RimWorld

RimWorld

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Snow Crawler
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Mod, 1.4, 1.5
File Size
Posted
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6.519 MB
Aug 3, 2023 @ 9:56pm
Apr 11, 2024 @ 5:32pm
10 Change Notes ( view )

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Snow Crawler

In 1 collection by hYPERION
My Rimworld Mods
15 items
Description
This mod adds in a heavy duty snow crawler named the "Wintermute" via Vehicle Framework, it also features a bonus scenario.

While at first glance the wintermute may seem underwhelming, it's a vehicle that has an impressive indifference for some of the most extreme environments.

Stats:
  • 7.5 Move Speed
  • 325 Cargo Capacity
  • 4 Pawn Capacity
  • 0.25 Blunt Armor
  • 0.50 Sharp Armor
  • 200 Fuel Capacity

What really makes the Wintermute special is it's abillity to keep going where other vehicles freeze up, this is due to several factors.

The Wintermute suffers no off-roading penalties.

Biomes wise the Wintermute ignores the extra difficulty of certain biomes, the following biomes are no harder to navigate than a temperate forest:
Hills and mountains also have their impacts drastically lowered:
  • Small Hills - No Impact
  • Large Hills - 0.5
  • Mountains - 1
Fuel consumption is lowered by 50% while traveling on the world map.

And to wrap up the benefits on the world map, the Wintermute is not affected by the winter season movement penalty.

When driving around a local map, the Wintermute will have no speed penalty going over most terrains such as soil and ice. This is alongside snow having zero impact on the movement speed of the Wintermute.

Recipes:

Wintermute:
  • 1 Snow Crawler Engine
  • 400 Steel
  • 15 Components
  • Biofuel and Fabrication researches
  • Found in the "Vehicles" building tab

If VVE is loaded the recipe is changed to the following:
  • 1 Snow Crawler Engine
  • 325 Steel
  • 8 Components
  • 1 Car Alternator
  • 3 Car Exhausts
  • 10 Car Suspensions
  • 12 Car Wheels
  • Complex Vehicles research.
  • Found in the "Vehicles" building tab.
Snow Crawler Engine:
  • 100 Steel
  • 50 Silver
  • 10 Gold
  • 8 Components
If Engine Industries is loaded the recipe is changed to the following:
  • 1 Heavy Engine
  • 15 Steel
  • 10 Gold
  • 1 Component
Includes integration patches for Vanilla Vehicles Expanded and Engine Industries.

Requires Vehicle Framework.

There's More?!:

Thank you for reading this far, if you would like to support future mods consider donating via ko-fi.[ko-fi.com]
https://ko-fi.com/pal5k
119 Comments
hYPERION  [author] Jul 26 @ 3:41pm 
Last I checked the approach to add vehicles to the scenario appears to have broken with the latest vehicle framework version. Not really sure if or when that would be fixed or some proper method for scenario vehicles is added, I'm not interested with tinkering with it further at this time so I'm uncertain when an update will occur.

The vehicle itself only requires minor changes to get mostly working.
Latex Santa Jul 26 @ 2:56pm 
@hYPERION
Whatever the case, I'm eagerly waiting for an update to the Snow Crawler.
I'm itching to start a Sea Ice or Glacial Plains run.
Killerkitty641 Jul 12 @ 12:46pm 
Can't wait for a 1.6 update
[C|⦿] Typical Lama [✚] Jun 19 @ 7:31am 
Can the wintermute have like "inbuilding heating" or smth(stops pawns from getting hypothermia)?
Cause my pawns keep getting hypothermia when travelling in -50*C :s
ImperialForce9 May 21 @ 12:22am 
Another question, where in the world do I check the vehicles chemfuel consumption? There doesnt seem to be anything that tells you any vehicles fuel consumption unless I'm blind
hYPERION  [author] May 20 @ 7:46pm 
@ImperialForce9 If it does then they would be added by other mods patching them in, I have not added upgrades to the mod on my side. I was tinkering with adding some when the update for them came out but did not finish and am not sure when out of my mods I may come back to add more content to this one whenever I add more content to any of them.
ImperialForce9 May 19 @ 9:41pm 
Does this vehicle have any upgrades from "Vanilla Vehicles Expanded - Upgrades"?
J Apr 8 @ 11:39am 
@hYPERION:


Got it. I’ve just tried breaking the scenario:

🔹If I remove the built-in “Start with” block, I can’t reattach the Wintermute, which is the expected Vehicle Framework behavior.
🔹Changing the amount of Wintermutes spawned work as expected.
🔹Changing the arrival method to “Drop pods” work and vehicles spawn as soon as drop pods hit the ground.
🔹Changing, removing or adding various other scenario options without touching the “Start with” block that attaches the Wintermute also work.
🔹Saving any of the above as a separate scenario and loading work.

Looks like it’s been fixed. I’ll let Phil know.


💬 Apologies for the overly late reply.

No worries, I appreciate the response.
hYPERION  [author] Apr 7 @ 9:18pm 
@J The only time to my knowledge that I've heard of the scenario breaking for people is when they try to edit or replicate the scenario in the mod, inadvertently spawning the wrong thing and causing the issue you're familiar with.

If done how the scenario bundled with the mod handles it then its worked without issue as far as I've heard.

Apologies for the overly late reply.
J Apr 2 @ 9:51am 
@hYPERION:

Hey, I have a Vehicle Framework question. It’s currently not possible to start a scenario with a vehicle—I think the issue was with the game generating vehicles as pawns instead of doing it via the framework—and I thought about doing the same thing that you did with the Snow Crawler for a mod of mine: create a draft XML scenario that players will be able to customize and add my vehicle there.

I talked with Phil and he can’t remember if he fixed that bug. Have you ever heard from players complaining about the scenario included in the Snow Crawler?

Thanks!