RimWorld

RimWorld

4,146 ratings
Vanilla Vehicles Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
17.954 MB
Aug 4, 2023 @ 12:04pm
Jul 11 @ 11:18am
35 Change Notes ( view )

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Vanilla Vehicles Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




Vanilla Vehicles Expanded is a long awaited mod utilising Smash Phil’s Vehicles framework. The main purpose of the mod is to add realistic and engaging mechanics surrounding vehicles of all kinds into the game. Not just the cars, but boats and airplanes too, this mod comes packed full of content and new production chains to allow players to dive deep into the vehicle production.
Vehicles come separated into many different categories and tiers, contributing to the overall progression. You won’t simply be making a car and driving it around - you will keep checking out other vehicles and options this mod brings to the table. Every car, boat and aircraft will have a particular purpose and thanks to the tier system, it will be easy to understand the differences between various vehicles.
This mod utilises the paint job system added in Vehicles framework, allowing you to fully customize the pattern and colors of each of your vehicles. Whether you want a camouflaged armored division, or a pink bomber wing, this mod has it all.
New, Vanilla Vehicles Expanded exclusive mechanics such as acceleration/deceleration and handbrake add extra depth to vehicle stats and play a crucial role on the local map - a vehicle will take a while to accelerate to full speed, and may need space to decelerate, otherwise it risks having damage deal to tires and suspension.
19 new pattern options make an appearance, allowing you to customize your vehicle with new, vanilla-inspired patterns.






































































This mod has undergone tremendous amounts of testing, but there may still be issues that you come across. It’s essential that you report any issues related to Vehicles Framework directly to Phil via the Framework mod page - not to me. I can’t fix these issues.

[forms.gle]



Graphics are created by Oskar Potocki.

Art help from ISOREX.

Code work by Smash Phil and Taranchuk.

XML partly by xrushha.

Storyteller artwork by vitalii.

Screenshots by Reel and Moose.

Descriptions by Reann Shepard.

Built on Vehicles Framework by Smash Phil.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Can I salvage rusted cars for some spare vehicle parts?
A: That was the plan, but it turned out to be quite OP. We are however adding a selection of new, less rusted car wrecks in the near future!

Q: Can I upgrade the cars?
A: Not yet. Vehicle upgrade system first needs to come to Vehicles Framework. Then, we will make use of it.

Q: Do airplanes need a landing strip?
A: Yes, airplanes need a landing strip that’s cleared of any structures and trees. You can taxi your airplane to the landing strip.

Q: Can I run people over?
A: Yes! And since the damage is based partly on vehicle speed, this means that acceleration plays a vital role in maximizing your damage output!

Q: Do vehicles take damage from running people over?
A: Yes, damage depends on the BodySize of the run over target.

Q: Can vehicles be minimized and reinstalled?
A: No. They are not technically buildings.

Q: Can vehicle turrets reload using resources in cargo storage?
A: Yes.

Q: Are garage doors used for pathing by pawns and vehicles and open by themselves?
A: No. They’re not doors per se. They are a wall that can be ‘disappeared’ when pressing the button.

Q: Can Vehicles fire on the move?
A: Depends on the vehicle. Bulldog, Highwayman and Tango all have designated gunners. Roadkill only fits one person, so the tank can either move or fire, not both.

Q: Are there any vehicle-related memes or precepts?
A: Yes there are!

Q: Will you add more vehicles?
A: Absolutely, we have plans for many more.

Q: Can boats travel through the ocean?
A: Yes.

Q: Can boats be used for fishing?
A: Not yet, but they will be!

Q: Can I add it mid save?
A: Yes!

Q: CE compatible?
A: No idea. Ask CE.
Popular Discussions View All (143)
17
10 hours ago
not able to trade from the vehicles inventory while its in a caravan
YuppieClassics
371
1
Jul 27 @ 1:06am
PINNED: Bug Reporting
Oskar Potocki
2
Jul 24 @ 10:58pm
It is impossible to leave settlements by vehicle
БУБНА
2,285 Comments
Sociedad 18 minutes ago 
Cant trade with Wagon and the Tier 1 Truck Roadrunner.
Also once the vehicle was destroyed i couldnt exit the map with the crew and everyone die...magic
The Realest Nooblet 13 hours ago 
Make a car dealership, to buy cars from please
Makko 21 hours ago 
Turn on god mode (the face on the right of the screen with dev mode on) then place the construction blueprint, itll be placed complete
Waylooker Jul 27 @ 5:51pm 
Hey, love the mod and have used it forever. I do have an issue, and I may just be stupid, but are you able to spawn a WORKING vehicle from the debug tools? I've tried it through "spawn thing", "spawn pawn", etc., but it always spawns a prop or a vehicle that my pawns can't interact with. If anybody knows something about this, help is appreciated.
wielkigaming Jul 27 @ 2:39pm 
I built a car but it is invisible and I cant do anything with it?
Предплечье Jul 27 @ 11:11am 
"auto refuel vehicles standing on interaction spot" - try to build said pump so the interaction spot is under the car - won't let me place it like that... But:
1) build car
2) remember parking spot with "auto parking" mod
3) move car out away from parking spot
4) build fuel pump with interaction spot is on parking spot
5) auto return car to parking spot
Now it automatically fills up after you return. In case anyone wondered about it
Judge Dread Jul 25 @ 2:59am 
Ignore this. Was trying to post an error log and It won't let me delete the below hiccup.
Judge Dread Jul 25 @ 2:32am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Mousetrap Jul 24 @ 5:03pm 
Maybe I'm blind, but where the heck to I need to look when editing scenario to start with a car. Plz help
Oskar Potocki  [author] Jul 24 @ 2:52pm 
Report any issues with how vehicles work to Vehicles Framework. This mod contains no code for movement, refueling, caravans etc. It's all handled by Vehicles Framework which I'm not a part of.