RimWorld

RimWorld

Vanilla Vehicles Expanded - Upgrades
Počet komentářů: 392
Xavius 3. pro. v 21.51 
Wheee
And it adds 33 people seats for some reason, idk why that number xD

I hope whoever did add it fixes it tho, I wouldn't be upset at having a proper flying party bus for my island nation so I can do long distance prisoner transfers without needing to build a Gravship.
Oskar Potocki  [autor] 3. pro. v 10.54 
Someone salty that Cherokee is designed as a cargo helicopter in mind probably went:
'hurr durr it's based on chinook and should hold 50 people inside' and most likely patched it in some completely unrelated mod without even thinking why I didn't allow it to hold more than 2 people.

Good luck on finding it!
Xavius 3. pro. v 9.22 
@Oskar Potocki
Thank you for the reply; I'm trying to figure out what added it, because all the other added upgrades you added are exactly as described, but that *one* addition to the Cherokee has me scratching my head. None of the other T3s have customization options, so idk what added this one :/

Anyways, enjoy your games and thank you again for your time and the effort on the mod ^^
Alu 1. pro. v 15.09 
i recall theres afew mods that add new upgrades
turkler?
or maybe aoba has one
Oskar Potocki  [autor] 1. pro. v 12.38 
@qwe5n
Lol what a new low. Am I not allowed to play games because you want some new stuff in yours?

@Xavius
That's not from our mod. Such an option was never here and never planned. I recommend you find which mod is adding it and report it to them.
Alu 1. pro. v 11.37 
Ve gravships and ancient were the main modding focus
Getting uppity about modders playing other games is why some just stay perma invisible
qwe5n 1. pro. v 11.18 
@Xavuis whats going on is that Oskar isnt bothered by this mod being outdated and unfinished
instead hes having some great time in civ7, ark raiders n pax romana
Xavius 24. lis. v 23.36 
Hey, uhm... I have the Vehicles Upgrades mod installed, and there's now an option for a personnel carry upgrade on the Cherokee, but when I select it, pawns can't do the work. Do you know what's going on there?
Ironpanther617 9. lis. v 11.19 
as much as i do want you to finish the upgrades mod (hence im here checking) lol respect, glad youre having fun with gravship. The beta test notes look very cool
Oskar Potocki  [autor] 8. lis. v 13.58 
They are planned. When I feel like making them. Right now I’m having fun doing the gravship mod.
MI-28 Havocsader 8. lis. v 13.53 
Then it'd be a good idea to remove the hourglass icon from the 'Vehicles that are yet to receive upgrades' section as the hourglass implies that upgrades for those vehicles are planned to be added.
Oskar Potocki  [autor] 8. lis. v 13.36 
I apologize that you feel this mod is not finished - but in my eyes it’s working as intended and has quite a lot of exciting new content. Upgrades for Tier 2 of vehicles are a nice thing to have but absolutely not necessary for this mod to be ‚finished’. You can enjoy what there is, or not. You can enjoy our other mods, or not. I’m in a good and happy place doing what I love, working on whatever the heck I feel like, with the people on my team I care about.
MI-28 Havocsader 8. lis. v 13.29 
@Oskar Potocki
Is it spoiled of us to expect a mod to be finished? You have multiple vehicles listed in the description that are yet to receive upgrades (Scytheman, Wagon, Roadrunner, Snatcher, Bulldog Tango and Wisent) but are planned to. It has been over a year since the last major update yet in that long amount of time nothing else from that list has been added as you'd rather keep creating new mods than finish this one. And since when were we expecting live service from this? We're just expecting this mod to be completed.
Oskar Potocki  [autor] 8. lis. v 12.24 
@A Hallucination
Then the issue stems from CE. Report it to them.

@LifeIsAbxtch
Patreon is donations and you can stop donating at any time. As per the description of our patreon, you donate for the work already done, as a thank you, and you don't donate expecting anything in the future.

To answer your previous question: NPCs were never able to use vehicles. I'm not the author of the vehicles framework. I'm not in control whether enemies use vehicles or not - this functionality needs to be added by Smash Phil to his Vehicles Framework. It is not a VE mod. VE has no control over it.
A Hallucination 8. lis. v 12.17 
Yes, without CE the launcher barrel works.
LifeIsAbxtch 8. lis. v 12.00 
or you can use all that patreon money we give you to open and build a school that teaches people how to make mods :)
Oskar Potocki  [autor] 8. lis. v 11.45 
@MI-28 Havocsader , qwe5n
Sadly apparently we live in the time of spoiled gamerz who expect live service from every single thing. This mod is in a good place right now. We will eventually add upgrades for Tier 2, but that's it. I don't think this mod is unfinished - if you do, feel free to release your own, finished mod.
Oskar Potocki  [autor] 8. lis. v 11.43 
Can't help you, sorry. Does it work without CE?
A Hallucination 7. lis. v 16.30 
The launcher barrel breaks the Bunsen for CE, after applying it it no longer has any ammo type.
MI-28 Havocsader 7. lis. v 15.39 
Qwe5n ain't wrong though, Oscar has evidently abandoned this mod, leaving it unfinished because he'd rather keep creating new mods to abandon than finish old ones
LifeIsAbxtch 7. lis. v 15.24 
being rude is going to make him move to stellaris
qwe5n 7. lis. v 8.04 
Hey Oscar, could you possibly explain yourself as to why you are a fat & lazy ♥♥♥♥? It's been, let me count, 434 ♥♥♥♥♥♥♥ whole days since the last major update.
LifeIsAbxtch 7. lis. v 7.53 
Hey Oskar can you bring back the feature where NPC factions can use vehicles and tanks to raid colony like they did in the past or at least make it a optional feature in the settings that would be great! Love your work!
Tommy Gray x Land Raider 17. říj. v 12.27 
Future minor upgrade request: Improved Braking system.
Available to most wheeled vehicles, the improved Braking system increases the deceleration coefficient of the vehicle and reduces the damage to tires when the handbrake is used.
Tormènt 15. říj. v 17.50 
This mod is pretty swanky, I'm looking forward to seeing the rest of the upgrades.
vortex 8. říj. v 2.24 
1.6(((
Oskar Potocki  [autor] 30. zář. v 10.15 
Consider reporting this bug to the author of vehicles framework. We don't control the framework and can't fix the bugs in it.
DTS 30. zář. v 5.56 
Same problem with upgrades here. Hope to get any solution soon
pound town 29. zář. v 10.58 
@Bardez If you're still having this issue, you can enable god mode in dev settings to upgrade instantly w/o work. Hoping for legit fix soon tho :er_wave:
Rhidian 29. zář. v 6.05 
I've got the same bug. I've been shifting mods to try and fix it to no avail. I've at least narrowed it down to it not creating the job and I've taken out anything that plays with job creation but not even reverting to an earlier list where it used to work has fixed the issue.
jtseyman 28. zář. v 21.18 
whatever glitch is causing vehicles unable to be upgraded doesn't seem to stop or interfere with removal of upgrades as I just tested.
jtseyman 27. zář. v 14.15 
@Bardez
It might be the Map vehicles framework mod, it just got updated recently.
jtseyman 27. zář. v 13.40 
@Bardez
Any ideas as to what mod is causing the conflict?
jtseyman 27. zář. v 13.39 
I'm getting the same problems as Bardez.
Bardez 26. zář. v 9.33 
I'm able to access the Upgrades button, select an upgrade, but no pawns do any work on it. It just sits disabled. I can right click a pawn and it will just add them as a driver or passenger, but no option to perform the upgrade work. Is this a bug or a job that isn't prioritized or maybe a mod conflict?
Tech-Adept Nicolai 25. zář. v 20.16 
I just want to say that I disagree with Ankler just based on the principle that ♥♥♥♥♥♥ vics ♥♥♥♥♥♥' rule. Eat my copious amounts of chemfuel exhaust, you tier-3 lover.
Minzer 21. zář. v 13.47 
So I have a question, how do I refill charges on the highwayman's smokepop canisters? There doesn't seem to be a ui option or a forced option for it and my pawns aren't auto-loading it either.
Neosuduno 12. zář. v 8.34 
I think the bikes need some love. The tier 1 version is barely good for quests, and the tier 2 is only good for light trading.
Kanjejou 11. zář. v 8.40 
T1 vehicule are quite a bit weak fully upgraded the lack of hp per parts mean pilots and gunner will rapidly get downed/killed in any fight after early game

T2 vehicule tank through their higher HP but need ing 2 people to use it and the overall low dps make them kind of meh, 2 pawn in marine armor with cover will usually do better than a single tank...

Except the offroad mobility for trading

most vehicules arent very good
Emelio Lizardo 26. srp. v 21.37 
Too many vehicles.
Anker 19. srp. v 17.37 
You know what? Why just say that? I have devmode, lets run a quick test. Fully upgraded Mule. Fully upgraded Wagon. A Nomad. And an upgraded Bang Bus. For transporting a decent amount of pawns over rough terrain, lets put one pawn in each and have them all race to a destination.

And... Traveling the same route, the Nomad and Mule pulled ahead of the pack, leaving the Bang Bus and Wagon behind. An upgraded tier 1 being equal to a tier 3 over rough terrain doesn't quite sound right...
Anker 19. srp. v 17.24 
I hope we get these for tier 2. It sort of feels like you want to caravan around adventuring in a tier 1 that has off-road tires to get around faster then a tier 2 that doesn't, even if it has better fuel efficiency.
Kinnu 11. srp. v 10.04 
I have the mats, but noone will work on it? Cant manually have them do it either. No errors.
DragonZephyr 9. srp. v 14.38 
I cannot replicate the problem you had @veryinky which of the turrets did you put on your mule.
DragonZephyr 9. srp. v 14.00 
It seems to have been reported in the bug report discussions here. Apparently Phil has a fix for it in the dev-version of the vehicle framework and it seems to be related to the turret upgrade on the highwayman.
The Mule issue may be seperate.
DragonZephyr 9. srp. v 13.55 
I also had my upgraded highwayman lose reference to itself and throw errors for every second of frame generation. The car still had visuals but would no longer turn and the turret did not work nor did it show up in the caravan screen.
It seems this mod does not survive saving and loading. The car has the name and color it should have and even looks to remember the upgrades but somehow still loses its reference.
Red 6. srp. v 18.29 
It really does seem like this mod must hate the Highwayman
turfish 6. srp. v 7.22 
This is an issue ive experienced with the Highwayman aswell, I just stopped using it- But yeah, for some reason it sometimes deletes itself.
Red 4. srp. v 21.02 
Highwaymen completely disappeared something about broken references and when I reloaded a save it was like it never existed
veryinky 4. srp. v 6.12 
Yep, same. Works fine while you play but doesn't save. Throws a bunch of red exception errors on loading, "[VehicleFramework] Unable to unlock Vehicles.CompUpgradeTree post-load for Mule. Exception: System.NullReferenceException: Object reference not set to an instance of an object". New game, started on fresh install on august 3rd , with Harmony,
Vehicle Framework, Vanilla Vehicles Expanded and Vanilla Vehicles Expanded - Upgrades. Built a Mule, gave it a full upgrade (except for the external engine which has great stats but looks silly), did a test run to a nearby settlement to trade and saved. Today I load and it's giving me errors and the Mule has the same appearance and base stats.