RimWorld

RimWorld

Technical map Vehicles
217 kommentarer
mo  [skapare] 18 minuter sedan 
The framework that this mod depends on has not been updated yet
GULÉ🏠 27 jul @ 2:34 
Does this need 1.6 update?
Church.exe 24 jul @ 11:45 
@erroc I'm not speaking from any experience, but I can't see any reason why this mod wouldn't be CE compatible. As far as I understand it, the VMF literally just creates 'micro-maps' on vehicles, and this mod just adds vehicles that uses that framework. (which explicitly does say it's CE compatible) I.e. any weapons you use on a vehicle are actually just normal weapons - normal LMGs, normal gun turrets, normal mortars, etc. - so, speaking as an armchair developer, I can't see any reason it wouldn't be CE compatible.

Again, I have not tested myself, this is just an educated guess from what I understand about how Rimworld works internally and how the VMF goes about making vehicles with buildable platforms on them.
balmadina01 18 jul @ 12:33 
Im so sorry for these rude people commenting and demanding an update. If you update the mod, please delay the release for a week to spite them !
Erroc 17 jul @ 6:23 
Hello, i have a question, do you imagine a compatibility between your mod and Combat extended ?
Zandezitos 16 jul @ 7:42 
There's an unstable version of framework on autor's discord, or you don't want to risk?
Nam 14 jul @ 17:09 
imagine if odyssey hoverships moved really slow but like this mod colonists can still do stuff while its in the world map
mo  [skapare] 14 jul @ 12:04 
The framework that this mod depends on has not been updated yet
Nikkeh 14 jul @ 10:43 
Really looking forward to this one getting 1.6 support!
明日香 12 jul @ 7:33 
cant wait to see this coming 兄弟!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Posh Octavia 11 jul @ 19:49 
oh man this ones gonna be a big one what with this being the travelling update
zee 9 jul @ 15:32 
🫷🏻🗿🫸🏻
zee 9 jul @ 15:31 
i need 20 pushups on the double
zee 9 jul @ 15:31 
that is an order
mo  [skapare] 9 jul @ 13:39 
Are you commanding me?
I.M. Dumb 7 jul @ 4:56 
update this mod to 1.6
Brynjar 26 jun @ 8:48 
can this be added mid save?
zee 25 jun @ 22:47 
Land carrier cannot move anywhere
Z3roCool 24 jun @ 15:37 
It is possible to transform land crawler to hover? Is almost impossible to move it on any map!
Pacpernik 17 jun @ 13:42 
to be honest, one of the best mods, but still i'm missing boats, like big ass cargo boat
logangrendler 17 jun @ 10:26 
THE BEST
logangrendler 17 jun @ 10:26 
sadly dose not work with mutifloor but may work with hospitality




add boats please
Large Hardon Collider 15 jun @ 11:48 
@ThySuitman could just make a scenario for it yourself
ThySuitman 14 jun @ 10:45 
any chance we can get starts with the vehicles? so you could start as a nomad without getting all the research and resources
Bloop 12 jun @ 18:09 
Now I really want a version of this that adds in boats and perhaps even a massive carrier ship for a fully sea set colony
李辅 8 jun @ 22:28 
能进远征队嘛,有这个小人吃喝不愁了
Evono 8 jun @ 16:45 
Can we get maybe a Half sized or even 1/3rd sized Land carrier ? its a bit... really enormous , but the Dreadnought is kinda too small haha
Meakin 5 jun @ 8:50 
Anyone fully tested this with CE? I see one comment saying the turrets are comically unaccurate
dr_rockzo 2 jun @ 13:55 
Apparently don't use flame turrets on these vehicles.
GNO-SYS 28 maj @ 16:06 
"I can finally LARP as kiith gaalsien"

May the blood-sand quiet the great slumber of Sajuuk.
Consumer Of Potatoes 25 maj @ 12:03 
the ultimate mad max/nomad caravan mod
Connie (she/her) 22 maj @ 12:57 
I can finally LARP as kiith gaalsien
CDG NEW ID 20 maj @ 10:24 
It seems as though turrets on vehicles are comicaly inaccurate with ce, like litteraly to the point where they sometimes shoot behind themselves, i feel as though this is probably a bug.
Pixl 19 maj @ 9:40 
Gotta meditate while arming these vehicles🧘‍♂️
Nadie0 10 maj @ 12:28 
My bad, I had forgotten to put a mod
Nadie0 10 maj @ 11:50 
I have checked, I investigated the biofuel and the fabrication but it doesnt appear in the architect, I dont know if its a bug or an incompatibility with other mods
mo  [skapare] 10 maj @ 11:06 
Why don't you check the research tree?
Lixer 10 maj @ 10:21 
how to build vehicles???
Nadie0 10 maj @ 9:34 
How do I built the vehicles? I have investigated them but they don't appear anywhere in the architect.
Ciellyn 9 maj @ 0:57 
Hi, would be great to make exit and entering map less of a pain
The Opposing Force 8 maj @ 2:21 
@Alpharius Fallout 3 Enclave LARP with a replica Mobile Base Crawler
Sertyu 7 maj @ 7:16 
could we maybe get bigger/smaller land cruisers? making a mobile base whould be very cool
Rotrules 6 maj @ 20:03 
Will there ever be a sea and air counterpart to the land carrier? I would love to have a literal flying fortress.
fp.steam.acc.g76 6 maj @ 18:55 
Cool, but it seems useless unless they add car events
frcution 6 maj @ 10:15 
CDDA vehicles have become real
S U P E R H Y P E 3 maj @ 8:55 
I have been living off of the Land Carrier for half a year now, caravaning around. The trick is to not let it go on a map. Or only on very specific ones. Look for open terrain to temporarily settle near your target (do not use "make camp") and do your operations with a different vehicle, you ideally carry on the carrier. If you still maintain a homebase, you need to enable multiple colonies in the game settings.
Ryanisunique107 2 maj @ 0:00 
every time it loads into a map it just gets stuck
the clown 1 maj @ 21:19 
how do i make the land carrier work
S U P E R H Y P E 29 apr @ 11:09 
Okay, I solved it: It got stuck on a hidden conduit somehow?
S U P E R H Y P E 29 apr @ 10:29 
Hi, I built the Dreadnaught in an underground (under overhead mountain) hangar, but can't drive it out of there. I made the exit 12 tiles wide at this point but the truck still can't path out. Is that an issue with this mod? Other, somewhat smaller vehicles like the Bradley from RimThunder work fine