RimWorld

RimWorld

Snow Crawler
117 Comments
Killerkitty641 12 Jul @ 12:46pm 
Can't wait for a 1.6 update
[C|⦿] Typical Lama [✚] 19 Jun @ 7:31am 
Can the wintermute have like "inbuilding heating" or smth(stops pawns from getting hypothermia)?
Cause my pawns keep getting hypothermia when travelling in -50*C :s
ImperialForce9 21 May @ 12:22am 
Another question, where in the world do I check the vehicles chemfuel consumption? There doesnt seem to be anything that tells you any vehicles fuel consumption unless I'm blind
hYPERION  [author] 20 May @ 7:46pm 
@ImperialForce9 If it does then they would be added by other mods patching them in, I have not added upgrades to the mod on my side. I was tinkering with adding some when the update for them came out but did not finish and am not sure when out of my mods I may come back to add more content to this one whenever I add more content to any of them.
ImperialForce9 19 May @ 9:41pm 
Does this vehicle have any upgrades from "Vanilla Vehicles Expanded - Upgrades"?
J 8 Apr @ 11:39am 
@hYPERION:


Got it. I’ve just tried breaking the scenario:

🔹If I remove the built-in “Start with” block, I can’t reattach the Wintermute, which is the expected Vehicle Framework behavior.
🔹Changing the amount of Wintermutes spawned work as expected.
🔹Changing the arrival method to “Drop pods” work and vehicles spawn as soon as drop pods hit the ground.
🔹Changing, removing or adding various other scenario options without touching the “Start with” block that attaches the Wintermute also work.
🔹Saving any of the above as a separate scenario and loading work.

Looks like it’s been fixed. I’ll let Phil know.


💬 Apologies for the overly late reply.

No worries, I appreciate the response.
hYPERION  [author] 7 Apr @ 9:18pm 
@J The only time to my knowledge that I've heard of the scenario breaking for people is when they try to edit or replicate the scenario in the mod, inadvertently spawning the wrong thing and causing the issue you're familiar with.

If done how the scenario bundled with the mod handles it then its worked without issue as far as I've heard.

Apologies for the overly late reply.
J 2 Apr @ 9:51am 
@hYPERION:

Hey, I have a Vehicle Framework question. It’s currently not possible to start a scenario with a vehicle—I think the issue was with the game generating vehicles as pawns instead of doing it via the framework—and I thought about doing the same thing that you did with the Snow Crawler for a mod of mine: create a draft XML scenario that players will be able to customize and add my vehicle there.

I talked with Phil and he can’t remember if he fixed that bug. Have you ever heard from players complaining about the scenario included in the Snow Crawler?

Thanks!
Soarin 8 Feb @ 3:36am 
Hi. Is it possible to make a heated cabin?
hYPERION  [author] 25 Sep, 2024 @ 5:33pm 
@XIII Well that's alarming, however it does not seem broken on my end, is this happening with only the Snow Crawler and Vehicle Framework mod installed or is it a larger conflict?

Reading the error it seems related to the fuel pump added by Vanilla Expanded Vehicles and not my mod, testing with it all seems well with no errors and the pump does work and fill the snow crawler when it has more than 0 gas in the tank the pump continues to top it off. I can't replicate this issue even changing the settings of max fuel in VF for the Wintermute.

If the snow crawler is next to a fuel pump see if the error continues to spam removed from it or in a new save with less mods without it, this may be more on Vanilla Expanded Vehicles' side.
XIII 25 Sep, 2024 @ 6:35am 
Unable to retrieve fuelCapacity for SCWintermute in ModSettings. Is this field posted to settings?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Vehicles.SettingsCache:TryGetValue<object> (Vehicles.VehicleDef,System.Reflection.FieldInfo,object&)
Vehicles.SettingsCache:TryGetValue<int> (Vehicles.VehicleDef,System.Type,string,int)
Vehicles.CompFueledTravel:get_FuelCapacity ()
VanillaVehiclesExpanded.CompRefuelingPump:CompTick ()
Verse.ThingWithComps:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
and this is spamming litteraly 10 thousands times in logs. constantly. it wont stop
Crusaderjack 20 Aug, 2024 @ 8:53pm 
Could you use the vehicles upgrade system too make a side-grade that makes this a dune-crawler for those of us with mad-max modlists :D?
harv01bart 8 Aug, 2024 @ 10:57am 
do you want to a collaboration? im working on a star wars mod but struggling with the code and i can pay
Cato 10 Jul, 2024 @ 12:33pm 
Really cool scenario, inspired my next colony, thanks. :steamflake:
Velvet The Goo Cat 28 Apr, 2024 @ 6:40am 
@thenightgaunt i'd use dev mode to add the vehicle you want in at the start, its not exactly what you want but its the next best thing i can think of
hYPERION  [author] 27 Apr, 2024 @ 11:57am 
@thenightgaunt Forgot to reply to you. . . I remember it being tricky, I think I wrote it into the scenario directly because the correct def I had to use didn't show up in the scenario editor. The main thing to watch out for is that there were two defs that had similar names, one worked the other would spawn a bugged snow crawler.
hYPERION  [author] 27 Apr, 2024 @ 11:54am 
@Toast Unsure, but if it works with Vehicle Framework it should be fine.
Autumn 26 Apr, 2024 @ 9:16pm 
Does this work with Rimthunder's core? Just ran into it for the first time and it looks amazing, can't wait to try it out!
thenightgaunt 23 Apr, 2024 @ 7:58am 
I've been trying to find a guide on this but I figured I might ask the author here. Could you share how you add a vehicle to the scenario? I've been trying to figure out how to do that and so far I'm stumped.
Samurai Doge 16 Apr, 2024 @ 9:56am 
THE MIGHTY Kharkovchanka
Shadowzfire 12 Apr, 2024 @ 12:45am 
You did it! Thank you for updating virtually my favorite mod to 1.5! you're a legend mate
hYPERION  [author] 31 Mar, 2024 @ 6:50pm 
@Adamus This mod is built around Vehicle Framework, so updating it is largely waiting on that to become available for 1.5

(If they don't change much, the update on my side might be as simple as just adding the version tag)
Adamus 31 Mar, 2024 @ 4:03pm 
Hoping to do an isolated arctic containment facility run when Anomaly drops. If you could find the time to update this to 1.5 it would be super appreciated.
Thanks for your work! :steamthumbsup:
GVLT 12 Mar, 2024 @ 9:16am 
Im absolutely in love with this vehicle and scenario. Building a colony around the wintermute is great. Hope to see some customization options like machinegun, generator or color palette.
Selne 12 Jan, 2024 @ 6:32pm 
Anyone have a solution of getting it out of your base without deconstructing the walls? Didn't really want to use vehicles expanded just for the garage door.
Farbott 12 Jan, 2024 @ 5:57pm 
hopeful chance of a bigger wintermute for storage purpose? this is awesome but that 225 kg max hurts
Goose 3 Dec, 2023 @ 12:39am 
pleas bro, you have translate this mod.?:a1::a1:
hYPERION  [author] 29 Nov, 2023 @ 11:54pm 
@XXX_420_Bad_Boy That's definitely not supposed to happen, the size of the wintermute should be smaller.
xxx_420_Bad_Boy [Wizard_Cum] 29 Nov, 2023 @ 9:07pm 
@hYPERION this mod is great but there's one issue- wintermute can't fit through doorways that/gaps in walls that aren't at least six tiles wide. this means it's impossible to fit it into an indoor garage, or even a walled compound.
Kissa 23 Nov, 2023 @ 12:49pm 
All we now need is a competent Thing.
хрю 5 Nov, 2023 @ 9:28am 
Is it work with CE?
Darknote 19 Oct, 2023 @ 10:25pm 
Had the same issues as Hyperion/Yoko, but I used Godmode to use the recache all stats button. The vehicles refused to move when spawned in on a new tile (in shallow water too, lmao). But the recache fixed it..
hYPERION  [author] 17 Oct, 2023 @ 10:48pm 
@FilthierChief15 I see, this is because using prepare carefully or other scenario customizers spawns in the wrong def, this causes problems and breaks the mod entirely. I recommend starting the game and just using dev tools to god mode build a Wintermute so there's no issues. There's not much I can do since these other mods are responsible for picking the wrong def.

Using the uncustomized scenario bundled with the mod should also work as this is configured correctly.
FilthierChief15 17 Oct, 2023 @ 10:31pm 
@hYPERION if you use prepare carfully it can be recreated, I just tried it with and without.
hYPERION  [author] 17 Oct, 2023 @ 6:33pm 
@FilthierChief15 Is this occurring with just the mod loaded on it's own? Something is definitely going wrong here but I have not been able to recreate it thus far.
FilthierChief15 17 Oct, 2023 @ 5:02pm 
Im having the exact same issue as Yoko, I try to drive it and it sits there idleing, I cant even deconstruct it. I tried shooting it until it blew up but it just turned bright purple and cant even be killed or deconstructed with debug mode, If it helps I did use the scenario where you start with it, and since then it has not worked.
Yoko 14 Oct, 2023 @ 6:06pm 
i put a person into the driver seat, turn it on and right click but it just sits there idling
hYPERION  [author] 14 Oct, 2023 @ 2:56pm 
@Void cat If you're using character editor, prepare carefully, or just editing the scenario in general, you are likely experiencing a bug where you're starting off with the wrong version of the "Wintermuite". The scenario the mod adds specifically spawns in the correct def, which is hard to tell apart from the wrong ones when editing or making your own scenarios.

If this issue is occurring with the stock scenario I'm not certain what the cause is, potentially some sort of conflict. Local testing shows the mod still works fine on my end so I'm not certain how to replicate the problem.
hYPERION  [author] 14 Oct, 2023 @ 2:52pm 
@Yoko Should operate like any other vehicle.
Yoko 14 Oct, 2023 @ 1:20pm 
i cant seem to get it to drive when its turned on
Cone man 10 Oct, 2023 @ 12:39pm 
I seem to have an issue with the scenario, my colonists and my snow crawler are nowhere to be seen?
bugrilyus 4 Oct, 2023 @ 3:26am 
CE COMPAT?
Helljumper27 27 Sep, 2023 @ 3:54pm 
the scenario is very cool
Miss Halloran 26 Sep, 2023 @ 8:37pm 
Ah okay, I'll try and poke at it another day then to see if I can't figure it slightly lol
hYPERION  [author] 26 Sep, 2023 @ 7:54pm 
@Miss Halloran That sounds like it may be an issue with Vehicle Framework, I think there's some pathing issues that can be resolved via something in debug mode, but I have not run into yet.
Miss Halloran 26 Sep, 2023 @ 7:42pm 
I'm having the issue of using the 1x3 remote doors from Door Extended even when I have them open the vehicle says it can't pass through no matter what unless I deconstruct them. Is there some kind of different door mod that will allow me to have a closed off garage instead of an open one?
Cedaro 16 Sep, 2023 @ 6:10pm 
Thanks!
hYPERION  [author] 16 Sep, 2023 @ 5:28pm 
@Cedaro Good idea, should be in the new update.
Cedaro 16 Sep, 2023 @ 8:06am 
could you add a patch to move Snow Crawler Engine into VVE_CarParts thingCategory if VVE is active?
Мармелад 12 Sep, 2023 @ 12:06pm 
don't know where to share with this, but I found it funny how my Wintermute turned into Winterblow cuz it ran over a snowhare :S

https://imgur.com/a/oPvizc7