RimWorld

RimWorld

73 ratings
Outlander Solutions - Vehicles
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Mod, 1.4, 1.5
File Size
Posted
Updated
42.101 MB
22 Oct, 2023 @ 4:41pm
22 Jun @ 3:27pm
3 Change Notes ( view )

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Outlander Solutions - Vehicles

Description
Description
To the average spacer, the outlanders of the Rim may appear backwards and isolated; this is hardly the case. Survival on the frontier is no simple feat, and while they may have largely forgotten their origins, they are no less sophisticated for it - outlander technology must contend with a diverse array of threats, ranging from ravaging swarms of insects and tribals to impermeable mechanoid bastions. From the merely exotic to the truly bizzare, the unique cultural and material circumstances of the Rim have driven the creation of vehicular systems unseen elsewhere in the galaxy.

I started making this for myself, but there was way too much stuff. Hope you enjoy!

Tips
> Make sure you have a method of getting mechanoid corpses! They'll be needed to construct certain vehicles.
> Sometimes it pays to have a little less gun. Sometimes.
> Queued orders can make for safer vehicle pathing!
> (NEW) Sensor data just ain't what it used to be; build a correlator node to research flight control.
> (NEW) Prolonged exposure to ratcore emanations may be somewhat unhealthy.




Issues
This is my first real mod, so I might have missed something! Let me know in the comments if there's anything off. I'll get to work on them when I have time.
> Structure grids are in development heck; textures currently wonky.




Content : Vehicles
Ground Vehicles:
  • Rook: a robust utility carrier for the Rim.
  • Rat: a mobile mini-turret on tracks.
  • Horseman: a long-ranged omnidirectional combat vehicle fitted with a battery of needleguns.
  • Helot: an omnidirectional combat vehicle fitted with a weak, but fast-charging low-shield with a unique attack.
  • Bulwark: a sluggish, virtually indestructible close-range anti-infantry specialist.
  • Basilisk: a sluggish, virtually indestructible mid-range artillery carrier.
  • Brownie: a sluggish, virtually indestructible battle taxi and cargo vehicle.
Water Vehicles:
  • Siren: an autonomous waterstrider fitted with a light autocannon.
  • Selkie: an autonomous waterstrider with a sail and some cargo space.
Planned: Gridway Vehicles
  • Structure grids: machine tiles suitable for omnidirectional movers. WIP.
Air Vehicles:
  • Cyra: a small scout craft well-suited to exploration and diplomacy.
Capabilities in Development:
  • Achieve Logistics: vehicles capable of scheduled movement.
  • Carriers: It's Rats all the way down.
  • Mobile Factories: How many scavenged comps can you stick onto a vehicle, really?
19 Comments
Grenaders3 10 Jul @ 12:12pm 
Dude these look super cool. You're getting a thumbs up from me for style points.
Grandpotato 3 May @ 2:11pm 
Of course take your time, I wasn't trying to be one of those people nagging hard working modders the code work must be intense while handling your own normal non rimworld stuff to do, I just really appreciate how your vehicles look more like the kind of stuff you'd see humans in the year 5500 making for well vehicles over the station wagon my family had when I grew up, thanks!
mjeiouws  [author] 25 Apr @ 3:16pm 
yep, sorry 'bout the silence; i do have some additions in a folder (maybe got a little overambitious diving into C# and art with the gridways concept instead of adding/updating/fixing stuff) and i'll probably have time to test them properly in a few months or so.

On that note, there seems to be an ongoing kerfuffle with projectiles on non-explosive guns missing the target - the Horseman's needlegun battery seems particularly susceptible. I'll try and work on figuring that out in the meantime, if anyone knows a reliable direct-hit vehicle weapon do let me know!
Grandpotato 17 Apr @ 12:47pm 
Not to rush someone as this was your first mod I understand it was a big job, far more than I could do, I'm just curious if you have interest in returning to this mod or working on, I like this mod as it feels like more unique vehicles you'd see in a scifi setting.
mjeiouws  [author] 2 Nov, 2023 @ 1:49pm 
to clarify, the ratcores should be craftable with any mech corpse that you find; lying around, some silver, an advanced component, and an autopistol; i might adjust the recipe a little later on, but ye hopefully the recipe should work for y'all, thanks for telling me about it.
mjeiouws  [author] 2 Nov, 2023 @ 1:44pm 
whoop, my bad - i spotted the missing segment, I've updated the mod accordingly; it should be working when the update goes through checks, hopefully!
Dark Ocelot 2 Nov, 2023 @ 12:15pm 
I don't know if i'm just missing something, but the Ratcore assemblies don't seem to have any station to craft them. This makes the vehicles unusable.
I'd assume they'd be a quest reward and the like, but they have a crafting recipe and a way to unlock the recipe in the tech. This page also talks about using corpses for crafting vehicles, and the recipe for the ratcores say they take corpses, further hinting that there should be a method for crafting them.

If i am missing something, i'd really appreciate explaining it to me. If i'm not, I hope it's a simple fix for you!

I'm excited to get to using these really interesting vehicles and not needing pawns to field a fleet of combat vehicles! Thanks for sharing the mod.
poopybutt883 26 Oct, 2023 @ 7:38pm 
very good for your first mod hawnestly
AtlasTheReaper 26 Oct, 2023 @ 2:45pm 
Me when we get a drone carrier:
"Ah yes, The Kryll are coming out tonight I see."
BOBBINS 26 Oct, 2023 @ 9:07am 
"Locomotive Logistics: gridway vehicles capable of scheduled movement and/or fully automatic item transport." this, this is what i need, truly a god send it would change the game