RimWorld

RimWorld

Alpha Vehicles - Neolithic
301 Comments
platinumhydra 4 hours ago 
any way to add pulling animals as a specific type of passenger in a vehicle? so vehicles require animals to run instead of just food?
Sarg Bjornson  [author] Aug 27 @ 2:11am 
I don't want that
Alex_ Aug 27 @ 1:18am 
I can make this before I can build a wall with Vanilla Factions Expanded - Tribals. Please put it behind a neolithic research, even a small one.
Lord of the Hold Aug 20 @ 10:42pm 
I hope it's ok to toss some ideas for more wagons into the comments. Probably most of these have been suggested or asked for before. -- A "Royal Wagon" like those gaudy french imperial ones with the gold accents could be fun for Royalty playthroughs. -- For Western runs maybe the "Concord Coach" style stagecoach. -- A prison transport wagon with bars.
Sarg Bjornson  [author] Aug 20 @ 10:11am 
Again, I'm not sure what do you want me to do with that :) This mod uses a framework
Beathoven Aug 20 @ 10:05am 
The balloon could need some kind of failsafe. i had multiple occasions, where i set it to land on map border but it couldnt due to bad rng when it tries to land on mountain tiles. Balloon and pawn gone.
Anker Aug 6 @ 5:12am 
The balloon is useful, for mods that add places you need to visit in person for functionality, like Classical, but dont tend to place those places anywhere close together. (Or in especially habitable regions.) I do wish there was a bigger version, though, with more passengers. But I guess they didn't make double-basket hot air balloons, did they? I could always try sending two of them but caravanning with them is weird. It says you can't start a caravan with them, maybe because it's a flying vehicle, but you can launch and then start one. Haven't tried two yet.
Sarg Bjornson  [author] Jul 29 @ 10:16am 
Ask in the framework
Allied_Mastercomputer Jul 28 @ 11:06am 
Apologies if this has been asked, but how do I trade with my vehicle caravans? I loaded up a covered carriage with stuff and sent it to trade, but none of the stuff in the cargo section is accessible in the trade menu.

I do have Vanilla Trading Expanded, so that could be it, but I just figured I'd ask and see if anybody knows what to do.
♥ hazelnot ♥ Jul 27 @ 12:18pm 
Huh ok to be fair I looked it up and they were invented in like the 2nd century in China and also at some point in medieval Europe so it does kinda make sense
♥ hazelnot ♥ Jul 27 @ 12:15pm 
Why does stuff like the wheelbarrow require steel? 😅
ramarl.me Jul 21 @ 3:16pm 
Works great for me, thank you!
ne_propheta Jul 18 @ 1:57pm 
From the FAQ above:

Q: Where Flintstone Car?
A: In every mod, there is just this SUPER OBVIOUS joke that everyone repeats until it loses all meaning. In the mushrooms mod, it was references to Deep Rock Galactic. In Highmates, it was constant furry references. Here, it is Flintstones Car.
AcetheSuperVillain Jul 13 @ 7:25am 
"LOL (insert concept here)" is all the reason anybody needs to mod something into RW. But that's clearly not what this collection is about.

Some more combat vehicles would be cool, hussite war wagon, gulyay gorod, horse-drawn cannon/trebuchet/catapult/ballista, elephant/mammoth/camel/muffalo mounted artillery. Wild West covered wagon with the vehicle interiors framework would be fun.
gunns22 Jul 11 @ 5:24pm 
@melelconquistador
Why would you want the Flintstones Car? What practical benefit would that add to RimWorld? Aside from "LOL Cartoon Caveman Car!" there's absolutely NO reason for the Flintstones' car to exist in RimWorld.
Unless Sarg feels like adding vehicular manslaughter to RimWorld. But that seems like kind of a big "IF."
melelconquistador Jul 5 @ 10:38pm 
No flint stone car?
Mad Cake Jun 18 @ 11:54am 
Oh. Well, i think somebody else should do something like that. Right now there is no mod for that sort of things, or i cant find it. Though, i find problem of moving large piles of resourses on the map pretty obvious. Y know, like big amount or rocks, mined ore or stacks of lumber. Anyway, still, thanks for the mod.
Sarg Bjornson  [author] Jun 18 @ 11:08am 
I can't change features like that, that'd be a change in the framework
Mad Cake Jun 18 @ 10:32am 
its sad that wheelbarrow cant be used to move ore to storage on the map. Or at least i dont know how to.
Sarg Bjornson  [author] May 26 @ 1:31am 
No idea, sorry
Carter May 25 @ 8:10pm 
I feel like I'm losing my mind, but isn't there a github patch or something to make the recipes work better with medieval overhaul? Does anyone know?
Adnan May 20 @ 10:31pm 
It would be perfect if we could put things on horse carts and if we could have a plough that we could hitch oxen to and plough the fields with.
Obese Spy May 2 @ 9:24am 
Thank you Sarg. I was looking for a simple way to have vehicles for my medieval colony. I appreciate you!
Nim Apr 6 @ 5:49am 
The balloon is way overpowered, but I love it. Maybe some of these vehicles should be behind a tech requirement.
Sarg Bjornson  [author] Apr 5 @ 8:29am 
Maybe!
ChrisB Apr 5 @ 7:41am 
hi sarg, do you have any plans to incorporate VVE upgrades?
Jackel990 Mar 24 @ 1:58am 
as a joke can you add a Flintstones car
Sarg Bjornson  [author] Mar 22 @ 1:33am 
/shrug
Karasik Erohin Mar 22 @ 1:22am 
I don't feel right about an ox cart or horse chariot built out of nothing using wood. It must implement actual oxen/horses/dogs strapped in, else it's a cheating in a way, and doesn't feel right to me. That's basically why I remove this one after some time playing.
DigiDragoon Mar 20 @ 9:26am 
Would you consider adding a raft as a potential vehicle? Maybe it could greater passenger capacity than the outrigger but be extremely slow as a trade off.
Vortek Gamer Mar 2 @ 4:45pm 
I noticed that the collisions for some of the wagon parts is off, for an example, Covered Carriage where the front wheels is right by the horses and the Ox cart wheels is cover the whole thing even the ox
Mutazek Feb 21 @ 4:34am 
@Colonel.EXE But Chariots getting the plague isn't that far off, they are animal traction vehicles, so is the horse getting the plague, not the chariot itself? Call it a feature, not a bug :lunar2019crylaughingpig:
Sarg Bjornson  [author] Feb 18 @ 11:06pm 
They can't, you have something conflicting with the Vehicle Framework
Colonel.EXE Feb 18 @ 4:05pm 
Alright so uh.... I guess chariots can get plagues...?

https://imgur.com/a/3mBkFY4
Sarg Bjornson  [author] Jan 31 @ 11:04pm 
Yeah
SiaNKs Jan 31 @ 7:35pm 
i guess you dont need horse to build horse cart right? It will be treated as vehicle with Hay as fuel or any other organic marterial?
NihilRetnar Jan 24 @ 9:34am 
@Sarg Bjornson, don't know what could be causing it, it's just rather humorous to have some chariot meat float down a river (from the some things float mod) for my starving colony to eat.
Sarg Bjornson  [author] Jan 23 @ 11:20pm 
Not without a mod conflict, no
NihilRetnar Jan 23 @ 10:42pm 
Yummy yummy chariot meat.
Sarg Bjornson  [author] Jan 23 @ 2:51am 
Dunno what to tell you, they are literally in the Vehicles tab, and with no research needed
yiersa Jan 23 @ 2:44am 
I couldn't find the contents of this mod in my research,but the contents of the age of sail is still there
Sarg Bjornson  [author] Jan 19 @ 9:59am 
Manually, yeah. I don't think anyone has made an automatic system
DarkRen817 Jan 19 @ 9:18am 
Can you command your pawns to use the wheelbarrel to carry stuff easier back and forth?
Sarg Bjornson  [author] Jan 14 @ 11:17pm 
I can't know
tehswordninja Jan 14 @ 9:57pm 
Hi, I'm getting some pretty crazy vehicle convoy speeds - like a covered carriage going 90+ tiles a day. Can I assume this is a mod incompatibility?
Sarg Bjornson  [author] Jan 3 @ 2:53am 
I don't know! You should ask CE
theseeper666 Jan 3 @ 2:51am 
Dang so like there is no other way unless I remove combat extended? The game didn't detect any incompatibilities with it tho
Sarg Bjornson  [author] Jan 2 @ 11:02pm 
Probably because Combat Extended
theseeper666 Jan 2 @ 10:33pm 
Sarg Bjornson  [author] Dec 26, 2024 @ 6:30am 
I suppose. I never patch my mods for it, so I guess they handle it themselves