RimWorld

RimWorld

2,992 ratings
Vanilla Vehicles Expanded
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Mod, 1.4, 1.5
File Size
Posted
Updated
17.292 MB
4 Aug, 2023 @ 12:04pm
30 Jun @ 2:53pm
32 Change Notes ( view )

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Vanilla Vehicles Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
97 items
Vanilla Expanded - Empire playthrough
148 items
Description
[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.
Popular Discussions View All (89)
273
1
27 Jun @ 5:05am
PINNED: Bug Reporting
Oskar Potocki
13
3 Jun @ 10:38am
Can't Trade
Yeyith
3
19 Jun @ 12:56pm
I cannot form a vehicle caravan.
wartanks104
1,733 Comments
StupidBaby 3 hours ago 
Lol, still though... the stakes are too high!
sex_defender 6 hours ago 
For me it actually is compatible with save our ship 2, I'm using it right now. Although i'm not in space, I just got the mod for the shuttles.
How to get the frog for example to comr back home after I sent it to trade
Oskar Potocki  [author] 23 hours ago 
Joke's on you, I have 4.
StupidBaby 30 Jun @ 10:35pm 
Oskar, please don't wager any of your testicles... one misstep and, well.
tanyfilina 30 Jun @ 9:34am 
I've recently got an answer from Vehicles Framework's author, that fishing doesn't work currently
Ashen 30 Jun @ 3:17am 
How would boat fishing work? Would pawns automatically ride boats to go fishing, or would it be a caravan mechanic similar to foraging?
Oskar Potocki  [author] 30 Jun @ 2:28am 
Then you should report that to Vehicles Framework. This mod has nothing to do with actual flight mechanics.
10¢ Warrior 29 Jun @ 2:27pm 
@oskar Yes, I can tell it to land "at the edge of the map" or in the center, but if that happens to be in a mountain... With the helicopter (mosquito) I can select specifically where to land.
Oskar Potocki  [author] 29 Jun @ 7:32am 
@10¢ Warrior
You can designate where to land, no?

If not, that sounds like a Vehicles Framework bug, not mine.