RimWorld

RimWorld

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Vehicle Map Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
11.583 MB
13 Feb @ 2:29am
11 Aug @ 11:27am
107 Change Notes ( view )

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Vehicle Map Framework

In 1 collection by LS
VMF Mods
6 items
Description
Caution
This was not created by the author of Vehicle Framework, but is my complete personal work, not belonging to any team. Therefore, please be careful not to report bugs in this mod to Vehicle Framework.
This mod draws another map that moves on top of the map and interacts with each other, which is an unprecedented challenge in the past. The scope of the impact is more extensive than one might imagine, and many bugs and incompatibilities are to be expected.

Caution2
The maximum number of maps in RimWorld is 128, and that includes the maps that will be added by this mod. Don't overbuild vehicles that have map!

Caution3
The namespace is VehicleInteriors, a remnant of the provisional name Vehicle Interior Framework used during development. However, a mod with the same name as the development name appeared later (after being renamed), which has caused some confusion. Sorry about that.

Overview
This mod is a framework mod for vehicles using Vehicle Framework to put a map on vehicle which floors and buildings can be constructed.

The base map and vehicle map interact with each other, and bullets and explosions can hit across the map. In addition, most jobs performed by pawns automatically support map traversal, allowing them to haul and craft items back and forth between each.

The mod itself does not include vehicles with map. Check out the collection below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3426513565
But some buildings dedicated to vehicles with map will be added.

Buildable Upgrades
It is a system that allows upgrading of vehicle status and crew slots through construction; it is a version of the Vehicle Framework's upgrade system that can be freely customized using space on the vehicle map.







Difference between "Cargo Capacity" and "Maximum Payload"
The framework calculates the weight of the container inside the vehicle and the weight of the objects on the vehicle map separately; the “ Cargo Capacity” status present in the Vehicle Framework affects the speed of the vehicle, but there is no limit to the volume of the cargo. For upgrade relevance and realism, the weight of things on the vehicle map is accounted for in the “ Maximum Payload” status and multiplied by a separately calculated impact factor on the vehicle's speed. This specification may be changed to something simpler.

Map Interconnection






Others




Restrictions
*For performance and drawing range (camera height) considerations, vehicles with map cannot be placed on another vehicle map.
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

FAQ
CE?
Supported. Please let me know if you experience any problems due to CE updates, etc.

MultiPlayer?
I don't know. Maybe not.

How will it affect performance?
I think it has decent impact, because this mod patches extensively on the game. It has not yet been tested in a large colony.
I will do some benchmarking.
I have not seen any noticeable performance issues in my environment ......, but if there is a lot of negative feedback about this, I will do whatever it takes to improve performance. I don't want to waste the effort I have put into this mod so far.
The latest update has improved that quite a bit.

What is Planet Drawing Mode?
This feature is designed to enhance the appearance of the vehicle map when it is displayed during caravanning. It does not affect the caravan specifications. It can be turned off in the settings.

Credits
People who helped me
Chinese Traditional Translation: alicezuber
Chinese Simplified Translation: gaogzs
PUAH and VFE Shield Patch: Moriarty

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

For Modders
https://github.com/oelsart/VehicleMapFramework/wiki

For Testers
[Dev] Vehicle Map Framework

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
Popular Discussions View All (9)
11
15 May @ 7:19pm
Inability for vehicles to descend
Kot-sornyak
15
16 Mar @ 2:00pm
Problem when entering/leaving vehicle map
Dark Luminary
3
4 Jul @ 12:31pm
Long waiting for jobs Outside Vehicle Map
lotica
606 Comments
Amadeus 11 Aug @ 6:05pm 
bugs with turrets from cele tech
LS  [author] 11 Aug @ 11:32am 
@Starempire42
Fixed.
Starempire42 10 Aug @ 10:13pm 
@LS seems a funny incompatiblity issue that seems to be happening with this mod and (do your research mod:) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3523205869

Not allowing you to force them to actually research at the research benches (link to the thread with the bug report here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3523205869/600785448933056219

The author of that mod said to come ask you to fix the issue, which I hope happens at some point in the future, Good-day/goodnight!
晓山alreShan 10 Aug @ 9:17pm 
@LS
Fixed, great! thank you! :D
Chase Me 10 Aug @ 9:53am 
Update 4 hours later and getting lucky it appears to of just been a stack gap error that was more pronounced when dealing with vehicles, chances are steam just pulled a steam and downloaded the older version of mods again
LS  [author] 10 Aug @ 9:06am 
@晓山alreShan
Okay thanks, It's fixed.
晓山alreShan 10 Aug @ 7:37am 
@LS
hummm:waxquail: https[deleteThis] :/imgur.com/a/sR3CSOH
LS  [author] 10 Aug @ 6:34am 
@晓山alreShan
It seems that there is a problem with the Achtung patch. However, your second comment has been blocked by Steam. This happens sometimes.

@Chase Me
The log does not seem to record any index out of range errors. I will look into it now, but first, please try updating the Mod to see if the problem occurs. Your version is outdated.
Chase Me 10 Aug @ 5:10am 
Unknown issue when I was pre-bug testing a anomaly run, pawns will refuse to offload corpses off vehicles and throw up a index out of range error. Was using Technical map vehicles but no idea if it was that or the framework itself.

https://gist.github.com/HugsLibRecordKeeper/27655d16a9743bf64381822b5ab02f49
晓山alreShan 10 Aug @ 4:11am 
2 gif link: {LINK REMOVED}