边缘世界 RimWorld

边缘世界 RimWorld

Vehicle Map Framework
684 条留言
Mara 10 月 21 日 下午 12:19 
@LS you are absolulety right! Sorry for bothering you.
LS  [作者] 10 月 21 日 上午 8:33 
@Mara
This was likely a bug caused by a VF update (also recent), and he fixed it immediately. Please verify that VF has been updated to the latest version.
Mara 10 月 21 日 上午 8:04 
Last update broke vehicles expaded https://pastebin.com/UrE7t4kb
apollodown 10 月 19 日 上午 8:53 
responded in ur discord with errors
LS  [作者] 10 月 19 日 上午 6:19 
@apollodown
Rimworld Exploration Mode is throwing errors, but I don't know under what conditions they occur. Let me know if you figure out how to reproduce the issue.
apollodown 10 月 19 日 上午 3:25 
Ok I've tried to fix this on my own for a while now and can't figure out what I'm doing wrong. Pawns won't automatically go up on the map vehicles unless i draft and walk them on it manually, then they can't leave on their own when up there. They just walk back and forth. <3

https://gist.github.com/HugsLibRecordKeeper/48ec281e8455d6fb5b6519c06c48b9b9
LS  [作者] 10 月 18 日 下午 5:54 
@Yeah, Ok
I saw the log, it's just prerequisite mod Vehicle Framework isn't enabled.
Gun Built 10 月 18 日 下午 2:49 
@Yeah, Ok I'm having the same issue
Yeah, Ok 10 月 18 日 上午 9:32 
Have to disable this mod because there seems to be some issue with starting a new colony. It's weird though, I had tried to get SOS2 to work with CE but CE is working on a fix. Before I added SOS2, this mod worked with my modlist. However, after I reverted to a previous working modlist, this starting throwing errors.

Issue:
Whenever I click "next" after clicking "new colony" using crashlanded (did not try any other starts), it gives me the following error:

Exception filling window for RimWorld.Page_SelectScenario: System.NullReferenceException: Object reference not set to an instance of an object
[Ref AC051F3E]



Here is my log:
https://gist.github.com/HugsLibRecordKeeper/8f8628dd8ec3f1dfb2cd43c0f8c5f38a
Latex Santa 10 月 14 日 上午 1:11 
@Eclipse
Tremendous, wonderful, YUGE news.
Smash Phil is a great mod developer.
(Let's see if Ludeon screws him as they screwed over the Save Our Ship team. Still pretty salty about it.)
Latex Santa 10 月 14 日 上午 1:10 
@Darian Stephens
That was always going to be a difficult feature to implement.
But it's possible. Smash Phil, developer of Vehicle Framework, is working on it and it's in testing right now, apparently.
Eclipse 10 月 11 日 下午 8:36 
Daaaamn I dreamt for raider vehicles for years
Finally in testing)
Darian Stephens 10 月 11 日 下午 7:01 
That would be so cool, raiders coming in with their own vehicles, trucks loaded with combatants, having to fight your way through to the driver.
The maps are so small, though, but it would give a staging ground for more advanced siege raids and stuff. Instead of drop pods, you bring in a truck of stuff, where they can sit and live while the siege goes on.
And then you can commandeer their vehicles, or deconstruct them. It would be neat to live in a liberated truckbed.

Even aside from VMF, just having raiders come in with their junky wasteland cars, imperial convoys, maybe traders with wagons, would be really cool and make vehicles feel more integrated in to the world, instead of just a thing the player gets to toy with.
LS  [作者] 10 月 11 日 下午 6:50 
@Eclipse
However, the field itself to define it is already prepared, and the raider feature is already being tested in a development version of the VF.
Eclipse 10 月 11 日 下午 5:37 
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

?

But there is no functionality for raiders using vehicles in a framework itself
LS  [作者] 10 月 4 日 下午 7:34 
yep
Darian Stephens 10 月 4 日 下午 7:03 
So basically:
Use the wheels to create a rectangle between them which is at least half the size of the ship, and the wheels must face the same direction as the pilot console?
Also don't place the wheels on the substructure?
LS  [作者] 10 月 4 日 下午 6:53 
@FotisP68n
> Specifically, the rectangular area formed by valid wheels oriented the same direction as the pilot console and not stepping on the ship's substructure must occupy more than half the total area of the gravship.
FotisP68n 10 月 3 日 上午 5:01 
How do I install the gravship wheels? I tried everything and I'm getting the "vehicles is unstable"
Darian Stephens 9 月 26 日 上午 7:43 
I'll be looking forward to that, then!
I can already imagine an amazing pirate-themed playthrough where your ship(s) evolve over time.
LS  [作者] 9 月 26 日 上午 7:27 
@Darian Stephens
Graveship vehicles actually rely heavily on Odyssey and the graveship engine, so that method can't be applied. Copying that methods to make it usable outside of Odyssey just wouldn't be fair.

However, by using predefined size limits in XML and removing the vehicle mode and map mode switching functionality, it becomes possible to create an expandable vehicle independent of that system. This is scheduled for future release as an expandable raft.
The mechanics are already nearly complete, so the same functionality can be achieved using XML alone for land vehicles as well. However, there is currently no documentation explaining this. If you want to know more details, I can explain it on my Discord server.
Darian Stephens 9 月 26 日 上午 7:09 
Do you think you might be willing to add a Gravship-like substructure thing so we can build our own vehicles entirely from scratch?
Instead of being limited to only the square-shaped pre-made vehicles or a full-blown gravship, I would love to be able to build my own ship, or a boat, or car, in whatever shape I would like, using the same method that you have to make gravships movable with this system.
mëghr 9 月 23 日 上午 9:01 
problem with vanilla chemfuel expanded which in vehicle mode the pipes inside the gravship will show and cant be hiden
红尘真仙谢老板 9 月 22 日 上午 10:06 
Dear LS,

Thank you so much for the quick fix! I really appreciate your active maintenance of the mod.

I'll continue to provide feedback if I find any other issues, as I hope it helps make the mod even better. Your work is greatly appreciated!:steamthumbsup:
LS  [作者] 9 月 22 日 上午 7:52 
@红尘真仙谢老板
Thanks for identifying the problem. It's fixed.
红尘真仙谢老板 9 月 21 日 下午 9:29 
Subject: Issue: Work in Vehicle Maps Requires Proximity to Resources or Map Movement

Hello again,

I'm following up on my previous report about work not initiating in vehicle maps. Through further testing, I've identified a much more specific trigger for the bug, which I hope will make it easier to diagnose.

The Refined Problem:
Pawns and drones will not automatically begin construction on blueprints inside a vehicle map unless the vehicle is parked very close to the source of the required construction materials.
红尘真仙谢老板 9 月 21 日 上午 9:56 
Subject: Issue: Work (Construction, Refueling) in Vehicle Maps Requires Map Movement to Initiate

Hello, thank you for the previous quick fix regarding the drones. I'm writing to report another, more subtle issue with work prioritization inside vehicle maps.

The Problem:
When a vehicle map is created (e.g., by building a gravship), work orders inside it—such as construction and critical refueling—do not begin automatically. Drones (from Project RimFactory) and other construction pawns do not recognize or path to these tasks. The work only begins after the vehicle is started and moved. Once moving, or more importantly, once the vehicle map is "refreshed" by being re-entered after moving, work commences normally.
LS  [作者] 9 月 21 日 上午 8:46 
@红尘真仙谢老板
I was just about to update it anyway, so I addressed it while I was at it. Should be fixed.
红尘真仙谢老板 9 月 21 日 上午 8:02 
Subject: Compatibility Issue: Project RimFactory Drones Despawn in Vehicle Maps

Hello, first thank you for your work on the Vehicle Map Framework mod.

I am writing to report a compatibility issue that appeared after one of the more recent updates to either VMF or Project RimFactory (PRF). I am hoping you might have some insight into what could be causing it.

The Problem:
Drones from the Project RimFactory mod (specifically the "Building Drone" and likely other types) cannot enter vehicle maps created by VMF. The moment a drone is tasked to enter the map (via a CaravanPackingUtility process, I believe), it instantly disappears from the game world instead of transitioning to the vehicle map.
LS  [作者] 9 月 20 日 下午 3:28 
@Insomnic
Items that evoke the underground, such as stairs connecting to the underground of MultiFloors or deep drills, are generally prohibited. Well, displaying what's blocking it would make more sense. I'll do that in the next update.
Insomnic 9 月 20 日 上午 7:54 
Hello, whenever I try to go Vehicle Mode with my gravship, I keep getting "VMF_ContainsForbidOnVehicle". I have so many things on the ship, and not sure what could be causing that. Sorry if there is a list of forbidden items I missed, but I couldn't find it.

Log:
https://gist.github.com/HugsLibRecordKeeper/fd3706e51aca2dd8d1a8ce37e3f32672
platinum text 9 月 18 日 下午 7:27 
Great mod.
Pasaway 9 月 18 日 上午 4:40 
Thank you so much for this change:

Cells where pawns enter or exit the vehicle map now have to be walkable, not standable. You can now enter and exit from cells containing furnitures or frames.
LS  [作者] 9 月 5 日 上午 4:58 
@Vivi
Thanks for the report. Using the aquarium mod on vehicles may cause visual glitches, but they're harmless. I'll fix it in the next update.
pillbug2 9 月 5 日 上午 12:05 
Hello, thank you for the mod!

I found an incompatibility between this mod and Nightmare Core during patching. Can it be fixed?

Log: https://gist.github.com/HugsLibRecordKeeper/b26286f8d8790b030f20ec60e17fcbc0#file-output_log-txt-L715

Nightmare Core: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3047049650
Sakura 9 月 3 日 下午 12:36 
Oh, thanks!
LS  [作者] 9 月 3 日 下午 12:34 
@Sakura
This is due to the simultaneous use of SmartFarming and ReGrowth. The SmartFarming functionality has been integrated into ReGrowth, so they are patching the exact same location twice.
The VMF patch applied afterward assumes environments where either one is installed, but it does not fully support environments where both are installed.
Sakura 9 月 3 日 上午 9:20 
Having this issue and no idea what is causing it:
[VehicleMapFramework] Error while apply patching. HarmonyLib.HarmonyException: Patching exception in method static System.Void RimWorld.SelectionDrawer::DrawSelectionBracketFor(System.Object obj, UnityEngine.Material overrideMat) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"

https://gist.github.com/HugsLibRecordKeeper/f8b4ca293245d3c3576714f50990277d
LS  [作者] 8 月 30 日 下午 6:14 
@AG超玩会梦泪
np, but keep in mind sorting mods and AI randomness haha
AG超玩会梦泪 8 月 30 日 下午 1:00 
sorry bro im not want to blame u or something, just ask for it, so if u feel bad of my words, im sr about that and thanks u for the correction
LS  [作者] 8 月 30 日 上午 5:05 
@BabyNanachi
@[CL] Zalgo
The conflict with Deep And Deeper has been resolved

@AG超玩会梦泪
First off, I'm smarter than AI, and the root cause of this problem is that AT_hydroheliumion_Trail has a null thingClass. This is a def for GunPlay in the Anty race, but Anty is specified to load after GunPlay in order to load this. Yours is not set up that way.
In other words, just sort the mods.
AG超玩会梦泪 8 月 30 日 上午 4:30 
https://gist.github.com/HugsLibRecordKeeper/83fd8507d13de8130f468314ae1b3d93 i ask ai. it said this mod cause error when generating world, this is my playerlog
Knight 8 月 29 日 下午 8:05 
Ahhhh that was the issue, the wheels were under the substruct
LS  [作者] 8 月 29 日 下午 7:55 
@Knight
Specifically, the rectangular area formed by valid wheels oriented the same direction as the pilot console and not stepping on the ship's substructure must occupy more than half the total area of the gravship.
Knight 8 月 29 日 下午 7:45 
Every time I try to activate the grav wheels, it keeps saying Vehicle will be unstable, I have tried wheels being in both directions, keeps saying it, what am I doing wrong
[CL] Zalgo 8 月 29 日 下午 3:08 
Yeah on the deep and deeper thing having a cave entrance is what was causing my issue after destroying it I was able to launch and land normally.
LS  [作者] 8 月 29 日 上午 11:18 
@BabyNanachi
This is really common in this game. I've even received reports on mod lists exceeding 1000... Still, I wish it would work.
BabyNanachi 8 月 29 日 上午 9:14 
@LS Ah that certainly explains it. Well its cool to hear that will be solved. Till then I will just be dropping that particular mod. Though seeing as my mod list is rather large I wouldnt doubt that I could find more problematic combos lol. I have found I actually have 448 mods as of now so my game is just a goldmine of "lets see what breaks this time"
LS  [作者] 8 月 29 日 上午 7:28 
@BabyNanachi
I just found a log like that on Reddit, and yep, an incompatibility with Deep And Deeper has been just confirmed. I'll fix it tomorrow.
BabyNanachi 8 月 29 日 上午 7:15 
So I was getting to trying to start myself with a vehicle working off this mod for a nomad play through and I happen to have hit a roadblock with an issue.
I will be looking over this many a time to figure what is going wrong. Assuming its a mod incompatibility.

https://gist.github.com/HugsLibRecordKeeper/553c7b2f58273dc3b7562d10e309ddcb

The final bits should hopefully be right where I was trying to spawn the vehicles followed by an attempt to properly build one.