边缘世界 RimWorld

边缘世界 RimWorld

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Outlander Solutions - Vehicles
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Mod, 1.5, 1.6
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82.773 MB
2023 年 10 月 22 日 下午 4:41
8 月 11 日 上午 8:39
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Outlander Solutions - Vehicles

描述
Description
To the average spacer, the outlanders of the Rim may appear backwards and isolated; this is hardly the case. Survival on the frontier is no simple feat, and while they may have largely forgotten their origins, they are no less sophisticated for it - outlander technology must contend with a diverse array of threats, ranging from ravaging swarms of insects and tribals to impermeable mechanoid bastions. From the merely exotic to the truly bizzare, the unique cultural and material circumstances of the Rim have driven the creation of vehicular systems unseen elsewhere in the galaxy.

I started making this for myself, but there was way too much stuff. Hope you enjoy!

2025/04/20 update - added vehicle carry capability to the June transport; added eradicator beam upgrade to the Bulwark, microcannons/shredder cannons are now MVP (faster target acquisition, fire rate), improved structure cell texture, added gate cells, finally a garage door option! EDIT - forgot costlist, will hotfix in a mo [EDIT: was fixed!]

2024/12/31 update - added the June heavy autonomous transport, capable of carrying superheavy mechanoids and a single passenger. Also added the 'Reducer' main turret upgrade to the Basilisk, a uranium-loaded charge cannon capable of vaporizing groups of enemies at the expense of anti-fortification damage.
(Note to self - add an option to toggle charging on mech-carrier vehicles, since fuel consumption can become egregiously high)
... Structure cells are finally functional(ish)! For those who didn't build any structure cells before building a Trajan, sorry about that; probably should've written in some kind of safety.

2024/10/15 update - implemented basic mech-carrying (and charging!) functionality for the Janus (requires Biotech). Enjoy!

2024/10/05 update - added the Janus, fixed some turret render issues for the B-series and finally implemented turrets for the Trajan.

2024/09/23 update - added some generic upgrades and lots of upgrade-only turrets! Watch out for bugs.

Tips
> Make sure you have a method of getting mechanoid corpses! They'll be needed to construct certain vehicles.
> Sometimes it pays to have a little less gun. Sometimes.
> Queued orders can make for safer vehicle pathing!
> Nav data just ain't what it used to be; build a correlator node to research flight control.




Issues
This is my first real mod, so I might have missed something! Let me know in the comments if there's anything off. I'll get to work on them when I have time.
> The fire automation upgrade for the Horseman is not quite there - one operator is still needed, for whatever reason.




Content : Vehicles
Ground Vehicles:
  • Rook: a robust utility carrier for the Rim.
  • Rat: a mobile mini-turret on tracks.
  • Horseman: a long-ranged omnidirectional combat vehicle fitted with a battery of needleguns.
  • Helot: an omnidirectional combat vehicle fitted with a weak, but fast-charging low-shield with a unique attack.
  • Bulwark: a sluggish, virtually indestructible close-range anti-infantry specialist.
  • Basilisk: a sluggish, virtually indestructible mid-range artillery carrier.
  • Brownie: a sluggish, virtually indestructible battle taxi and cargo vehicle.
Water Vehicles:
  • Siren: an autonomous waterstrider fitted with a light autocannon.
  • Selkie: an autonomous waterstrider with a sail and some cargo space.
    note - both can now walk (slowly) on soil!
Gridway Vehicles
  • Structure grids: machine tiles suitable for omnidirectional movers. Pawns will avoid these.
  • Hazard tiles:
  • Trajan: an all-purpose mobile turret platform, capable of mounting different equipment using the new upgrade system. (note - do let me know of any issues/solutions; this thing has been giving me grief for a while. Right now it can move like other land vehicles, but faster on structure cells; if anyone can figure out how to improve its pathing, let me know.)
Air Vehicles:
  • Cyra: a small scout craft well-suited to exploration and diplomacy.
  • Circe: a medium assault craft capable of carrying pawns in and out of hairy situations.
  • Janus (NEW): an tall omnidirectional vehicle capable of serving as a relay for mechanitors - credit to Hydroxyapatite's Mechanitor Command Relays for this feature. Beware friendly fire. (note: probably will be facing balance changes soon)
Capabilities in Development:
  • Correlator node expansion - adopt more band node-like behaviour, these are too expensive and bulky to justify building more than one as linkables.
  • Carriers: It's Rats all the way down. (progress update: code is done, now I just have to figure out how to use it...) (note for myself - replace current 'cargo capacity' system with LxW cell-based geometric inventory, displayed by 'X ability radius'-style rectangular overlay during selection; either color filled cells red or draw stored vehicle graphic. Saved relative position might also make deploying vehicles much less clunky, no need to check too many cells for where to put things and user knows better what is going on when blocked.)
29 条留言
LioTheManlyBadAssHero 8 月 10 日 上午 8:21 
Essentailly, i do like the mod, but i would more like it if it had a (Fan or Official) Fan retexture patch to make it look more vanilia Like
LioTheManlyBadAssHero 8 月 10 日 上午 8:21 
are there any retextures for ur mods that make them look more Vanilia like?
lexcpa324 2 月 9 日 下午 1:48 
This is pretty cool, maybe when the AI F I N A L L Y starts to use vehicles, these could be common among pirates and outlanders
Опарыш мощный 1 月 13 日 下午 12:03 
Also, how can i deal with these bad things caused by correlator node?
mjeiouws  [作者] 1 月 6 日 上午 3:33 
Thanks for the feedback, I appreciate it! Updates'll be slower from here on out since I'm working on other things, but I'll try to keep on top of any bugs (on that note - feel free to check out Creepy Things, dependent on VFEI2).

Regarding the ideas, sadly I'll be limiting implementation of more mechanoid/biotech-dependent content going forward (for the nomad-ish playthrough, maybe check out [AV] Mechanoid orbital traders). While I love mechanoids as a concept, the intention of this mod is to make vehicles that everyone can find a use for (a bit difficult with the Selkie/Siren, slowly working on it), and that includes DLCs/mods: the fewer dependencies, the better.

On an aside note, I really should've implemented some kind of flame weapon at this point. Maybe I'll co-opt shredder munitions...
Опарыш мощный 2024 年 11 月 24 日 上午 2:10 
Amazing mod
Steino 2024 年 10 月 30 日 下午 3:51 
Sweet collection of vehicles, love it
Roque the Rogue 2024 年 10 月 5 日 上午 5:05 
I love this mod very much! Thank you for the update!

I hope you'll keep developing this, in fact.

I wonder, would you be interested in making mobile gestator, drone carriers/factories?
stuff that validate a more nomad playlist, build mechanoids on the go, quickly deploy a swarm of drones,
compatch with mechanoid plague so you have more options when upgrading, like installing plague turrets,
cryptosleep casket vehicle/mechanoid that uses dead/frozen pawns psyches as a pilot, kinda like 40k Dreadnoughts.
mjeiouws  [作者] 2024 年 9 月 22 日 上午 9:25 
Just finished up with the upgrade update! Lots of little things were broken (and apparently still are), hope y'all didn't wait too long.

A note for those with Biotech - the autorat is still wonky, but acquiring ratcores from them should now be much simpler (no corpse, but drops detritus inspired by mechanoid slag)
CTH2004 2024 年 8 月 23 日 上午 10:30 
neat! out of curiosity, any upgrades planned?

note: re-commented as I mistyped "neat" as "beat".