RimWorld

RimWorld

RX97 Medieval Airships: Hermes
44 Comments
Anker Aug 10 @ 3:23pm 
You're looking for "Vehicle Framework - Local Flight Systems".
Anker Aug 10 @ 3:23pm 
I saw another mod earlier that let you fly air vehicles around the local map like Nair is asking for. Let me check if I can find it again.
Rangelx97  [author] Jul 17 @ 12:53pm 
@Annabellee Will take a look this weekend to see if there are any errors or if it needs only a tag update
Annabellee Jul 17 @ 11:36am 
Any plans for 1.6
Nairagorn Mar 30 @ 8:44am 
Sure, your mod so your call, but that just seems needlessly annoying. It's an airship, movability is like, it's whole thing. If I want to move my car over in my driveway I don't drive to the next town first.
Rangelx97  [author] Mar 30 @ 8:16am 
@Nairagorn is possible but in not the intended behavior I want for this vehicle, if you need to reposition it launch>select and adjacent tile>select the home tile>choose the desired landing spot
Nairagorn Mar 29 @ 5:48pm 
Would you be able to make it driveable, so it could be repositioned on the local map?
Rangelx97  [author] Dec 17, 2024 @ 8:53am 
@WJSabey
Just did a quick test with the live version and works fine
Try this list to tests if is my mod
-Harmony
-Core
-Vanilla expanded Framework
-Vehicle framework
-Vanilla vehicles expanded
If it doesn't crash i'll need to have a look since this mod don't add anything special it's just some custom skins on the VF stuff
WJSabey Dec 17, 2024 @ 7:30am 
Unfortunately this crashes the game when I try to use it, even if I have no other mods than this and its requirements. It fails at the main menu with the "mods are incompatible with each other or this game version, all mods are disabled" warning popup. And when I add hugslib and try to get a log, that crashes too and just gives a red error. I'm on Linux, if that makes any difference.
Tal'Raziid Jun 30, 2024 @ 10:14am 
Woo!
Rangelx97  [author] Jun 30, 2024 @ 8:25am 
@Rex705 just updated
Rex705 Jun 30, 2024 @ 4:10am 
1.5?
mountainofcheezo Nov 21, 2023 @ 7:24am 
Thanks - it's working now.

How can I offer gifts to hostile factions with this thing?
unknown user Nov 9, 2023 @ 9:12am 
Yeah I load cargo first, then I load pawns in the same way I would load them into an Imperial shuttle, I select them from the colonist bar and then right click the vehicle (you get to choose 1 pilot and the rest are passengers). It was strange at the start because I did not intuit what to do either, but now it's easy when I am used to it.
Rangelx97  [author] Nov 9, 2023 @ 6:43am 
@mountainofcheezo flying vehicles work differently since they don't have to path to the edge of the map
steps
1.load the cargo you want move (use the load cargo gizmo)
2.load a pilot, you can select pawn right click board as pilot (that will enable the launch button)
3.Launch to where you want to go
mountainofcheezo Nov 7, 2023 @ 6:08pm 
Why can't we use the same "form vehicle caravan" mechanic that you use for the trade cart? It seems to be way cleaner? I can't figure out how to form a caravan with this thing.
unknown user Oct 11, 2023 @ 2:28pm 
Oh, okay I will try that, thanks! I didn't realize I could double click on their portraits while having the red line from the ship loading interface active!
Rangelx97  [author] Oct 11, 2023 @ 9:21am 
@Narada I can't change that is a Vehicle framework functionality, would use the top colonists bar to avoid chasing people around the map, use right right-click + drag on their portraits to organize them
unknown user Oct 11, 2023 @ 8:10am 
I am loving this ship but loading pawns seems to be a bit of a pain in the ass, I have to chase them around the map and click each one in order to choose them and with 20+ pawns it's really a struggle to find where they are. Is there a possibility to implement a list of pawns into the loading option like it is with items? So far I've been able to speed it up by drafting them close to the ship but I feel like that's not very streamlined, or maybe I am missing something?
Rangelx97  [author] Sep 8, 2023 @ 11:28am 
@doomswell
No, uses Chemfuel
doomswell Sep 8, 2023 @ 10:56am 
Does this use wood for fuel for medieval playthroughs without overhaul?
XxHyde840xX Sep 1, 2023 @ 12:49pm 
will do @Rangelx97! the About.xml looks right :D if it yells ill hit you up in discord lol
Rangelx97  [author] Sep 1, 2023 @ 12:31pm 
@XxHyde840xX Lmk if is still an issue now
UnblestMATT Sep 1, 2023 @ 10:53am 
Thanks for the awesome mod and updates!
XxHyde840xX Sep 1, 2023 @ 1:15am 
@Rangelx97 - your mod is still yelling about URL's being required for it's dependencies. Please fix this in the about.xml. I understand it doesn't affect gameplay, but I'm kinda over changing the file every time you update the mod lol.
Rangelx97  [author] Aug 31, 2023 @ 12:12pm 
Some values were renamed in VVE that is fixed now, make sure you are updated
Sammanzero.StandWithThailand Aug 31, 2023 @ 10:54am 
Ok I can see your airship now but I can't build it and when I spawn it show an error and can't spawn
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
Rangelx97  [author] Aug 31, 2023 @ 9:48am 
@Penguinire got it, that it's fixed now
Sammanzero.StandWithThailand Aug 31, 2023 @ 8:32am 
Can you fix the code, I can't see your airship
ALE199 Aug 30, 2023 @ 5:13am 
Thank you so much
Penguinire Aug 29, 2023 @ 12:30pm 
works well so far thank you
Penguinire Aug 29, 2023 @ 12:03pm 
Hey well i noticed that i got the research not the ship in my medieval game so i gone into the codes and had to change Hermes def required research to the research you made into the mod not VV arial research. other than that i can build ship now so after testing it we will see so far it looks great in the artwork
Victor Aug 28, 2023 @ 7:12am 
You need to put a download URL for the dependencies in the About.xml:
Mod RX97 Medieval Airships: Hermes dependency (OskarPotocki.VanillaVehiclesExpanded) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
The game shows this warning on startup even if your mod is not active
Rangelx97  [author] Aug 27, 2023 @ 5:13pm 
@Troublesomeknight it's the for some sound effects will remove it once I get my own
Troublesomeknight Aug 27, 2023 @ 5:02pm 
Why is Vanilla Vehicles Expanded needed?
Rangelx97  [author] Aug 27, 2023 @ 2:14pm 
@Eagle chemfuel but if MO is enabled coal
Eagle Aug 27, 2023 @ 1:29pm 
what does it take as fuel?
Tal'Raziid Aug 27, 2023 @ 11:07am 
Naw chief, adds too many bits just for hte purpose of having more bits
AugustDrake Aug 27, 2023 @ 10:16am 
My friend you should check out Early Vehicle Parts https://steamcommunity.com/sharedfiles/filedetails/?id=3022062151
The Blind One Aug 27, 2023 @ 9:17am 
noice
Rangelx97  [author] Aug 27, 2023 @ 9:05am 
@XxHyde840xX idk They don't have fantasy-ish components for medieval balloons, steam engines, and such If I'm going to make vehicle components would have to be from scratch
Rangelx97  [author] Aug 27, 2023 @ 9:03am 
@The Blind One there you go
The Blind One Aug 27, 2023 @ 8:23am 
Would be awfully nice if we could see the whole airship with a good preview and give us some stats.
XxHyde840xX Aug 27, 2023 @ 8:20am 
Awesome stuff @Rangelx97! Love a good airship. Any chance of integration with Early Vehicle Parts mod at some point? Keep up the awesome work! :steamhappy: