RimWorld
Automatic Parking
139 comentarios
Remember_ME 12 SEP a las 21:23 
@Rabiosus Problem solved! It seems that the mod manager automatically used the local old patch. Thanks a lot for your kind response and update. You are the BEST
Rabiosus  [autor] 11 SEP a las 16:08 
@Remember_ME That’s strange, that error should no longer occur, and I can’t reproduce it on my side.
Just in case, I’ve completely removed the integration feature from the code and uploaded an updated version, so please try re-downloading it. That should fix the issue.

Also, before re-downloading, please make sure that the folder workshop\content\294100\3365473553 has been completely deleted.
Remember_ME 11 SEP a las 12:40 
[AutoParking] Exception processing vehicle BMP3: System.TypeLoadException: Could not resolve type with token 0100006d (from typeref, class/assembly VehicleAutoParking_VMF.VMFHelper, VehicleAutoParking_VMF, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

@Rabiosus Thanks for the update! However I tried to delete and re-download the mod and it thrown me the same error when I attempted to save a parking spot
Rabiosus  [autor] 5 SEP a las 21:04 
@Remember_ME It seems the old patch was broken, so I removed it and updated it
Remember_ME 5 SEP a las 15:02 
[AutoParking] Exception processing vehicle BMP3: System.TypeLoadException: Could not resolve type with token 0100006d (from typeref, class/assembly VehicleAutoParking_VMF.VMFHelper, VehicleAutoParking_VMF, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)

I encountered this error every time when i try to save the parking spot. Tried troubleshooting on my own but failed. My core game version is 1.5. could you help me out with that a little bit? Appreciated! @Rabiosus
Vethrivi 20 JUL a las 22:57 
Thanks Rabiosus! and dont stress too much, its always mayhem after dlc releases lol
Apokus 20 JUL a las 12:47 
Yep, fixed it. Thank you! Love this mod.
Rabiosus  [autor] 20 JUL a las 10:35 
@Apokus Please unsubscribe this mod and then re-subscribe to update it again
Apokus 20 JUL a las 10:32 
Same issue as Storm-X, but for some reason only happens with my Mule, and not the Bang Bus. Removed the mod, reloaded the save and the vehicle didnt delete.
Rabiosus  [autor] 20 JUL a las 10:27 
fixed.
I apologize for the state it was in for over 12 hours.
Rabiosus  [autor] 20 JUL a las 10:15 
Thank you, I'll look into it
Vethrivi 20 JUL a las 9:51 
i have the same issue as Storm-X, though i do use other mods
Storm-X 20 JUL a las 9:45 
(Verse.Pawn,Verse.DestroyMode)
Vehicles.VehiclePawn:Destroy (Verse.DestroyMode) (at D:/SteamLibrary/steamapps/common/RimWorld/Mods/Vehicles/Source/Vehicles/Components/Vehicles/VehiclePawn/VehiclePawn_Health.cs:219)
VehicleAutoParking.Core.CompParkingSpot:<PostSpawnSetup>b__3_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Play:Update ()
Storm-X 20 JUL a las 9:45 
Issue Report: In a save that only loaded with the vanilla Vehicle Expanded and Automaticparking, newly built vehicles will disappear when the save is reloaded.
Logs:[AutoParking] Vehicle Roadkill destroyed; removed 0 parking spots.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
VehicleAutoParking.Core.CompParkingController:PostDestroy (Verse.DestroyMode,Verse.Map)
Verse.ThingWithComps:Destroy (Verse.DestroyMode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Destroy_Patch0
Funnypig 19 JUL a las 20:19 
"Why didn't we just do this from the beginning?"
I feel this on a level I struggle to communicate.
Rabiosus  [autor] 19 JUL a las 18:58 
Update:
Parking spots within the gravship are now preserved after the ship is moved.
Please note that due to significant changes in how parking positions are stored, any previously saved (old) parking positions have been deleted.
Skullywag 18 JUL a las 4:54 
youll need to keep the rotation of the grav ship in mind as well, fun problem to solve. :D
Rabiosus  [autor] 16 JUL a las 15:26 
For now, this is by design. The parking position is saved per map, so even if you park inside the grav ship, the parking position won't carry over when you move the ship to a new map.
In the future, I plan to implement a system where, if a vehicle is parked inside the ship, its parking position will be automatically regenerated based on the ship's relative coordinates after the ship moves.
Gryn 16 JUL a las 14:54 
found problem, parking position dissapear each time i change map with new dls
Sakujo 15 JUL a las 11:43 
this is peak. haha
VeenQuex 15 JUL a las 6:47 
i hope this will update soon <3
smokeeater354 15 JUL a las 3:54 
I have found an issue it seems the parking portion will not return to the assigned spot. But if you could update to 1.6 that would be great as soon as this mod dropped i loved it.
Mouse 14 JUL a las 23:50 
i found a issue, it cause some of the dev menu to not work. im believing that it is this mode that caused it for when i removed it the dev menu worked again
Mister Jay - Dk 13 JUL a las 13:33 
@goblin Right click the parking gizmo.
Ro-bart 11 JUL a las 15:01 
This should work with 1.6, eh? I haven't come across any issues
Goblin Godaky 27 JUN a las 3:52 
is there a way to unassign vehicle parking to designate a new spot?
mal_wilson 17 JUN a las 19:37 
O, I guess it was a conflict with dubs mint menus. so nvm
mal_wilson 17 JUN a las 15:57 
Any idea how to actually use this mod? I have no idea where the "Gizmo" is.
exBeNN 27 MAY a las 18:44 
truly life changing mod no exaggeration
lifesaving
i2ID 8 MAR a las 4:18 
is it possible to white list certain items so that they wont be unloaded automatically and can stay in the car? such as survival meals standing lamps ect, thanks
KawwaK 8 MAR a las 1:39 
Thanks for the mod. It would be great to be able to see the saved position on the floor, as often I don't remember where I saved it.
Rabiosus  [autor] 26 FEB a las 14:22 
Yeah I was asked the same thing before, added it to the description.
Nirahiel 26 FEB a las 13:33 
Damn, this Ancient urban ruins mod looks fun ! Subbed ! (Also, obviously I use your mod as well, been using it for a while, too, meant to ask earlier about the white lines but didn't until now.)

Oh yeah you could link that ruins mod in the description in case someone else is curious about the lines :)
Rabiosus  [autor] 26 FEB a las 12:48 
it's a prop from Ancient urban ruins
Nirahiel 26 FEB a las 12:36 
What mod adds the white lines in the screenshot ?
Smash Phil 21 FEB a las 10:12 
Friendly fire will be disabled by default in the next patch, just an FYI, but it's already a mod setting so you can disable it if you need to.
Rabiosus  [autor] 20 FEB a las 8:55 
I'll consider it, but I think it might be difficult. As an immediate solution, you can set road areas from the Zone tab in the Architect menu. By designating areas where you don't want vehicles to pass as avoid areas, vehicles will generally refrain from entering those zones unless absolutely necessary.
CarbonFish 20 FEB a las 5:18 
Can the vehicle automatically slow down to a speed that will not cause impact damage when there are other colonizers nearby? My stronghold has had too many car accidents during automatic parking
Rosevald 19 FEB a las 17:42 
Thanks, works again!
Rabiosus  [autor] 19 FEB a las 15:41 
I've uploaded a corrected version, it should initialize the format of the old version correctly
Rabiosus  [autor] 19 FEB a las 15:13 
I've reverted to the previous version, re-downloading should fix it for now.
I'll look into the cause.
Rosevald 19 FEB a las 14:53 
Same, UI for weapons go away when I start the vehicle but appear when vehicle is off instead, also missing the park button now
jtv5477 19 FEB a las 14:25 
new Update broke shooting in an vehicle for me
Rabiosus  [autor] 19 FEB a las 6:38 
Update: Support for multiple maps.
You can now save parking positions on multiple maps.
Peers 2 FEB a las 14:09 
Nice
Rabiosus  [autor] 2 FEB a las 6:05 
Updated Auto-unloading Function: The system now references each turret's ammunition replenishment target level (turretQuotas) and avoids unloading any ammo that is still needed. Excess ammunition and other cargo will continue to be unloaded as before.
GreyyWall 31 ENE a las 10:28 
Love this mod, only drawback imo is you can only have the one park spot per vehicle so if you had vehicles go between a couple areas frequently only one node gets the auto park
Tarkhax 31 ENE a las 5:42 
@Ube they modding community kinda did when Phils Vehicle Framework came out afaik
76561198844634538 30 ENE a las 5:55 
Found a problem in the mod. Auto-unloading also unloads ammunition (the one in stock, not the loaded one). As a solution - the option to unload everything that is above the automatic reload level.