RimWorld

RimWorld

Vehicle Framework
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Uppdatering: 10 apr, 2024 @ 23:54

[Auto-generated text]: Update on 4/11/2024 12:54:35 AM.

Uppdatering: 10 apr, 2024 @ 23:29

[Auto-generated text]: Update on 4/11/2024 12:29:19 AM.

v1.5.1587

Hotfix for pawn renderer bug.

NOTE: Update log for this version will still show the contents of the 1.5.1586 release, but the version will be 1.5.1587 in the header.

Uppdatering: 10 apr, 2024 @ 22:08

[Auto-generated text]: Update on 4/10/2024 11:08:43 PM.

v1.5.1586 (Anomaly DLC Release)
Notes
Woohoo! Vehicle Framework is now updated for 1.5 and the Anomaly DLC.

To celebrate the release of a new DLC, I've added 'upgrade' mechanics. This allows modders to create upgrade trees for their vehicles.

What does that mean? Can I make my vehicle go faster?
Yup! There are tons of things that can be upgraded such as stats, armor, and even adding / swapping / removing turrets. I won't list them all since it would take up a lot of space but it's very expansive so if modders make the effort to add them, expect some cool upgrade trees to customize your vehicles.

What about raiders? I thought those were coming first?
I'm working on it I promise. I have the groundwork laid out for raider AI which is proving to be very time consuming. So I figured I'd spend a little time and give you guys something cool to play around with while I work on raiders :P

When I do have the first iteration of raider AI finished, it will be an opt-in feature that you can enable in the mod settings. I'll post more info about it in a future update.

P.S. River travel is now enabled, go crazy.

Bug Fixes
- Fixed thread safety issues with regions, causing vehicles to not be able to path to specific areas on the map.

- Fixed bug where region padding would result in certain vehicles not being able to path between walls.

- Fixed bug where MapComponentCache would not clear properly when exiting to menu.

- Fixed icon rendering for 'Form Vehicle Caravan' window.

- Fixed bug where colonists with the same name would share the same "Unload _" gizmo generated for them.

Additional Changes
Players
- Enabled river travel

- Added 'River Size Multiplier' to VF Mod Settings under 'Main'

- Added 'Biome Costs on Roads' to VF Mod Settings under 'Main'

Modders
- Added 'riverCost' field to vehicle properties.

- Added 'canRoofPunch' and 'animationPunchAt' fields to CompProperties_VehicleLauncher, allowing aerial vehicles to punch through roofs.

- Added UpgradeTree mechanics

Final Notes
Please report any issues you find on the discord server[discord.gg]

Uppdatering: 10 apr, 2024 @ 21:51

[Auto-generated text]: Update on 4/10/2024 10:51:32 PM.

Uppdatering: 10 apr, 2024 @ 21:40

[Auto-generated text]: Update on 4/10/2024 10:39:14 PM.

Uppdatering: 10 apr, 2024 @ 21:15

[Auto-generated text]: Update on 4/10/2024 10:15:22 PM.

Uppdatering: 21 dec, 2023 @ 21:33

[Auto-generated text]: Update on 12/21/2023 10:33:32 PM.

v1.5.1475
Notes
Hey everyone! It's been awhile since the last update. Aside from bugfixes I've implemented a few suggestions and QoL features, so thank you again to everyone for the feedback.

Vehicle Framework has come a long way since the initial release, and I'm excited to see what it will look like next year. Luckily, I made it just in time for Christmas so I hope this is a sufficient gift :)

Happy Holidays!

Bug Fixes
- Fixed bug where immoveable vehicles would share regions with moveable ones, causing some vehicles to not update the regions / pathgrid throughout the game.

- Fixed bug where modifying movement permissions wouldn't recache owners of regions.

- Fixed bug where component cache wouldn't clear upon reloading the game.

- Fixed bug where dedicated threads would not dispose when reloading the game.

- Fixed bug where raiders would hard focus vehicles.

- Fixed bug where reloading a game with a vehicle caravan would recalculate an invalid path.

- Fixed bug where launching an aerial vehicle with dismounted pawns would delete them.

- Fixed bug where aerial vehicles on the world map were not restricted from launching under any circumstance.

- Fixed bug where arriving at a site in an Aerial vehicle would load a full sized map, rather than a small event map.

- Fixed bug where dismounted pawns in a vehicle caravan would not satisfy needs.

- Fixed bug where an idle vehicle would still render a tiny line to its current position.

- Fixed bug where vehicle turrets capable of non-LOS aiming would still require LOS for auto-targeting.

- Fixed bug where vehicle turrets would auto-target outside their limits of fire.

- Fixed bug where vehicle turrets would auto-target outside their min / max range.

- Fixed bug where vehicle turrets would reset their angle upon entering a map.

- Fixed bug where overlays layered beneath the vehicle would still render on top of the vehicle in UI.

- Fixed bug where pawns would unload the entire vehicle's cargo upon returning.

- Fixed bug where pawn inventories would be reassigned to a vehicle upon reforming a caravan.

- Fixed bug where loading cargo that is forbidden would fail to assign the job.

- Fixed bug where vehicles spawning via scenarios (or using mods like Character Editor and Prepare Carefully) would only partially generate the vehicle, leaving it unusable.

- Fixed bug where the vehicle list in the mod settings wouldn't scroll all the way to the bottom if mods with long names were added.

Performance Changes
- Optimized pathgrid updating when snowing

- Optimized memory usage for dedicated thread requests

- Optimized pawn overlay rendering in vehicles. This should now be no more costly than vanilla pawn rendering.

Additional Changes
Players
- Vehicles can be repaired in caravans

- Vehicle Caravans now allow non-caravan pawns to assist with loading items.

- Added toggle for rendering where aerial vehicles are landing

- When landing at a map, if no edge or center cell is found it will now default to forced targeting.

- When landing and in 'forced targeting', right clicking (or your cancel keybind) will allow you to exit out to the world map should you be unable to land on the map.

- Added 'friendly fire' field in the mod settings for running over pawns. This will allow you to keep the mechanic enabled without being forced to deal with accidentally running over friendlies.

- Added ring radius when targeting with turrets that have spread.

Modders
- Added specific target locking, allowing vehicles to enable target persistence explicitly for Cell, Pawn, or Thing. Before you could only enable target persistence for all or none.

- Added 'component' check for vehicle turrets, allowing turrets to be disabled by destroying or damaging a specific component of the vehicle.

- Added 'deploy' mechanic where vehicles will need to set up before being able to use certain turrets.

- Added overlay rendering linked to a component, allowing the overlay to render only if the component's health is above or below a certain threshold.

- Added one shot flecks to launch protocol animations, allowing for single-instance flecks being emitted at a specific frame in the animation.

Final Notes
Please report any issues you find on the discord server[discord.gg]

Uppdatering: 5 nov, 2023 @ 21:57

[Auto-generated text]: Update on 11/5/2023 10:57:48 PM.

v1.5.1429
Notes
Hotfix for bugs related to last patch and fire mechanics.

Bug Fixes
- Fixed bug where even-size vehicles wouldn't be able to find an exit for certain rotations of the map.

- Fixed bug where loading cargo for a vehicle would load more than requested.

- Fixed bug where downed pawns were unable to be loaded onto a vehicle.

- Fixed bug where vehicles would become soft locked when on fire, unable to path or take orders from the player.

- Fixed bug where Extinguish damage (ie. foam poppers) did not extinguish vehicles on fire.

- Fixed bug where Fire would render underneath turrets

- Fixed bug where highlighting vehicle components in the health tab wouldn't highlight the hitbox on the vehicle.

- Fixed bug where compatibility patch for Carry Capacity (Continued) would log an error if no vehicle mods were loaded alongside Vehicle Framework.

Additional Changes
- Exploding vehicle parts will now let off a 'wick' for a certain amount of time, allowing nearby pawns to flee before it explodes.

- Added 'Eject All' button to the Cargo tab

Final Notes
Please report any issues you find on the discord server[discord.gg]

Uppdatering: 1 nov, 2023 @ 21:23

[Auto-generated text]: Update on 11/1/2023 10:23:17 PM.

v1.5.1425
Notes
Hey everyone, I know it's been a long time since the last update. I've been working hard on fixing major bugs for caravans and world map stuff, so this patch ended up being quite large. x)

If you don't want to go through the huge list, just know that I've fixed a LOT of caravan and world map bugs for vehicles, and I've also pushed a few fixes for pathfinding. So if you still encounter pathing issues after this update please let me know asap.

I'm sure you noticed I moved the patch notes to when you first load into game. Character Editor has a weird interaction with this tool at the main menu which was causing the game to freeze for some of you. I've already notified them so hopefully it'll get fixed soon.

Bug Fixes
- Fixed pathfinding bug where neighboring regions were not updated properly, causing areas to be unreachable.

- Aerial Vehicles transition to caravans when landed, allowing sites / quests to be interacted with properly.

- Fixed bug where launching 2 aerial vehicles to land in the same map at the same time would fail to start targeting for the 2nd aerial vehicle.

- Fixed bug where downed pawns were unable to be set for loading in any UI, including vanilla transport pods, caravans, and even reformation dialogs.

- Fixed bug where merging any vehicle caravan would not recache the colonist bar.

- Fixed bug where ordering aerial vehicle to fly to the same tile it launched from causes game to crash.

- Fixed bug where any caravan merging with vehicles would not guarantee that it spawns a vehicle caravan, missing out on the custom pathfinding among other mechanics.

- Fixed bug where loading a save would cause vehicle caravans to not resume their saved path.

- Fixed bug where entering a map with more than 1 vehicle caused vehicles to stack, making them hard to move (if not downright impossibly stuck).

- Fixed bug where pawns in vehicle caravan would rest 24/7.

- Fixed bug where loading cargo into a vehicle would sometimes issue too many jobs, or try to issue multiple jobs on the same item.

- Fixed bug where pawns inside vehicles would not try to recover psyfocus and hemogen.

- Fixed bug where Load Pawn gizmo would not properly mark downed colonists for loading.

- Fixed bug where colonists would refuel vehicle while it's leaking, resulting in wasted fuel.

- Fixed bug where targeting for launching aerial vehicles would throw an exception for any vehicles without a fuel component.

- Fixed bug where AerialVehicle world map icon would rotate 90 degrees when zoomed in.

- Fixed bug where the aim pie of vehicle turrets would flicker when rendering.

- Fixed bug where vehicle turrets with infinite range wouldn't be affected by spread radius.

- Fixed bug where vehicle turrets with generic ammo wouldn't be able to ignore LOS for targeting with overhead projectiles.

Performance Changes
- Optimized WorldPawn GC pass for checking if a pawn is within a vehicle.

- Optimized vehicle pathgrid updating for vehicle hitboxes

Compatibility Fixes
- Geological Landforms

- Real Ruins

- Universum

Additional Changes
- Aerial vehicles can now land on trees and other structures that aren't completely impassable. The vehicle will take slight damage for each object it lands on, however this means larger vehicles aren't blocked from landing like on maps with tons of trees.
NOTE: Runway restrictions still apply, so planes will still require empty runways.

- Removed "Dock Boat" option from vehicle caravans. It will be reimplemented for all vehicles in a future patch.

- Increased brightness of red text in Cargo tab for items yet to be loaded.

- Rebalanced painting vehicles to take less time and not scale as drastically with larger vehicles.

- Moved icon for 'colonist inside vehicle' to the bottom right, which will allow for showing vanilla icons without overlap.

- Added pawn rendering to TweakField menu, allowing runtime editing of pawn rendering fields.

- Added damage field to explosive vehicle parts, allowing overriding of damage applied.

Final Notes
Please report any issues you find on the discord server[discord.gg]

Uppdatering: 18 sep, 2023 @ 21:19

[Auto-generated text]: Update on 9/18/2023 10:19:11 PM.

v1.5.1381
Notes
The first of many updates where I will be reworking / improving vehicles on the world map. If you have feedback for caravan / aerial vehicle UI, please let me know. Thanks!

Bug Fixes
- Fixed bug where Assign Seat dialog would show colonists assigned to another vehicle.

- Fixed bug where Assign Seat pawn list would not scroll all the way to the bottom of the list.

- Fixed bug where pawn inventory would get counted for mass usage in vehicle caravans, despite them being inside a vehicle. Cargo Capacities do not include pawn mass, gear, and inventory. They should only count things inside the vehicle inventory.

- Fixed bug where vehicle caravans would be unable to form on maps surrounded by vanilla-impassable biomes such as single tile islands, despite the vehicles being able to traverse those biomes.

- Fixed bug where hitbox hits would over-rotate for non-instigator damage such as from explosions, resulting in mirrored damage.

- Fixed edge case where regions would fail to update on edges for vehicles with padding (width &gt; 2), resulting in areas that should be reachable still not registering as such.

- Fixed bug where fuel leaks would continue to spawn filth even after the fuel tank is empty.

- Fixed bug where vehicle caravans were able to traverse impassable vanilla biomes like Oceans despite not being defined with custom biome costs.

- Fixed bug where aerial vehicles with runway restrictions would still be able to takeoff over impassable terrain.

- Removed vehicles from Spawn Pawn debug menu, as spawning them through that would result in partial generation, bugging out the vehicle completely.

Performance Changes
- Optimized path cost recalculation, which should significantly decrease the amount of time it takes to generate maps.

- Various minor optimizations for region dirtying.

Compatibility Fixes
- RimHUD after their most recent update.

Additional Changes
- Changed chargePerAmmoCount to float type, allowing 1 ammo to refill multiple shots.

- Added curve for reload times of VehicleTurrets based on pawn counts inside the relevant vehicle roles.

- Added additional support for CE shotgun mechanics.

Final Notes
Please report any issues you find on the discord server[discord.gg]