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I'll look into it
128 is the limit for the map count. Theoretically, there are no size limitations, but larger vehicle maps simply place a greater computational load. As mentioned below, the load caused by the vehicle’s own pathfinding depends on the performance of the VF.
* VF does not officially support massive vehicles that exceed 6 or 7. However, as some vehicles have already achieved this, it simply means that it is possible.
yes
This mod is properly optimized, but to be honest, converting the gravship into a vehicle using the gravship wheels does have some impact. However, you can place the gravship on the ground and restore it to its vanilla state instantly.
Performance when a massive gravship vehicle is pathing depends on the VF's performance. This is expected to be significantly improved in the next VF update, which has not yet been released on Steam.
I fixed one issue related to job search, but I'm not sure if that will resolve your problems.
If you provide steps to reproduce the issue, it will definitely be fixed, but I will continue to track this issue, keeping in mind the possibility that it may be related to PUAH being installed.
Hope this will be helped, sorry; the hugslib log wasn't worked before(nor clipping logs somehow) but now I can ..somehow. Thanks for the sharing your awesomness by the way :>
Please provide a proper bug report following the instructions above. It also helps if you include steps to reproduce the issue.
If anyone knows how to fix this, I would appreciate it if you could let me know. :>
There isn't right now. but I’ll offer it as an option.
Oh no! That's totally fine! I just mentioned it in case it helps you to fix the issue!
Thank you so much for your hard work! I enjoy to play with this mod a lot and I only have good words for you! ^^
While this issue does not occur with the mod's minimum requirements, the code was indeed prone to conflicts with other mods. I have released an emergency update to address this issue. I apologize for making such a careless change.
Tried to get a resource "JOP/UI/discord" from a different thread.
...
Graphics device is null.
Crash!!!
VehicleMapFramework.VMF_HarmonyPatches.VMF_Harmony
System.Threading.Tasks.Task
...
Are the two close enough to each other?
Also, in transmit mode, it only transmits the shortfall to the other power grid, but it does not take into account the difference in battery levels. Have you tried push/draw mode?
Its not transmitting power and I think I'm missing the wireless receiver, I built the transmitter on a Glypto and another transmitter connected to my base's power grid
Reworked the landing feature to vehicle maps.
@BarmyMingo
The wireless transmitter is designed to work only cross-map.
And one more thing. Regular ground vehicles from the Vehicle Framework can easily enter the Vehicle Map Framework vehicle map, but I couldn't land or take off using any aircraft on this map — nor with the vanilla Vehicle Framework, nor with those modified for the Vehicle Raid Framework, nor even with those created with the Aerocraft Framework.
Is it possible to modify the VMF so that at least some takeoff/landing capabilities work? I'd be extremely grateful — I really want to make a mobile aircraft carrier base for my next playthrough.
Implementing that feature is easy, but I’d like to hear exactly what you have in mind. It is possible to represent the interior of vehicles with this mod. Pantodon from Map Vehicles is a good example
The update should have fixed some of the issues. Please let me know if you still encounter any alert issues.
it would probably take too long to try which of the 310 mods are conflicting
I mean, share the entire log using Log Publisher . Even if no errors have been recorded.
Well... I couldn't reproduce it. When reporting an issue, please provide the steps to reproduce it or, at the least, the logs.
Which alert is it? Sometimes map traversal triggers the alert conditions, causing it to appear, but in most cases, this has already been addressed.
@Venerax
If you submit a proper bug report that includes logs and reproduction steps, I've never ignored it. So please do that.
It has been fixed.
@Ray the 4th
Added compatibility with the Power Poles mod and reworked the wireless transmitter.
For issues related to pawn jobs and research, I couldn't reproduce them, so I need the logs.
As for quests in nomadic run, there is a mod called "Nomad Friendly Quests". I'm not sure if it works with the vehicle maps though.
@Learn_to_play
It has been fixed.
That is a valid concern in balancing the realism. If there was some way to incorporate the power poles mod that would ideal. That mod has you actually connect the nodes/poles in a certain distance. If possible have them disconnect when the vehicle moves but not sure if that would work.
I do have a separate issue, for some reason my pawns keep going idle and not interacting with objects inside a vehicle. I am using the Technical map Vehicles mod so it may be an issue with that mod. overall not too bad as i can force people to build things or work but for research i have to draft the pawn, move them into the vehicle area and then undraft for them to decide to work.
I think you could fix this by having a light rendered in the world following the vehicle wherever a light was placed inside the vehicle. Because when lights are placed in the world it lights up the vehicles interior, but not when the actual lights are placed into the interior.
There isn't a feature for that yet, but it's a topic worth considering.
The mod currently includes wireless transmitters/receivers that transfer power from the ground map to the vehicle map. Should we rework this so that power can be transferred between vehicle maps?
Since long-range wireless power transmission is not yet a practical technology in the real world, we need to find a balance between realism and practicality that is acceptable. Please share your thoughts.
Path over mountains: It isn't possible now, but there is a possibility it could be done in the future. I discussed this matter with the creator of VF.
Path over deep water: It is possible, but Glypto is not configured that way.
Path over world sea tiles: You can pass through it while flying, but it is set to be impassable otherwise.
For instance the Map Vehicle mod's Glypton hovercraft
Additionally, can the Glypton path over deep water and world sea tiles?
No, it is not necessary.