RimWorld
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Vanilla Vehicles Expanded
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Mod, 1.4, 1.5, 1.6
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17.829 MB
4 aug 2023 om 12:04
3 aug om 14:48
36 wijzigingsnotities (weergeven)

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Vanilla Vehicles Expanded

In 2 verzamelingen van Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Omschrijving
[www.patreon.com]




Vanilla Vehicles Expanded is a long awaited mod utilising Smash Phil’s Vehicles framework. The main purpose of the mod is to add realistic and engaging mechanics surrounding vehicles of all kinds into the game. Not just the cars, but boats and airplanes too, this mod comes packed full of content and new production chains to allow players to dive deep into the vehicle production.
Vehicles come separated into many different categories and tiers, contributing to the overall progression. You won’t simply be making a car and driving it around - you will keep checking out other vehicles and options this mod brings to the table. Every car, boat and aircraft will have a particular purpose and thanks to the tier system, it will be easy to understand the differences between various vehicles.
This mod utilises the paint job system added in Vehicles framework, allowing you to fully customize the pattern and colors of each of your vehicles. Whether you want a camouflaged armored division, or a pink bomber wing, this mod has it all.
New, Vanilla Vehicles Expanded exclusive mechanics such as acceleration/deceleration and handbrake add extra depth to vehicle stats and play a crucial role on the local map - a vehicle will take a while to accelerate to full speed, and may need space to decelerate, otherwise it risks having damage deal to tires and suspension.
19 new pattern options make an appearance, allowing you to customize your vehicle with new, vanilla-inspired patterns.






































































This mod has undergone tremendous amounts of testing, but there may still be issues that you come across. It’s essential that you report any issues related to Vehicles Framework directly to Phil via the Framework mod page - not to me. I can’t fix these issues.

[forms.gle]



Graphics are created by Oskar Potocki.

Art help from ISOREX.

Code work by Smash Phil and Taranchuk.

XML partly by xrushha.

Storyteller artwork by vitalii.

Screenshots by Reel and Moose.

Descriptions by Reann Shepard.

Built on Vehicles Framework by Smash Phil.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Can I salvage rusted cars for some spare vehicle parts?
A: That was the plan, but it turned out to be quite OP. We are however adding a selection of new, less rusted car wrecks in the near future!

Q: Can I upgrade the cars?
A: Not yet. Vehicle upgrade system first needs to come to Vehicles Framework. Then, we will make use of it.

Q: Do airplanes need a landing strip?
A: Yes, airplanes need a landing strip that’s cleared of any structures and trees. You can taxi your airplane to the landing strip.

Q: Can I run people over?
A: Yes! And since the damage is based partly on vehicle speed, this means that acceleration plays a vital role in maximizing your damage output!

Q: Do vehicles take damage from running people over?
A: Yes, damage depends on the BodySize of the run over target.

Q: Can vehicles be minimized and reinstalled?
A: No. They are not technically buildings.

Q: Can vehicle turrets reload using resources in cargo storage?
A: Yes.

Q: Are garage doors used for pathing by pawns and vehicles and open by themselves?
A: No. They’re not doors per se. They are a wall that can be ‘disappeared’ when pressing the button.

Q: Can Vehicles fire on the move?
A: Depends on the vehicle. Bulldog, Highwayman and Tango all have designated gunners. Roadkill only fits one person, so the tank can either move or fire, not both.

Q: Are there any vehicle-related memes or precepts?
A: Yes there are!

Q: Will you add more vehicles?
A: Absolutely, we have plans for many more.

Q: Can boats travel through the ocean?
A: Yes.

Q: Can boats be used for fishing?
A: Not yet, but they will be!

Q: Can I add it mid save?
A: Yes!

Q: CE compatible?
A: No idea. Ask CE.
Populaire discussies Alles weergeven (159)
398
1
14 okt om 12:42
BELANGRIJK: Bug Reporting
Oskar Potocki
4
10 okt om 2:45
the colonists cannot leave the map
Фисташке + ПИВО
5
14 okt om 18:52
Problems with pawns keep adding to cargo after target is reached
Black_Chief0
2.406 opmerkingen
Alu 18 uur geleden 
id try to report whatever issues you are having to smashes discord with details and a log
smash is very good with reports and willing to help
Avarice 19 uur geleden 
i was unaware of the different author as well, i assumed it was just a package deal. I retract my statement of jank in that case if its on the framework side. Thank you for explaining.
Alu 19 uur geleden 
you can look at the discord for the vehicle framework to know he fixes all issues he can that get reported
man fixed like 4 i know of personally yesterday for the dev build
but reports via steam comments are worth basically nothing there as they never have logs or details thus as the frameworks desc says
you must join the discord or use github to report said issues
Stralor 23 uur geleden 
I can get how we all ended up there. It feels like a big change to the core game! Any word on how active the dev for the framework is? Can we expect updates?
Stralor 23 uur geleden 
Ah, I assumed the weirdness with garage doors was unique to this mod and most everything *felt* downstream of that
Oskar Potocki  [auteur] 16 okt om 6:13 
You keep reporting these issues to me, but I didn't make the vehicles framework. This mod pretty much has no code related to vehicles, except the vehicles themselves.

I assure you, the issues you're facing apply equally to Vanilla Vehicles Expanded vehicles, as well as any other vehicle mod out there.

For the last time: make your voice heard on actual Vehicles Framework and be helpful there. I can't do anything with your bug reports, because Vehicles Framework is NOT MY MOD.
Stralor 14 okt om 6:54 
I love the mod but it's super janky.
- cars freeze up if there's an open garage door (unless it was closed when the car turned on?)
- they randomly decide they can't move back to the spot they were just in; all kinds of pathfinding issues even on wide open concrete
- when caravaning, you have to remember to reselect each vehicle to reassign it with passengers (or they won't ever depart & refuse to get in), which is frequent bc garage doors
- but when you retry it keeps previous passengers and assign them to walk alongside the caravan, negating the whole point of driving
- unlike regular caravans, the pawns can't/won't load forbidden items or clothing from an outfit stand, which blocks everything
- costs are annoyingly convoluted

I have to fight the game just to get a car to turn on and pull in/out of a parking space. I regret slaughtering all my dromedaries, but look forward to how this mod improves in the future!
Sumatris 13 okt om 6:48 
@Tommy Gray: There's a separate mod for that, it works quite well.

Aside from that, does anyone else have the problem of vehicles being unable to pass through open (!) garage doors?
Fighter452004 12 okt om 22:27 
@Gen_Goldo
You just have to form a caravan now and there is a vehicles tab where you choose what vehicles you wish to bring.
Gen_Goldo 10 okt om 14:54 
I have a bug in which I'm unable to start a caravan with vehicles I used to be able to select the vehicles from the caravan menu but now they don't appear.