RimWorld

RimWorld

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Engine Industries for VVE
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Mod, 1.5, 1.6
File Size
Posted
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357.549 KB
17 Jan @ 6:41pm
11 Jul @ 9:37pm
6 Change Notes ( view )

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Engine Industries for VVE

Description
A patch to make VVE vehicles (Including T3 and upgrades) use Engine Industries parts, using the EI wheels and whatever engine types I feel fit each vehicle.

T1 vehicles all use light engines, to keep up with the idea of them being lower end and easier to construct, whilst T2 and up use all other engines as I see fit, such as high end military vehicles like the Cherokee and Marshal using turbine engines and large trucks using heavy engines.

Also can optionally completely remove the VVE Engine and wheel parts, which aren't needed when this patch is in use, and no other mods that use them are loaded (option available in XML extensions setting menu).

New Update!
Optional setting added to replace VVE engine and wheels with Engine Industries' ones using Ferny's ReplaceLib, allowing for rudimentary compatibility with any mod using those parts that I haven't patched manually.
Find the setting in the XML Extensions extra mod settings menu (the + next to Mod Options).

Probably incompatible with other mods that make changes to VVE vehicle recipes and such.

LMK in the comments if there are any other vehicle mods you'd like patched to use the EI parts too!

Other Compatibilities:
VVE - Deconstructable Vehicles Junk - Vehicle junk drops EI engines and/or wheels instead of VVE engines/wheels
Reel's Expanded Storage - EI parts can be stored in garage bench.
GTek's Vehicles - Patched to use both VVE & EI components.
Snow Crawler - Patched to use EI wheels.
Cyberpunk Nomads' Workshop - Patched to use both VVE & EI components.
Quadra Turbo-R V-Tech - Patched to use both VVE & EI components.
Popular Discussions View All (2)
4
23 Apr @ 6:11pm
Bugs/Incompatibilities
Vanthe Bat
2
8 Feb @ 7:11pm
Mod Support Requests
Vanthe Bat
44 Comments
Vanthe Bat  [author] 11 Jul @ 9:23pm 
Checking that this still works in 1.6, will drop an update soon if it doess
WJSabey 6 Jul @ 3:21pm 
I dunno about that, the complex vehicles research is half-as-much again as the Otto Cycle research, and you'd have to research both of these to build a T2 vehicle. So even if the heavier T1 vehicles need medium engines, it's still 800 research vs 2,000 research to build a Mule vs. a Roadrunner.
Vanthe Bat  [author] 5 Jul @ 4:27pm 
@WJSabey I definitely had that thought too, but I figured it'd be best to go for the light engines as to keep from locking them behind too much research, since by the time you can make those medium engines you might as well make a T2 vehicle anyway. Description for the light engine also mentions it can be used in tandem for medium vehicles, so I feel it fits.
WJSabey 5 Jul @ 1:27am 
I would suggest that tier one vehicles that would otherwise take two light engines like the mule should probably use a medium engine instead.
Vanthe Bat  [author] 14 Jun @ 9:35pm 
@Krahe
VVE T3 is already patched, but yeah I can have a look at Titan vehicles
Krahe 7 Jun @ 4:07pm 
Good stuff. Can you also make patches for Vanilla Vehicles Expanded - Tier 3 and Titan Vehicles Continued?
Vanthe Bat  [author] 6 Jun @ 7:18pm 
@lego116
You should be able to make them in the VVE garage bench w/ this patch
lego116 6 Jun @ 4:39pm 
how 2 make road wheels?
FleetOfWarships 17 May @ 3:56am 
Unfortunate, thankfully I've got a fair few wrecks scattered around my colony to fix up, so I should be able to use these wheels and engines quickly.
Vanthe Bat  [author] 16 May @ 9:49pm 
Ahh, yeah probably best to disable the mod temporarily in that case, I don't think there's any way to have the recipes be able to use both interchangeably.