RimWorld
Vehicles Wrecks Expanded
53 commenti
GrobmotoriGER 15 ott, ore 10:12 
Small spelling nitpick: "Puickable" seems to mean "Pickable", but in that context that sounds like "choosable". I think a better option would be "minifiable"
explorer.n11  [autore] 22 ago, ore 12:54 
@Eclipse actually im currently working on updating textures. Some of the new one are already added to the mod, so you can see them. I`ll keep in mind colour works, but i think it`s better to have alternatives anyway.
Eclipse 22 ago, ore 8:42 
https://steamproxy.net/sharedfiles/filedetails/?id=3348827283

Could you please ask an author for merging into main mod?
Brent Kerman 31 lug, ore 9:46 
One can do what I did;open up the patches and remove the patches for the asphalt roads. This means that T3 is guaranteed on asphalt roads, which feels kinda balanced.
Dust 18 lug, ore 11:44 
Lol, encountered a Smuggler wreak in space, and the idea of "someone flew a bit too high" is hilarious.
explorer.n11  [autore] 13 lug, ore 23:56 
@Smiley Face Killer its actually a common thing. In Vanilla Vehicles Expanded - Tier 3 wrecks are spawning at the any player maps in the game. It was happens in mods before too. This is why i decided to write a patch for turning off general spawn for them.
Smiley Face Killer 13 lug, ore 11:16 
I saw vehicle wrecks in space. It's funny wondering how the hell a car got to space but figured I'd put it out there just in case.
Deathstar 12 lug, ore 3:31 
Questo commento non è stato ancora analizzato dal nostro sistema di controllo automatico dei contenuti. Verrà nascosto temporaneamente finché non verificheremo che non abbia contenuti dannosi (ad esempio, link a siti web che tentano di rubare informazioni).
explorer.n11  [autore] 17 mag, ore 2:32 
explorer.n11  [autore] 15 mag, ore 6:31 
@TheSquirrelofHuscurl i tried add settings, but it`s too complicated. Motorcycles spawns a lot because they are small enough to fit everywhere, same as Frog. It's VVE T3 spawn system.

So i would recommend you to use dungeon mode to easy finding wrecks. Or you can edit VVE.xml in Patch folder directly on your computer, simply changing "1" to "0.5" for exaplte to reduce motorcycles spawn.
TheSquirrelofHuscurl 15 mag, ore 5:37 
I'm not sure if something's wrong with the wreck generation with this mod, but in my save I've found literally dozens of charley and dirtbike wrecks. I can count on one hand the amount of tier 2 wrecks I've seen (4) and I've only seen 2 tier 3 wrecks, both of which were Goliaths. This save is 121 days in and I've been doing caravan missions since about day 10. Would it be possible to add mod settings to adjust the frequency of wreck spawns? I ended up having to save/reload before entering some missions just to reroll the wreck spawn so it wasn't another motorcycle for the literal 30th time.
Artalus 26 apr, ore 1:12 
Perfect for a scavenger oriented run focusing on VVE!
explorer.n11  [autore] 20 apr, ore 7:25 
@Annabellee
I'll see what I can do. But it definitely won't happen before the release of the current project.
Annabellee 19 apr, ore 10:48 
explorer.n11  [autore] 3 dic 2024, ore 10:34 
@IceMaverick
I will release a separate patch as soon as I have time
IceMaverick 2 dic 2024, ore 18:37 
Indeed I'm aware of that mod. This mod's wrecks not behaving the same way when I have it installed is why I asked if such a thing might be coming later. But neat to know that it's a possibility.
explorer.n11  [autore] 2 dic 2024, ore 9:25 
@IceMaverick
There is already exist mod in workshop, that allow you to do that. I went another way - create special site with car parts as treasure items. If there is time, I will make a separate patch for this.
IceMaverick 29 nov 2024, ore 22:34 
Any chance for a patch that allows you to deconstruct them for random vehicle parts?
seppi141 25 nov 2024, ore 4:23 
nice thx
explorer.n11  [autore] 25 nov 2024, ore 3:54 
For all who wait - patch for pickable wrecks. (all have mass, does not reqiure Minify Everything Mod).
https://steamproxy.net/sharedfiles/filedetails/?id=3371817645
seppi141 24 nov 2024, ore 2:25 
when will the update be posted with the Minify Everything compatibility?
turkler 15 ott 2024, ore 7:46 
hello, has the xml issue in the Wagon_VehiclePawn file been solved yet? if not, contact me on discord - my username is chief_turkler - and I'll send you the patch
explorer.n11  [autore] 14 ott 2024, ore 23:13 
@vin Кайф.
vin 14 ott 2024, ore 21:23 
@explorer.n11
https://steamproxy.net/sharedfiles/filedetails/?id=3348827283%3E

Текстуры завершены :nekoheart:
Sainth Moth [HME] 13 ott 2024, ore 10:24 
А, отлично, спасибо, буду ждать
explorer.n11  [autore] 13 ott 2024, ore 1:40 
@saint moth
In second part of this (i working on it) all wrecks would be pickable. Just wait release a bit.
explorer.n11  [autore] 13 ott 2024, ore 1:33 
@vin Если ты собираешься исправить мои текстурки - то я не против.
vin 11 ott 2024, ore 9:30 
@explorer.n11
Я собираюсь сделать собственную версию вашего мода, которая уменьшит насыщенность и изменит оттенки на добавленных вами транспортных средствах, чтобы текстуры лучше вписывались в мою игру ( буду конвертировать текстуры в формат .dds ).

Вы не против, если я загружу это в мастерскую как замену текстур с указанием вашего мода в качестве зависимости?
Sainth Moth [HME] 11 ott 2024, ore 8:13 
Hello, Are you going to make it compatible with the MinifyEverything mod?
explorer.n11  [autore] 9 ott 2024, ore 12:08 
All wrecks, including tier 3, will spawn in certain dungeons, balanced by difficulty.

I'm working on them now, the rest has already been done.
Sumatris 9 ott 2024, ore 11:13 
I guess this will dilute the pool of tier 3 wrecks in the world, right? Make it even harder to chance upon the vehicle you're looking for? Or do tier 3 wrecks spawn independent from these?
explorer.n11  [autore] 25 set 2024, ore 23:29 
Ok
CMaia 25 set 2024, ore 18:33 
If not asking too much could you make the wrecks have the same weight of the original vehicles? I would like to have the option to move before repair them but they weight the default 1kg and that opens to some silly things
explorer.n11  [autore] 25 set 2024, ore 12:57 
I remember, and thank you for worrying about development progress too. I already understand a little bit about the C# part of mods for RimWorld, it all comes down to the settings, which were the cornerstone of the whole idea. The task turned out to be, I'm afraid, a little beyond the capabilities of a beginner. There are no guides specifically for my case, and the discussions on the forums also did not find the solutions that I needed. Moreover, we are talking about working with specific mods, which further narrowed the range of solutions.

Digging into the sources of the Vehicle Framework and Vehicle Expanded in an attempt to understand how they work, I came to the conclusion that instead of setting the spawn of the wrecks, it would be faster to make a separate mod that can simply be turned off and on if someone wants to switch to a more classic version. Which I started writing on the sly. Also, steel need some textures improvement (bunsen, buldog, etc.) which on my mind too.
Олег Мерк 25 set 2024, ore 12:12 
Wonder how developing of planned features is going. No rush tho, just really love ideas for planned features
Crusaderjack 21 ago 2024, ore 10:39 
Cool stuff, thanks for posting. It'll fit right in with the mad-max modlist :D Keep up the great work!
andrzej tatowski 21 ago 2024, ore 4:50 
1.4 plese ?
vin 16 ago 2024, ore 8:39 
Would love this mod if the wrecks were less colorful and saturated
GreenFire835 2 ago 2024, ore 20:34 
"first mod ever, so textures not really good"

bro, don't let yourself down, these textures are actually insanely well done! far better than a good few mods out there, including some textures in pretty well known mods, too!

also, epic mod. 100% gonna use this.
Christopher Titus 1 ago 2024, ore 14:59 
@Holynevil if you want to beable to claim and move the wrecks all you need is the mod Minify Everything, then you can move it into your base/compound and repair it with parts.
Carl 31 lug 2024, ore 13:44 
Looks like the frog croaked.
Holynevil 31 lug 2024, ore 13:37 
can you make it so we can CLaim and Move it?
jinn in outer space 31 lug 2024, ore 7:56 
I think the textures and colors are awesome
ShielÐ 30 lug 2024, ore 19:49 
It's great, I'd suggest a less "bright" color and a more rust/dull one. but amazing work nonetheless
Izzy, Queen of All Microchips 30 lug 2024, ore 8:10 
Oh hey I wasn't planning to make this a Mad Max sort of run but I am here for it
explorer.n11  [autore] 30 lug 2024, ore 7:38 
@TheLordEternal They probably can, but i dont known how this can be realized through skin system. Due skin system - game need variable to contain colour for each wreck, which mean memory loss. Or they just change it all the time if game did not remember. Second option - just make wrecks with different colour and add as additional wreck - that's easier, but not necessary.
TheLordEternal 29 lug 2024, ore 22:47 
Very good textures by the way. Looks like it was made by the vanilla expanded team, so it fits right in. :steamthumbsup:
TheLordEternal 29 lug 2024, ore 22:46 
To add to the conversation: I don't know if it's possible, but could wrecks maybe spawn with randomized coloration and/or palettes maybe?
It's a bit strange that every wreck looks the same in the vanilla vehicles mod.
I don't know if that's compatible with the Vehicle frameworks skin-system either though.
general.catallion 29 lug 2024, ore 17:43 
i mean, i think just having this and a muted version of each would make sense, the current ones are the recently crashed, while the more muted ones are the ones from potentially thousands of years ago.
Doc 29 lug 2024, ore 11:50 
Stylistically, it would need to be more muted if you're aiming for consistency with vanilla ruin/wrecks. Not to say there's anything wrong with the art itself though, and it would still work fine if you want these to be more recent wrecks rather than ancient wrecks.

@Thranos
We also have to keep in mind that these ancient wrecks aren't sitting in a field for just 60 years, but potentially centuries or even 1000+ years.