RimWorld

RimWorld

Vehicle Framework
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Update: 11 Jul @ 12:06pm

v1.6.2043
Notes
This is a 1.6 pre-release. There is still a lot of internal testing that must go on so expect weekly to biweekly updates over the next few months.

There have been many changes since 1.5. As I'm sure you're all aware, it's been nearly a year since the last update. I am still very much working on Vehicle Framework, however, I will be taking releases more slowly going forward so the steam version doesn't get sudden bugs introduced with no warning.
The idea behind this is to allow internal testers to play with new versions (and features) first before pushing it to the official release. If you want to help test new versions, join the discord for more information.

If you are a modder, there is a google doc[docs.google.com] with a list of all relevant changes you'll want to bookmark.

Note: There are far too many changes and bugfixes to list. Only the most impactful changes will be listed below.

Bug Fixes
- Vehicles can be 'stashed' on the world map, allowing your colonists to continue on foot and retrieve your vehicles at a later time.
- Vehicles can be temporarily disabled by EMPs. (configurable by modders)
- Vehicle turrets can now have range based shooting accuracy. This is the same as weapon accuracy and is primarily for bullet based turrets.
- Added auto-reloading feature to turrets. Colonists will now auto-reload the turret (if it is empty) upon entering the vehicle, or if cargo is added.

Changes
- Vehicle Caravans will ignore biome and road costs when traveling on roads.
- Vehicles will no longer run over friendly pawns by default, this setting can be re-enabled in the mod settings.
- Vehicles consume 50% less fuel while idle.
- Merged 'Form Caravan' dialog with 'Form Vehicle Caravan'

Performance
- Harmony patches are now ran in the background while the rest of the game is loaded, reducing startup time.
- All assets are now pre-packaged into asset bundles, reducing startup time and memory usage for textures.
- Vehicle regions are now pooled and 'lazy', only generating if you have a vehicle that needs the grid.
- Vehicle rendering is now multithreaded.
- Vehicles utilize Variable Tick Rate, a new 1.6 feature that will make vehicles even more performant while idle or out of view.
- Made significant changes and improvements to the multithreading capabilities of Vehicle Framework.
- Fixed various problematic patches that caused high tps spikes with larger mod lists.

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: 6 Aug, 2024 @ 10:57pm

v1.5.1704

Bugfixes
- Graphic Overlays not rendering diagonally
- Refuel job floating point error, resulting in colonists attempting to refuel indefinitely if fuel was set to 99.99% full.
- VehicleCaravan would throw an exception when trying to satisfy pawn needs.
- Mlie's reupload of Rails and Roads of the Rim still being incompatible due to type name changes.

Update: 6 Aug, 2024 @ 10:50pm

[Auto-generated text]: Update on 8/6/2024 11:50:34 PM.

Update: 3 Aug, 2024 @ 1:42am

v1.5.1701

Hotfix for Camera+ and Mark That Pawn patches on vehicle rendering breaking in 1.5.1700

Update: 2 Aug, 2024 @ 2:19pm

v1.5.1700
Notes
This update includes many Quality of Life features such as designating roads, reorienting aerial vehicles upon landing, reorienting vehicles upon pathing to a destination, and more.

Be sure to take a look at the full list down below, and as always if you have feedback feel free to drop by the discord. Thanks!

Bug Fixes
- Upgrading FuelCapacity wouldn't update amount needed to refuel, causing pawns to attempt to refuel in a loop.

- Under specific circumstances a vehicle would become 'incapacitated'

- Overlays would attempt to initialize outside of the main thread when loading a save.

- Vehicle role removal upgrade refunding would add the role copied from the upgrade, rather than checking if it was originally from the vehicle def.

- Compatibility patch for Rails and Roads of the Rim

- AsyncRegionRegisterAction exception when loading a map, causing some regions to become malformed in the process.

- Concurrency issue when updating regions, resulting in invalid regions marked for dirtying not having their cells persist in the dirty set.

- Vehicle leaks would not reset their status when repaired once the fuel count had reached 0.

- CompUpgradeTree attempting to validate listers even if the vehicle is unspawned but being ticked elsewhere (such as in Save Our Ship 2 when traveling between ships).

Performance Optimization
- Parallelized Vehicle Region generation when loading a map. (This will make map generation much faster)

Additional Changes

Players
- Added Road zone to direct vehicles over paths, and to note which edges to try and exit from for caravans.

- Items dropped from cargo will be placed outside of the vehicle's hitbox.

- Vehicles can drag-to-rotate by holding right click when ordering to go to a location. This will rotate the vehicle to face this rotation after arriving at the destination.

- Aerial vehicles with forced rotations for animations can now be rotated during landing, which will rotate the vehicle to face this rotation after it has landed.

- Upgrades will refund % of cost if upgrade is reset or vehicle is deconstructed / destroyed.

- Only explosive mortar shells will have their explosion radius reduced when impacting water, as opposed to every shell.

- VehicleTurret aim pies hidden if vehicle is not selected.

Modders
- Added CompUpgrade for adding / removing comps from upgrades

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: 2 Aug, 2024 @ 2:04pm

[Auto-generated text]: Update on 8/2/2024 3:04:02 PM.

Update: 22 Jun, 2024 @ 2:54pm

v1.5.1659
Notes
A memory leak was brought to my attention recently. A fix for this issue is included within this update. I've also made this change retroactively, meaning those of you who still play on the 1.4 version will also receive this bugfix.

Since the release of Anomaly and RimWorld 1.5, I've received many caravan related bug reports. I'll be doing a 2nd pass over caravan mechanics to fix some longstanding issues, as well as spend some time improving caravan UI.

As for vehicle raids, I'm still working on the AI so the first iteration isn't ready yet, but I'll be sure to post an announcement when it goes live. It's a very time consuming process and bugfixes / performance improvements always have priority. But keep an eye out! There will be a toggle in the mod settings for this experimental feature in the near future.

Bug Fixes
- Thread safe coroutine queue implementation wouldn't clear after scene changes, resulting in memory leak on save reloads.

- Duplicate path and regen calculations during map generation.

- Beach size would still be set to max vanilla size with beach multiplier set to 0%

- Compatibility patch for Roads of the Rim unable to find class type.

- Event maps not unfogging the map when arriving from an aerial vehicle.

- 1.4 version would still try to fetch build date.

- Red squares would render upon constructing a wall.

- Vehicles with overlays would throw an error when repainting.

- Pawn reservations wouldn't clear properly when the pawn died, resulting in the vehicle being unable to be destroyed.

- Prisoner faction would sometimes reset upon traveling in an aerial vehicle.

- Upgrade WorkGiver would fail to designate job to pawns, resulting in pawns getting frozen until interrupted or the upgrade was completed.

- Colonists being able to be ordered to board non-player vehicles.

- Input text boxes would become right justified upon exiting the Vehicle Framework mod settings.

- Upgradeable aerial vehicles would throw exceptions upon leaving the map.

- Role upgrades wouldn't recache turret status.

- Turret upgrades would not pull back the right turret if same key as default turret is used.

- Turret deployment not canceling targeting

- Most recently spawned turret's settings would be applied to all vehicles on the map upon loading a save.

- PawnRenderer not rendering at right offset with turret and overlay drawOffsets

- Missing translation keys

Performance Optimization
- Improved rendering performance of vehicle UI icons.

- Reduced memory allocation for region building.

- Improved map generation time for vehicle regions.

Note: Due to the memory-leak fix, map generation has been made syncronous for all vehicle grids. This will be optimized in a later update.

Additional Changes
- Turret auto-loading settings will persist even if turret is removed from an upgrade and re-added later.

Players
- Added 'Off Road Multiplier' to VF Mod Settings under 'Vehicles'

- Upgrade removal reduced to 30% of work cost.

Modders
- Added more upgrade types

- Added deploy/undeploy event types for CompVehicleTurrets

- Added upgrade states, allowing for upgrades that can be reapplied (such as swapping turrets)

- Added texture swapping

Final Notes
Please report any issues you find on either discord[discord.gg] or github[github.com].

Update: 6 Jun, 2024 @ 5:41pm

Reverting to 1.5.1587, there are some issues from SoS2 patching Vehicle Framework that cause gamebreaking bugs to occur on this new version. Will fix and reupload soon.

Update: 6 Jun, 2024 @ 5:40pm

Update: 6 Jun, 2024 @ 5:40pm