RimWorld

RimWorld

Vehicle Framework
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Uppdatering: 7 sep, 2023 @ 10:34

[Auto-generated text]: Update on 9/7/2023 11:34:29 AM.

v1.5.1368
Notes
I'm pushing this patch early since a lot of people keep asking about Map Preview. This patch includes a compatibility fix for it.

I'm slowly working through pathfinding issues, multi-cell pathfinding (with multithreading) is difficult so it's going to be a slow grind for working out all the issues. This patch also incldues a couple pathfinding related fixes.
Be mindful that this might not catch every single pathfinding bug out there, so if you encounter one please report it to me. In the mean time, you can always force regenerate regions from the VF Mod Settings under the DevMode tab.

Thanks again to everyone that have been reporting bugs! And an even bigger thanks for those that have been helping me test.

Bug Fixes
- Fixed thread safety issue with 'district' chunks for vehicles.

- Fixed thread safety issue with region links, weights, and reachability cache.

- Fixed bug where biome costs would add additional costs for hills and winter costs from vanilla on top of adding vehicle related costs, essentially doubling the effect of hills and winter for vehicles.

- Fixed bug where saving a vehicle while in the landing / takeoff animation would incorrectly serialize the vehicle + pawns, resulting in a save / load issue.

- Fixed bug where hitboxes for even size vehicles wouldn't rotate properly, resulting in hits from very specific directions immediately damaging internal parts.

- Fixed bug where reloading with not enough ammo would still consume the ammo and reload to full.

- Fixed bug with fuel leaks not operating when the vehicle is turned off.

Compatibility Fixes
- Map Preview

- Rails of the Rim

Additional Changes
- Added Haul Pawn To Vehicle command, allowing any non-hostile pawn to be loaded into a vehicle if enough room is available. This applies to aerial vehicles and prisoners.

- Added vehicle stats to mod settings in the vehicle section. You can now modify vehicle stats (eg. Cargo Capacity, Move Speed, etc.) which is serialized to the config file, allowing you to rebalance vehicles across playthroughs.

- Internal parts can now be given hitboxes. They will be prioritized when taking penetrating damage at that cell, otherwise it will select a random internal part like before.

- Added'Tweak Fields' editor window and a vast selection of fields for runtime editing for mod developers.

- Added burstsTillWarmup field for FireModes, allowing turrets to shoot up to N bursts before requiring another warmup.

- Added fields to Reactor_FuelLeak for modders to configure the rate of fuel leakage when taking damage to a component that is related to fuel (eg. Chemtank from VVE).

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

Uppdatering: 24 aug, 2023 @ 11:14

[Auto-generated text]: Update on 8/24/2023 12:14:19 PM.

v1.5.1356
Notes
This update comes with some critical bugfixes to pathfinding and regions. Your vehicles shouldn't have any problems going through garages, and they definitely won't be pathfinding over walls anymore.

Next update will be focusing on everything related to Vehicle Caravans. I understand they're not perfect right now, so next update should alleviate that.

Bug Fixes
- Fixed bug where vehicles weren't triggering path recalculation when moving

- Fixed bug where path grids were only updating for vehicle region owners, allowing some vehicles to path over walls.

- Fixed bug where even-width vehicles (eg. 2x4) would get stuck when stopped near a wall.

- Fixed thread safety issues related to pulling thing lists during region recaching and pathfinding.

- Fixed bug where defining a vehicle turret without a shaderType would throw an exception on startup.

- Fixed bug where path grids wouldn't update when setting terrain via devmode.

- Fixed bug where vehicle caravans wouldn't render fuel gizmos for multiple vehicles in a caravan.

- Fixed bug where loading an older save with a vehicle on the world map (with turrets) would throw an exception upon returning.

Performance Changes
- Async actions are now pooled

- ThingList snapshots are now pooled

Compatibility Fixes
- Roads of the Rim

- Dynamic Trade interface

Additional Changes
- Added default 'Vehicles' tab for modders. Use this instead of creating a dozen different designation categories.

- Changed even-width vehicles from rounding up for region padding. 2xN vehicles can now fit through 2-cell gaps, rather than requiring 3.

- DamageDefs that aren't meant to harm health no longer damage vehicles (EMP, Smoke, Extinguish, etc.)

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

Uppdatering: 19 aug, 2023 @ 7:46

[Auto-generated text]: Update on 8/19/2023 8:46:26 AM.

v1.5.1351 rev2579

Hotfix for missing tag in turret auto-refuel job driver

Uppdatering: 19 aug, 2023 @ 7:45

Uppdatering: 19 aug, 2023 @ 7:45

Uppdatering: 19 aug, 2023 @ 7:43

[Auto-generated text]: Update on 8/19/2023 8:43:50 AM.

Uppdatering: 19 aug, 2023 @ 7:08

[Auto-generated text]: Update on 8/19/2023 8:08:32 AM.

v1.5.1351
Notes
This update comes with some significant performance improvements. Vehicle Framework was mostly optimized before release, however there were still a few areas that could be improved.

On top of this, I changed the way the pattern system caches materials so it should take up way less memory now. Feel free to re-enable RGB Shaders if you were having memory issues before.

Bug Fixes
- Fixed bug where aerial vehicles would sometimes get cleaned up by WorldPawnsGC, deleting the inventory.

- Fixed bug where pawns in VehicleCaravans would double tick, causing needs to decrease rapidly.

- Fixed bug where DedicatedThread wouldn't be created in some cases when loading a save, leading to performance problems.

- Fixed thread safety issue when recalculating pathfinding costs.

- Fixed bug where Explosive vehicle components marked as 'internal' weren't exploding when damaged.

- Fixed bug where AerialVehicleLanding wouldn't properly set SustainerTarget for sustainer and one shot sounds from soundEvents.

- Fixed bug where quick search widget in Architect Menu didn't filter for vehicles or highlight them in the gizmo.

- Fixed bug where vehicles with a pattern would then load in without a valid material when restarting the game with RGB Shaders disabled.

- Fixed bug with Hitbox Rendering debug option, which didn't highlight components that were hovered over in the Health tab.

- Fixed bug where layering for GraphicDataLayer wasn't applying for specific rotations.

- Added temporary fix for overlays due to a vanilla bug where drawOffset would copy over incorrectly for drawOffsetWest.

- Fixed bug where overlays would only render 1 graphic for ghost graphic if they used the same texture.

- Fixed bug where turrets would still render at UI Scales < 1 in UI windows.

- Fixed bug where rotation registry for rotating overlays (eg. helicopter rotors) wouldn't reset upon entering the map.

- Fixed bug where damaging vehicle components directly wouldn't notify the vehicle needs repairs. (This occured only with VVE and tires being damaged)

- Fixed bug where aerial vehicles were unable to buy / sell pawns on the world map.

- Fixed config error issue with CustomCostDefModExtension.

- Fixed bug where CustomCostDefModExtension wasn't properly applying.

- Fixed compatibility issue with Bulk Carrier.

Performance Changes
- Reworked Material Generation for vehicles using the pattern system, significantly decreasing materials cached (and thus memory usage overall).

- DedicatedThreads now pool for non-settlement maps.

- Moved individual path cost recalculations for vehicles to the dedicated thread.

- Downscaled all pattern textures included in the framework.

- Optimized Caravan related patches.

Additional Changes
- Added 'Flee' directive when pawns are in the path of a vehicle.

- Added auto-reloading configuration for vehicle turrets, just for you Sam.

- Vehicle health tab now lists armor categories separately rather than averaged.

- Generalized ExtraRotationRegistry for Graphic_Rotator graphics.

- Added Graphic_ReversePropeller, allowing animations to support dual rotors rotating the opposite way.

- Added animation curves for shadows and disconnected vanilla shadow rendering for vehicle skyfallers, giving modders full control over how shadows should render during takeoff and landing.

- Switched Reactor_Explosive maxHealth trigger to be based on % of health. Values should now be between 0 and 1.

- Vehicles that use 'stuffable' ingredients in the build recipe will assign the stuff color upon construction. (Stuffables do not affect stats, it is visual only and if the vehicle supports RGB shaders, it can be colored over)

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

Uppdatering: 9 aug, 2023 @ 16:40

[Auto-generated text]: Update on 8/9/2023 5:40:45 PM.

v1.5.1341
Notes
Another round of bugfixes.

If you're having problems with memory usage, go into the mod settings and turn off 'Use RGB Shaders.' I'm still in the process of fixing this, so it'll be in the next patch.

Just to reiterate: ALL bug reports for Vehicle Framework should be done in my discord server, it's a lot easier for me to track. Thanks!

Bug Fixes
- Fixed bug with compatibility patch for RimHUD which would cause WorldInspectPane to throw exception in initial map selection.

- Fixed compatibility issue with Geological Landforms where impassable tiles settled on by the player (cave maps) would not allow vehicles to exit / enter.

- Fixed RimNauts2 package id for spaceFlight field

- Fixed bug where VehicleCaravans would find an invalid exit spot, causing the vehicle to freeze and not exit the map.

- Fixed issue where vehicles would be unable to reach certain areas due to an issue with region generation. This was especially problematic for garage doors from VVE.

- Fixed bug where turn cost would use incorrect rotation, causing sharp drastic turns.

- Fixed bug where vehicles could become stunned permanently.

- Fixed bug where gizmoIcon for VehicleTurrets wouldn't render.

- Fixed issue where AutoRefuel% in the mod settings didn't display decimals.

- Fixed Russian translation folder not loading properly

- Fixed translation issue when turrets are disabled for not having enough ammo.

- Fixed missing translations for Mass in LoadCargo dialog, AutoTargeting toggle, and tooltip for DevMode buttons in mod settings.

- Removed pdb files from steam upload, significantly decreasing the size of the Mod.

Additional Changes
- 'nameable' setting for vehicles is now True by default, making all vehicles able to be renamed unless changed by the modder or disabled in the mod settings.

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

Uppdatering: 6 aug, 2023 @ 21:20

[Auto-generated text]: Update on 8/6/2023 10:20:01 PM.

v1.5.1338
Notes
Hey everyone! Hope you're enjoying the mod so far, I've gotten a lot of feedback which is great. Things aren't utterly breaking, even in bigger mod lists, so I'm confident with a bit more work I can get this running smoothly for the majority of mod packs.

I am aware of an inconsistent bug where regions aren't recaching, causing vehicles to be unable to enter / exit some areas. I'm still trying to pinpoint what exactly causes it, as it's an edge case and very hard to reproduce for me for some reason. In the mean time, reloading your game will resolve the issue. Same goes for some maps not being able to form caravans for vehicles, I'm looking into it!

That's all I've got for now, I'll push another patch soon-ish once I've made some more fixes. Thanks again for all the support and feedback! You guys are awesome.

Bug Fixes
Fixed bug where vehicles could be drafted if fueled but unmanned, but were still unable to move.

- Fixed compatibility issue with Prepare Carefully when spawning with vehicles in the presets.

- Fixed bug where project build date wouldn't get parsed correctly for Mac and Linux users.

- Fixed bug where large numbers of vehicles would not properly scroll in the vehicle list of the mod settings.

- Fixed bug where firefoam poppers and mortar shells would deal 999,999 damage to vehicles.

- Fixed compatibility issue with Carry Capacity Fixed.

- Fixed bug where hovering over stats in the info page throws an exception.

- Fixed bug where pawns would be unable to load items into vehicles during caravan formation.

- Fixed bug where vehicle health labels weren't updating properly.

- Fixed bug where VehicleCaravans would save duplicate entries in vehicle and WorldPawns, causing issues on loading.

- Fixed bug where tutor system would trigger when forming vehicle caravan, causing the tutorial window to open permanently for some people until the game was reloaded.

- Fixed bug where space-faring vehicles traveling to RimNauts locations would travel to the location from launch, rather than the updated DrawPos.

Additional Changes
- Added Spanish translation

- Added Portuguese (Brazilian) translation

- Fixed translation folder names

- Moved compatibility over from RimNauts to RimNauts 2 (requested by RimNauts devs)

- Added thread check for path follower

- Added option to refuel vehicles from inventory, including in caravans. A pawn must be inside and if it's an aerial vehicle it cannot be in the air (eg. must be stationary if on the world map)

- All DevMode gizmos are now locked behind godMode setting.

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

Uppdatering: 6 aug, 2023 @ 20:39

[Auto-generated text]: Update on 8/6/2023 9:39:07 PM.

Refer to v1.5.1338 changelog.