep 9 @ 11:17pm 
@Hillyan im pretty sure you can just name them differently to differentiate. and i also agree with @schraider although i doubt it will come to pass a drone luanch truck would be amazing.
Hillyan Sep 9 @ 6:13pm 
This is only a minor thing but is there a way to differentiate between two vehicles of the same type in the caravan screen?

I have 2 Roadrunners, a blue one for trading and a red one pre-loaded up with parts for restoring Tier 3 vehicles from the module but on the selection screen they're both show as grey. and without names so it's a 50/50 gamble on which one I end up sending.

Yes, I could probably just destroy one of them but I'd like to have both in case something happens.