RimWorld

RimWorld

Vanilla Vehicles Expanded - Upgrades
384 Comments
Ironpanther617 Nov 9 @ 11:19am 
as much as i do want you to finish the upgrades mod (hence im here checking) lol respect, glad youre having fun with gravship. The beta test notes look very cool
Oskar Potocki  [author] Nov 8 @ 1:58pm 
They are planned. When I feel like making them. Right now I’m having fun doing the gravship mod.
MI-28 Havocsader Nov 8 @ 1:53pm 
Then it'd be a good idea to remove the hourglass icon from the 'Vehicles that are yet to receive upgrades' section as the hourglass implies that upgrades for those vehicles are planned to be added.
Oskar Potocki  [author] Nov 8 @ 1:36pm 
I apologize that you feel this mod is not finished - but in my eyes it’s working as intended and has quite a lot of exciting new content. Upgrades for Tier 2 of vehicles are a nice thing to have but absolutely not necessary for this mod to be ‚finished’. You can enjoy what there is, or not. You can enjoy our other mods, or not. I’m in a good and happy place doing what I love, working on whatever the heck I feel like, with the people on my team I care about.
MI-28 Havocsader Nov 8 @ 1:29pm 
@Oskar Potocki
Is it spoiled of us to expect a mod to be finished? You have multiple vehicles listed in the description that are yet to receive upgrades (Scytheman, Wagon, Roadrunner, Snatcher, Bulldog Tango and Wisent) but are planned to. It has been over a year since the last major update yet in that long amount of time nothing else from that list has been added as you'd rather keep creating new mods than finish this one. And since when were we expecting live service from this? We're just expecting this mod to be completed.
Oskar Potocki  [author] Nov 8 @ 12:24pm 
@A Hallucination
Then the issue stems from CE. Report it to them.

@LifeIsAbxtch
Patreon is donations and you can stop donating at any time. As per the description of our patreon, you donate for the work already done, as a thank you, and you don't donate expecting anything in the future.

To answer your previous question: NPCs were never able to use vehicles. I'm not the author of the vehicles framework. I'm not in control whether enemies use vehicles or not - this functionality needs to be added by Smash Phil to his Vehicles Framework. It is not a VE mod. VE has no control over it.
A Hallucination Nov 8 @ 12:17pm 
Yes, without CE the launcher barrel works.
LifeIsAbxtch Nov 8 @ 12:00pm 
or you can use all that patreon money we give you to open and build a school that teaches people how to make mods :)
Oskar Potocki  [author] Nov 8 @ 11:45am 
@MI-28 Havocsader , qwe5n
Sadly apparently we live in the time of spoiled gamerz who expect live service from every single thing. This mod is in a good place right now. We will eventually add upgrades for Tier 2, but that's it. I don't think this mod is unfinished - if you do, feel free to release your own, finished mod.
Oskar Potocki  [author] Nov 8 @ 11:43am 
Can't help you, sorry. Does it work without CE?
A Hallucination Nov 7 @ 4:30pm 
The launcher barrel breaks the Bunsen for CE, after applying it it no longer has any ammo type.
MI-28 Havocsader Nov 7 @ 3:39pm 
Qwe5n ain't wrong though, Oscar has evidently abandoned this mod, leaving it unfinished because he'd rather keep creating new mods to abandon than finish old ones
LifeIsAbxtch Nov 7 @ 3:24pm 
being rude is going to make him move to stellaris
qwe5n Nov 7 @ 8:04am 
Hey Oscar, could you possibly explain yourself as to why you are a fat & lazy ♥♥♥♥? It's been, let me count, 434 ♥♥♥♥♥♥♥ whole days since the last major update.
LifeIsAbxtch Nov 7 @ 7:53am 
Hey Oskar can you bring back the feature where NPC factions can use vehicles and tanks to raid colony like they did in the past or at least make it a optional feature in the settings that would be great! Love your work!
Tommy Gray x Land Raider Oct 17 @ 12:27pm 
Future minor upgrade request: Improved Braking system.
Available to most wheeled vehicles, the improved Braking system increases the deceleration coefficient of the vehicle and reduces the damage to tires when the handbrake is used.
Tormènt Oct 15 @ 5:50pm 
This mod is pretty swanky, I'm looking forward to seeing the rest of the upgrades.
vortex Oct 8 @ 2:24am 
1.6(((
Oskar Potocki  [author] Sep 30 @ 10:15am 
Consider reporting this bug to the author of vehicles framework. We don't control the framework and can't fix the bugs in it.
DTS Sep 30 @ 5:56am 
Same problem with upgrades here. Hope to get any solution soon
pound town Sep 29 @ 10:58am 
@Bardez If you're still having this issue, you can enable god mode in dev settings to upgrade instantly w/o work. Hoping for legit fix soon tho :er_wave:
Rhidian Sep 29 @ 6:05am 
I've got the same bug. I've been shifting mods to try and fix it to no avail. I've at least narrowed it down to it not creating the job and I've taken out anything that plays with job creation but not even reverting to an earlier list where it used to work has fixed the issue.
jtseyman Sep 28 @ 9:18pm 
whatever glitch is causing vehicles unable to be upgraded doesn't seem to stop or interfere with removal of upgrades as I just tested.
jtseyman Sep 27 @ 2:15pm 
@Bardez
It might be the Map vehicles framework mod, it just got updated recently.
jtseyman Sep 27 @ 1:40pm 
@Bardez
Any ideas as to what mod is causing the conflict?
jtseyman Sep 27 @ 1:39pm 
I'm getting the same problems as Bardez.
Bardez Sep 26 @ 9:33am 
I'm able to access the Upgrades button, select an upgrade, but no pawns do any work on it. It just sits disabled. I can right click a pawn and it will just add them as a driver or passenger, but no option to perform the upgrade work. Is this a bug or a job that isn't prioritized or maybe a mod conflict?
Tech-Adept Nicolai Sep 25 @ 8:16pm 
I just want to say that I disagree with Ankler just based on the principle that ♥♥♥♥♥♥ vics ♥♥♥♥♥♥' rule. Eat my copious amounts of chemfuel exhaust, you tier-3 lover.
Minzer Sep 21 @ 1:47pm 
So I have a question, how do I refill charges on the highwayman's smokepop canisters? There doesn't seem to be a ui option or a forced option for it and my pawns aren't auto-loading it either.
Neosuduno Sep 12 @ 8:34am 
I think the bikes need some love. The tier 1 version is barely good for quests, and the tier 2 is only good for light trading.
Kanjejou Sep 11 @ 8:40am 
T1 vehicule are quite a bit weak fully upgraded the lack of hp per parts mean pilots and gunner will rapidly get downed/killed in any fight after early game

T2 vehicule tank through their higher HP but need ing 2 people to use it and the overall low dps make them kind of meh, 2 pawn in marine armor with cover will usually do better than a single tank...

Except the offroad mobility for trading

most vehicules arent very good
Emelio Lizardo Aug 26 @ 9:37pm 
Too many vehicles.
Anker Aug 19 @ 5:37pm 
You know what? Why just say that? I have devmode, lets run a quick test. Fully upgraded Mule. Fully upgraded Wagon. A Nomad. And an upgraded Bang Bus. For transporting a decent amount of pawns over rough terrain, lets put one pawn in each and have them all race to a destination.

And... Traveling the same route, the Nomad and Mule pulled ahead of the pack, leaving the Bang Bus and Wagon behind. An upgraded tier 1 being equal to a tier 3 over rough terrain doesn't quite sound right...
Anker Aug 19 @ 5:24pm 
I hope we get these for tier 2. It sort of feels like you want to caravan around adventuring in a tier 1 that has off-road tires to get around faster then a tier 2 that doesn't, even if it has better fuel efficiency.
Kinnu Aug 11 @ 10:04am 
I have the mats, but noone will work on it? Cant manually have them do it either. No errors.
DragonZephyr Aug 9 @ 2:38pm 
I cannot replicate the problem you had @veryinky which of the turrets did you put on your mule.
DragonZephyr Aug 9 @ 2:00pm 
It seems to have been reported in the bug report discussions here. Apparently Phil has a fix for it in the dev-version of the vehicle framework and it seems to be related to the turret upgrade on the highwayman.
The Mule issue may be seperate.
DragonZephyr Aug 9 @ 1:55pm 
I also had my upgraded highwayman lose reference to itself and throw errors for every second of frame generation. The car still had visuals but would no longer turn and the turret did not work nor did it show up in the caravan screen.
It seems this mod does not survive saving and loading. The car has the name and color it should have and even looks to remember the upgrades but somehow still loses its reference.
Red Aug 6 @ 6:29pm 
It really does seem like this mod must hate the Highwayman
turfish Aug 6 @ 7:22am 
This is an issue ive experienced with the Highwayman aswell, I just stopped using it- But yeah, for some reason it sometimes deletes itself.
Red Aug 4 @ 9:02pm 
Highwaymen completely disappeared something about broken references and when I reloaded a save it was like it never existed
veryinky Aug 4 @ 6:12am 
Yep, same. Works fine while you play but doesn't save. Throws a bunch of red exception errors on loading, "[VehicleFramework] Unable to unlock Vehicles.CompUpgradeTree post-load for Mule. Exception: System.NullReferenceException: Object reference not set to an instance of an object". New game, started on fresh install on august 3rd , with Harmony,
Vehicle Framework, Vanilla Vehicles Expanded and Vanilla Vehicles Expanded - Upgrades. Built a Mule, gave it a full upgrade (except for the external engine which has great stats but looks silly), did a test run to a nearby settlement to trade and saved. Today I load and it's giving me errors and the Mule has the same appearance and base stats.
PriinceShriika Aug 3 @ 11:50am 
Also happens to me, having the upgrades on vehicles doesn't stick around after a reload, and if you remove the upgrades to then try and upgrade them again, you're just left with the same values, so you're kinda just nerfing your vehicles instead of upgrading them, when you reload.
turfish Aug 3 @ 8:23am 
@Polyethyleneglykol - Can confirm, this keeps happening to my Mule's for some reason, havent had it happen to anything else yet
Polyethyleneglykol Jul 29 @ 2:38am 
In 1.6 upgrading a vehicle and then reloading a save has a high chance to brick the vehicle and anyone anthing inside, multiple different vehicles all reported broken on the main discord.
So beware using this for now.
Safety Inspector Jul 28 @ 9:37pm 
The Louie doesnt have a customization tab
noah.mic2021 Jul 27 @ 6:10pm 
I would love an upgrade for smth like "retractable seats" or some kind of camper upgrade that allows pawns to use vehicles as a place to sleep, allowing for either a minor mood buff or negation of travel/sleeping outdoors when doing things like long distance resource mining
Shanzival Jul 24 @ 12:52am 
Can there be an option to make the cargo expansion upgrade be a percentage of the cargo instead of just a flat amount? Especially helpful/significant when you're playing with CE and thus have to deal with the ammo needed.
Flabby AP Jul 23 @ 12:48pm 
What ammo does the turret on the Prowler accept?
smokeeater354 Jul 22 @ 10:49pm 
Hi not sure if this goes here or somewhere else but my reform vehicle caravan gizmo does not appear when i want to return to my base from another map tile any help would be great.