RimWorld

RimWorld

3,149 ratings
Vanilla Vehicles Expanded
213
42
17
28
24
38
16
29
14
4
14
13
3
5
9
5
5
4
4
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
17.292 MB
4 Aug, 2023 @ 12:04pm
3 Aug @ 9:17am
33 Change Notes ( view )

Subscribe to download
Vanilla Vehicles Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
101 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




Vanilla Vehicles Expanded is a long awaited mod utilising Smash Phil’s Vehicles framework. The main purpose of the mod is to add realistic and engaging mechanics surrounding vehicles of all kinds into the game. Not just the cars, but boats and airplanes too, this mod comes packed full of content and new production chains to allow players to dive deep into the vehicle production.
Vehicles come separated into many different categories and tiers, contributing to the overall progression. You won’t simply be making a car and driving it around - you will keep checking out other vehicles and options this mod brings to the table. Every car, boat and aircraft will have a particular purpose and thanks to the tier system, it will be easy to understand the differences between various vehicles.
This mod utilises the paint job system added in Vehicles framework, allowing you to fully customize the pattern and colors of each of your vehicles. Whether you want a camouflaged armored division, or a pink bomber wing, this mod has it all.
New, Vanilla Vehicles Expanded exclusive mechanics such as acceleration/deceleration and handbrake add extra depth to vehicle stats and play a crucial role on the local map - a vehicle will take a while to accelerate to full speed, and may need space to decelerate, otherwise it risks having damage deal to tires and suspension.
19 new pattern options make an appearance, allowing you to customize your vehicle with new, vanilla-inspired patterns.






































































This mod has undergone tremendous amounts of testing, but there may still be issues that you come across. It’s essential that you report any issues related to Vehicles Framework directly to Phil via the Framework mod page - not to me. I can’t fix these issues.

[forms.gle]



Graphics are created by Oskar Potocki.

Art help from ISOREX.

Code work by Smash Phil and Taranchuk.

XML partly by xrushha.

Storyteller artwork by vitalii.

Screenshots by Reel and Moose.

Descriptions by Reann Shepard.

Built on Vehicles Framework by Smash Phil.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Can I salvage rusted cars for some spare vehicle parts?
A: That was the plan, but it turned out to be quite OP. We are however adding a selection of new, less rusted car wrecks in the near future!

Q: Can I upgrade the cars?
A: Not yet. Vehicle upgrade system first needs to come to Vehicles Framework. Then, we will make use of it.

Q: Do airplanes need a landing strip?
A: Yes, airplanes need a landing strip that’s cleared of any structures and trees. You can taxi your airplane to the landing strip.

Q: Can I run people over?
A: Yes! And since the damage is based partly on vehicle speed, this means that acceleration plays a vital role in maximizing your damage output!

Q: Do vehicles take damage from running people over?
A: Yes, damage depends on the BodySize of the run over target.

Q: Can vehicles be minimized and reinstalled?
A: No. They are not technically buildings.

Q: Can vehicle turrets reload using resources in cargo storage?
A: Yes.

Q: Are garage doors used for pathing by pawns and vehicles and open by themselves?
A: No. They’re not doors per se. They are a wall that can be ‘disappeared’ when pressing the button.

Q: Can Vehicles fire on the move?
A: Depends on the vehicle. Bulldog, Highwayman and Tango all have designated gunners. Roadkill only fits one person, so the tank can either move or fire, not both.

Q: Are there any vehicle-related memes or precepts?
A: Yes there are!

Q: Will you add more vehicles?
A: Absolutely, we have plans for many more.

Q: Can boats travel through the ocean?
A: Yes.

Q: Can boats be used for fishing?
A: Not yet, but they will be!

Q: Can I add it mid save?
A: Yes!

Q: CE compatible?
A: No idea. Ask CE.
Popular Discussions View All (99)
291
1
21 Aug @ 8:16pm
PINNED: Bug Reporting
Oskar Potocki
2
12 Aug @ 9:20am
caravanning disabled
Wrist so Icy
6
28 Jul @ 3:38pm
I cannot form a vehicle caravan.
wartanks104
1,834 Comments
Maux 2 hours ago 
Does this mod changes how temperature calculation in fridge works? There seems to be some incompatibility with Thermodynamics mod where items in fridge won't be cooled.
Alpharius 4 hours ago 
I love the work you guys put into these mods, and can't wait for the next addition to this pack
I'm especially looking forward to the war walkers, it'll make my mechanitors able to properly lead their mechanoids into battle without the risk of them getting shot in the neck with a bow and dying instantly
Alu 4 hours ago 
karim is the coder for CAI
hes the one who needs to return for cai to get proper support for vehicles
Grimbly 9 hours ago 
also i should note, i did send through a bug report, was unsure if this counted as such, apologies, please disregard it :)
Grimbly 9 hours ago 
Thank you both for the reply :)
Unsure who Karim is but I thank them, and both of you for your work :)
kotoloh 15 hours ago 
how to fishing with boat?
Eyktan 16 hours ago 
Nvm didnt know it was by clicking my own colony, working fine so far. always hated having a high tech colony caravaning on a damn horse, made no sense
Eyktan 16 hours ago 
How do i even caravan with vehicles? i got the traveller and cant find a way to get it working for caravans, doesnt show on form caravan menu, i have a garage, fuel dont know what im missing
Alu 21 Aug @ 5:33pm 
ill be best to respond to that
karim only added support so far as to make there not be any errors between vehicles and cai
actual vehicles using cais line of sight and fog of war mechanics are not implemented at current due to karims extended leave from RW rn
Oskar Potocki  [author] 21 Aug @ 2:23pm 
I didn't do any CAI5000 patch nor did I support it natively. Ask author of CAI.