RimWorld

RimWorld

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Vehicle Map Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
14.445 MB
13 Feb @ 2:29am
21 Oct @ 10:35pm
140 Change Notes ( view )

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Vehicle Map Framework

In 1 collection by LS
VMF Mods
8 items
Description
Caution
This was not created by the author of Vehicle Framework, but is my complete personal work, not belonging to any team. Therefore, please be careful not to report bugs in this mod to Vehicle Framework.
This mod draws another map that moves on top of the map and interacts with each other, which is an unprecedented challenge in the past. The scope of the impact is more extensive than one might imagine, and many bugs and incompatibilities are to be expected.

Caution2
The maximum number of maps in RimWorld is 128, and that includes the maps that will be added by this mod. Don't overbuild vehicles that have map!

Caution3
The namespace is VehicleInteriors*, a remnant of the provisional name Vehicle Interior Framework used during development. However, a mod with the same name as the development name appeared later (after being renamed), which has caused some confusion. Sorry about that.
* It has now been converted to the VehicleMapFramework.

Overview
This mod is a framework mod for vehicles using Vehicle Framework to put a map on vehicle which floors and buildings can be constructed.

The base map and vehicle map interact with each other, and bullets and explosions can hit across the map. In addition, most jobs performed by pawns automatically support map traversal, allowing them to haul and craft items back and forth between each.

The mod itself does not include vehicles with map. Check out the collection below.
https://steamproxy.net/sharedfiles/filedetails/?id=3426513565
But some buildings dedicated to vehicles with map will be added.

Buildable Upgrades
It is a system that allows upgrading of vehicle status and crew slots through construction; it is a version of the Vehicle Framework's upgrade system that can be freely customized using space on the vehicle map.







Difference between "Cargo Capacity" and "Maximum Payload"
The framework calculates the weight of the container inside the vehicle and the weight of the objects on the vehicle map separately; the “ Cargo Capacity” status present in the Vehicle Framework affects the speed of the vehicle, but there is no limit to the volume of the cargo. For upgrade relevance and realism, the weight of things on the vehicle map is accounted for in the “ Maximum Payload” status and multiplied by a separately calculated impact factor on the vehicle's speed. This specification may be changed to something simpler.

Map Interconnection






Others




Restrictions
*For performance and drawing range (camera height) considerations, vehicles with map cannot be placed on another vehicle map.
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

FAQ
CE?
Supported. Please let me know if you experience any problems due to CE updates, etc.

MultiPlayer?
I don't know. Maybe not.

How will it affect performance?
I think it has decent impact, because this mod patches extensively on the game. It has not yet been tested in a large colony.
I will do some benchmarking.
I have not seen any noticeable performance issues in my environment ......, but if there is a lot of negative feedback about this, I will do whatever it takes to improve performance. I don't want to waste the effort I have put into this mod so far.
The latest update has improved that quite a bit.

What is Planet Drawing Mode?
This feature is designed to enhance the appearance of the vehicle map when it is displayed during caravanning. It does not affect the caravan specifications. It can be turned off in the settings.

Trees displayed on top of vehicles are obstructive
I recommend disabling the Perspective Trees option in ReGrowth 2.

Credits
People who helped me
Chinese Traditional Translation: alicezuber
Chinese Simplified Translation: gaogzs
PUAH and VFE Shield Patch: Moriarty

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

For Modders
https://github.com/oelsart/VehicleMapFramework/wiki

For Testers
[Dev] Vehicle Map Framework

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
Popular Discussions View All (13)
2
11 Oct @ 4:50pm
Mod pile up
Charger2248
6
7 Oct @ 12:07am
Problem with gravship
qsy
11
15 May @ 7:19pm
Inability for vehicles to descend
Kot-sornyak
684 Comments
Mara 21 Oct @ 12:19pm 
@LS you are absolulety right! Sorry for bothering you.
LS  [author] 21 Oct @ 8:33am 
@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 21 Oct @ 8:04am 
Last update broke vehicles expaded https://pastebin.com/UrE7t4kb
apollodown 19 Oct @ 8:53am 
responded in ur discord with errors
LS  [author] 19 Oct @ 6:19am 
@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 19 Oct @ 3:25am 
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  [author] 18 Oct @ 5:54pm 
@Yeah, Ok
I saw the log, it's just prerequisite mod Vehicle Framework isn't enabled.
Gun Built 18 Oct @ 2:49pm 
@Yeah, Ok I'm having the same issue
Yeah, Ok 18 Oct @ 9:32am 
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 14 Oct @ 1:11am 
@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.)