边缘世界 RimWorld

边缘世界 RimWorld

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Vehicle Map Framework
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Mod, 1.5, 1.6
文件大小
发表于
更新日期
27.029 MB
2 月 13 日 上午 2:29
12 月 13 日 下午 9:46
152 项改动说明 ( 查看 )

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Vehicle Map Framework

在 LS 的 1 个合集中
VMF Mods
8 件物品
描述
Caution
This was not created by the author of Vehicle Framework, but is my complete personal work, not belonging to any team. Therefore, please be careful not to report bugs in this mod to Vehicle Framework.
This mod draws another map that moves on top of the map and interacts with each other, which is an unprecedented challenge in the past. The scope of the impact is more extensive than one might imagine, and many bugs and incompatibilities are to be expected.

Caution2
The maximum number of maps in RimWorld is 128, and that includes the maps that will be added by this mod. Don't overbuild vehicles that have map!

Caution3
The namespace is VehicleInteriors*, a remnant of the provisional name Vehicle Interior Framework used during development. However, a mod with the same name as the development name appeared later (after being renamed), which has caused some confusion. Sorry about that.
* It has now been converted to the VehicleMapFramework.

Overview
This mod is a framework mod for vehicles using Vehicle Framework to put a map on vehicle which floors and buildings can be constructed.

The base map and vehicle map interact with each other, and bullets and explosions can hit across the map. In addition, most jobs performed by pawns automatically support map traversal, allowing them to haul and craft items back and forth between each.

The mod itself does not include vehicles with map. Check out the collection below.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3426513565
But some buildings dedicated to vehicles with map will be added.

Buildable Upgrades
It is a system that allows upgrading of vehicle status and crew slots through construction; it is a version of the Vehicle Framework's upgrade system that can be freely customized using space on the vehicle map.







Difference between "Cargo Capacity" and "Maximum Payload"
The framework calculates the weight of the container inside the vehicle and the weight of the objects on the vehicle map separately; the “ Cargo Capacity” status present in the Vehicle Framework affects the speed of the vehicle, but there is no limit to the volume of the cargo. For upgrade relevance and realism, the weight of things on the vehicle map is accounted for in the “ Maximum Payload” status and multiplied by a separately calculated impact factor on the vehicle's speed. This specification may be changed to something simpler.

Map Interconnection






Others




Restrictions
*For performance and drawing range (camera height) considerations, vehicles with map cannot be placed on another vehicle map.
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

*Using this mod with both ReGrowth 2 and Smart Farming will cause an error. ReGrowth 2 has incorporated Smart Farming functionality, causing the same patch to be applied twice, resulting in the VMF patch failing at that location. There is no problem if it is either one.
*This mod supports only the original version of Pick Up And Haul.

FAQ
CE?
Supported. Please let me know if you experience any problems due to CE updates, etc.

MultiPlayer?
I don't know. Maybe not.

How will it affect performance?
I think it has decent impact, because this mod patches extensively on the game. It has not yet been tested in a large colony.
I will do some benchmarking.
I have not seen any noticeable performance issues in my environment ......, but if there is a lot of negative feedback about this, I will do whatever it takes to improve performance. I don't want to waste the effort I have put into this mod so far.
The latest update has improved that quite a bit.

What is Planet Drawing Mode?
This feature is designed to enhance the appearance of the vehicle map when it is displayed during caravanning. It does not affect the caravan specifications. It can be turned off in the settings.

Trees displayed on top of vehicles are obstructive
I recommend disabling the Perspective Trees option in ReGrowth 2.

Credits
People who helped me
Chinese Traditional Translation: alicezuber
Chinese Simplified Translation: gaogzs
PUAH and VFE Shield Patch: Moriarty

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

For Modders
https://github.com/oelsart/VehicleMapFramework/wiki

For Testers
[Dev] Vehicle Map Framework

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
热门讨论 查看全部(17)
2
12 月 13 日 下午 7:13
Error with VMF and zombieland 1.6
Squidward
8
12 月 13 日 上午 12:17
BUG
殇汐
6
10 月 7 日 上午 12:07
Problem with gravship
qsy
736 条留言
LS  [作者] 7 小时以前 
@Glasninov
Not at all recommended. That said, it is theoretically possible if all related elements are removed beforehand.
Glasninov 11 小时以前 
Can this mod be removed from the existing saved game?
위셔스 12 月 13 日 上午 2:13 
T.T bug share logs...
LS  [作者] 12 月 12 日 下午 11:32 
@Hexo
I couldn't find that non-rotating building on my end. If you could provide the specific building name and mod name, along with your HugsLog for further verification, it would be helpful.
Hexo 12 月 12 日 下午 10:32 
The issue with naname walls is gone but some other mods buildings (such as some vanilla expanded props, panels frames and stairs etc) still wont rotate.
I dont know if this is something you can fix on your end, maybe u could add a toggle in the mod settings to disable whatever is causing this. This isnt that big of a problem but it is annoying so im gonna keep using an older version of the vehicle map framework for now
LS  [作者] 12 月 12 日 下午 7:54 
@Hexo
Ah, that reminds me—I had some compatibility code built into the Naname Walls side. The update broke it. Thanks for letting me know. Please update Naname Walls.
Hexo 12 月 12 日 下午 1:25 
A recent update is causing some buildings from other mods in vehicle maps to not rotate properly / at all. One mod im using where this is obvious is naname walls. I used the december 6 version and this issue went away.

I think this issue has to do with the changes to section layers on vehicles in the dec 8 version so I just wanted to tell you.
Squidward 12 月 12 日 上午 11:26 
added the logs to discussions
LS  [作者] 12 月 12 日 上午 10:55 
@위셔스
Well, that's unfortunate, but you can still help fix it by providing the log. If you do that, I'll be very active in making fixes.
위셔스 12 月 12 日 上午 10:40 
I've only loaded and used this mod, but after command my pawn, the command doesn't work. It's a fantastic mod, and it's very unfortunate.