RimWorld

RimWorld

Vehicle Map Framework
902 Comments
LS  [author]
Aug 8 @ 6:33am 
@Gallagin
I'll look into it
Aug 8 @ 3:20am 
any chance for compatibility with "as above so below II"?
LS  [author]
Jul 31 @ 7:04am 
@Aizuki
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.
Jul 30 @ 6:43pm 
hi LS, been long time. so i noticed you had gravship wheel and got question. if gravship too big do it will had perfomance impact? since as state on caution the limit is 128
Jul 25 @ 1:16am 
@LS Great! Haven't seen any mapped aircraft yet, thought it was not available
LS  [author]
Jul 25 @ 12:57am 
@23n1nbb
yes
Jul 25 @ 12:49am 
Is it possible to make an aero vehicle with this framework?
LS  [author]
Jul 21 @ 4:03pm 
@VoidKitsune68
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.
Jul 20 @ 2:58pm 
(I of course have read the desc, just a bit curious on the technical side)
Jul 20 @ 2:51pm 
Hello, how much performance impacts will this have in a playthrough, focusing/only using gravship wheels?
Jul 7 @ 1:01pm 
Working well so far, 5 hour run of a 300+ modpack
Jun 26 @ 12:29am 
Thank you! I'm currently checking this mod only it seems nothing is wrong so far; now I am using with athung and same mod list a bit with change in new colony and it seems this one also fine too(?). Thanks, you are awesome :> always appreciate you mods creators cares.
LS  [author]
Jun 25 @ 3:37pm 
@SadPlastic
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.
Jun 24 @ 7:02am 
https://gist.github.com/HugsLibRecordKeeper/47c4508db8f79838ce7e9996ae693ed1

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 :>
LS  [author]
Jun 24 @ 6:40am 
@SadPlastic
Please provide a proper bug report following the instructions above. It also helps if you include steps to reproduce the issue.
Jun 24 @ 6:03am 
I have few problems can't solve myself.. when pawns are pick up the items into a vehicle map, some of the pawns leave the items in an very corner of the outside of the normal map and move on and If I set the importance of construction work to 2 or higher, a "10 jobs in one ticks" error and that pawns stops doing everything.

If anyone knows how to fix this, I would appreciate it if you could let me know. :>
LS  [author]
Jun 15 @ 11:22pm 
@Sane Boi Caligula
There isn't right now. but I’ll offer it as an option.
Jun 13 @ 7:42pm 
Is there any way to force a gravship in vehicle mode to have the interior map always oriented upwards when exclusively viewed?
Jun 9 @ 6:49am 
@LS

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! ^^
LS  [author]
Jun 9 @ 6:31am 
@Charlie Writter
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.
Jun 9 @ 5:30am 
In this last update. my rimworld is not launching (Crashing loading the game) I disabled the mod and is working correctly again.

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
...
LS  [author]
Jun 9 @ 12:26am 
@BarmyMingo
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?
Jun 8 @ 9:59pm 
@LS
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
LS  [author]
Jun 8 @ 6:11pm 
@Mirten
Reworked the landing feature to vehicle maps.

@BarmyMingo
The wireless transmitter is designed to work only cross-map.
Jun 8 @ 4:08pm 
Wireless charger isnt working for me what do I do?
Jun 5 @ 8:03am 
Oh, that's exactly what I wanted, thank you!

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.
LS  [author]
Jun 4 @ 2:14pm 
@Mirten
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
Jun 4 @ 1:56pm 
Is it possible to make the inner map temporarily hidden? Or rather, to make it so that the roof and walls (if present) completely conceal the inner map's contents.
Jun 4 @ 11:14am 
doesnt happen anymore, awesome
LS  [author]
Jun 4 @ 10:23am 
@jimmyl
The update should have fixed some of the issues. Please let me know if you still encounter any alert issues.
Jun 3 @ 6:11am 
https://gist.github.com/HugsLibRecordKeeper/f5cab88d51d7360de1036706483aa562
it would probably take too long to try which of the 310 mods are conflicting
LS  [author]
Jun 3 @ 5:41am 
@jimmyl
I mean, share the entire log using Log Publisher . Even if no errors have been recorded.
Jun 3 @ 5:27am 
there is nothing in the logs and it only happens (or atleast only seems to happen) if allies/traders/whatever are near a map vehicle
LS  [author]
Jun 3 @ 3:53am 
@jimmyl
Well... I couldn't reproduce it. When reporting an issue, please provide the steps to reproduce it or, at the least, the logs.
Jun 2 @ 9:55pm 
so far had the "Need warden" or "Pawn has two-handed weapon and shield" (or whatever it was called) "Colonist needs rescue" or "Brawler has gun"(?) and others
LS  [author]
Jun 2 @ 7:58pm 
@jimmyl
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.
Jun 2 @ 6:40pm 
This mod has so many compatability issues, especially with Multifloors and Verticality mods, there might be some issues with odyssey But that might just be my mod loadout. Are there plans to fix this?
Jun 2 @ 7:46am 
for some reason this mod makes alerts randomly show up for a short time for allied pawns (not player controlled) if map vehicles are present (and no errors show up when this happens)
May 27 @ 1:17am 
@LS Confirmed to be fixed. Thank you very much. <3
LS  [author]
May 25 @ 8:20pm 
@Redstonereaper
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.
May 24 @ 6:16am 
Hi, it seems incompatible with CE's CIWS interception mode. when I enabled this mod CE's CIWS mode ignores enemy drop pods.
May 17 @ 1:01am 
Oh also is there a way i can make one of these maps by settlement tile? I'm trying to do a full nomadic raider colony where almost everything is on the vehicle maps but once i abandoned my settlement i can no longer accept quests.
May 16 @ 9:15pm 
@LS
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.
May 16 @ 9:10am 
I had commented on the wrong mod but i have an issue where the inside of vehicles dont light up during unnatural darkness or when darkness mods are installed. Even when placing light sources within the vehicle.

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.
LS  [author]
May 13 @ 5:31pm 
@Ray the 4th
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.
May 13 @ 5:03pm 
How can I transmit power between the vehicle maps? Trying to do a nomadic colony built only on the vehicle's but cant figure out a way to set up more power on multiple vehicles without each one having an alternator. I tried the power poles Mod and while it does connect between the vehicle maps it doesnt transmit power.
LS  [author]
May 11 @ 5:22am 
@MajorityOfTheInternet
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.
May 10 @ 11:23pm 
Hi, for "hover" type vehicles or "air" type vehicles with maps, other than flying on map can they path over impassable mountains?

For instance the Map Vehicle mod's Glypton hovercraft
Additionally, can the Glypton path over deep water and world sea tiles?
LS  [author]
May 9 @ 6:08am 
@Matt_97
No, it is not necessary.
May 9 @ 12:14am 
Do I need passenger seats to caravan with a map vehicle?