RimWorld

RimWorld

Alpha Vehicles - Neolithic
288 Comments
AcetheSuperVillain 13 Jul @ 7:25am 
"LOL (insert concept here)" is all the reason anybody needs to mod something into RW. But that's clearly not what this collection is about.

Some more combat vehicles would be cool, hussite war wagon, gulyay gorod, horse-drawn cannon/trebuchet/catapult/ballista, elephant/mammoth/camel/muffalo mounted artillery. Wild West covered wagon with the vehicle interiors framework would be fun.
gunns22 11 Jul @ 5:24pm 
@melelconquistador
Why would you want the Flintstones Car? What practical benefit would that add to RimWorld? Aside from "LOL Cartoon Caveman Car!" there's absolutely NO reason for the Flintstones' car to exist in RimWorld.
Unless Sarg feels like adding vehicular manslaughter to RimWorld. But that seems like kind of a big "IF."
melelconquistador 5 Jul @ 10:38pm 
No flint stone car?
Mad Cake 18 Jun @ 11:54am 
Oh. Well, i think somebody else should do something like that. Right now there is no mod for that sort of things, or i cant find it. Though, i find problem of moving large piles of resourses on the map pretty obvious. Y know, like big amount or rocks, mined ore or stacks of lumber. Anyway, still, thanks for the mod.
Sarg Bjornson  [author] 18 Jun @ 11:08am 
I can't change features like that, that'd be a change in the framework
Mad Cake 18 Jun @ 10:32am 
its sad that wheelbarrow cant be used to move ore to storage on the map. Or at least i dont know how to.
Sarg Bjornson  [author] 26 May @ 1:31am 
No idea, sorry
Carter 25 May @ 8:10pm 
I feel like I'm losing my mind, but isn't there a github patch or something to make the recipes work better with medieval overhaul? Does anyone know?
Adnan 20 May @ 10:31pm 
It would be perfect if we could put things on horse carts and if we could have a plough that we could hitch oxen to and plough the fields with.
Billy Bad Ass 2 May @ 9:24am 
Thank you Sarg. I was looking for a simple way to have vehicles for my medieval colony. I appreciate you!
Nim 6 Apr @ 5:49am 
The balloon is way overpowered, but I love it. Maybe some of these vehicles should be behind a tech requirement.
Sarg Bjornson  [author] 5 Apr @ 8:29am 
Maybe!
ChrisB 5 Apr @ 7:41am 
hi sarg, do you have any plans to incorporate VVE upgrades?
Jackel990 24 Mar @ 1:58am 
as a joke can you add a Flintstones car
Sarg Bjornson  [author] 22 Mar @ 1:33am 
/shrug
Karasik Erohin 22 Mar @ 1:22am 
I don't feel right about an ox cart or horse chariot built out of nothing using wood. It must implement actual oxen/horses/dogs strapped in, else it's a cheating in a way, and doesn't feel right to me. That's basically why I remove this one after some time playing.
DigiDragoon 20 Mar @ 9:26am 
Would you consider adding a raft as a potential vehicle? Maybe it could greater passenger capacity than the outrigger but be extremely slow as a trade off.
Vortek Gamer 2 Mar @ 4:45pm 
I noticed that the collisions for some of the wagon parts is off, for an example, Covered Carriage where the front wheels is right by the horses and the Ox cart wheels is cover the whole thing even the ox
Mutazek 21 Feb @ 4:34am 
@Colonel.EXE But Chariots getting the plague isn't that far off, they are animal traction vehicles, so is the horse getting the plague, not the chariot itself? Call it a feature, not a bug :lunar2019crylaughingpig:
Sarg Bjornson  [author] 18 Feb @ 11:06pm 
They can't, you have something conflicting with the Vehicle Framework
Colonel.EXE 18 Feb @ 4:05pm 
Alright so uh.... I guess chariots can get plagues...?

https://imgur.com/a/3mBkFY4
Sarg Bjornson  [author] 31 Jan @ 11:04pm 
Yeah
SiaNKs 31 Jan @ 7:35pm 
i guess you dont need horse to build horse cart right? It will be treated as vehicle with Hay as fuel or any other organic marterial?
NihilRetnar 24 Jan @ 9:34am 
@Sarg Bjornson, don't know what could be causing it, it's just rather humorous to have some chariot meat float down a river (from the some things float mod) for my starving colony to eat.
Sarg Bjornson  [author] 23 Jan @ 11:20pm 
Not without a mod conflict, no
NihilRetnar 23 Jan @ 10:42pm 
Yummy yummy chariot meat.
Sarg Bjornson  [author] 23 Jan @ 2:51am 
Dunno what to tell you, they are literally in the Vehicles tab, and with no research needed
yiersa 23 Jan @ 2:44am 
I couldn't find the contents of this mod in my research,but the contents of the age of sail is still there
Sarg Bjornson  [author] 19 Jan @ 9:59am 
Manually, yeah. I don't think anyone has made an automatic system
DarkRen817 19 Jan @ 9:18am 
Can you command your pawns to use the wheelbarrel to carry stuff easier back and forth?
Sarg Bjornson  [author] 14 Jan @ 11:17pm 
I can't know
tehswordninja 14 Jan @ 9:57pm 
Hi, I'm getting some pretty crazy vehicle convoy speeds - like a covered carriage going 90+ tiles a day. Can I assume this is a mod incompatibility?
Sarg Bjornson  [author] 3 Jan @ 2:53am 
I don't know! You should ask CE
theseeper666 3 Jan @ 2:51am 
Dang so like there is no other way unless I remove combat extended? The game didn't detect any incompatibilities with it tho
Sarg Bjornson  [author] 2 Jan @ 11:02pm 
Probably because Combat Extended
theseeper666 2 Jan @ 10:33pm 
Sarg Bjornson  [author] 26 Dec, 2024 @ 6:30am 
I suppose. I never patch my mods for it, so I guess they handle it themselves
Boots 26 Dec, 2024 @ 6:25am 
Im going to guess its Combat Extendeds fault but its still irritating
Sarg Bjornson  [author] 26 Dec, 2024 @ 6:24am 
Sorry, I don't deal with CE
Boots 26 Dec, 2024 @ 6:23am 
Refined Chemfuel
Boots 26 Dec, 2024 @ 6:22am 
Something from Combat Extended that I apparently need to make ammunition for your mod
Sarg Bjornson  [author] 26 Dec, 2024 @ 6:16am 
No idea what FSX is
Boots 26 Dec, 2024 @ 6:14am 
Need FSX to make Hawacha ammunition.. defeats the point in Neolithic Vehicles besides that its a good mod
Mark Bobaba 21 Dec, 2024 @ 6:11am 
Hey I know that you have said in the mod description that they are simple Neolithic vehicles and therefore don’t justify research.

I’m currently playing a VFE - Tribals run and they seem a bit overpowered since they aren’t research locked. Would it be possible to added a research that can be toggled on, is Neolithic and locked behind smithing for them? It could be called carts or wheels or something and could possibly have support with VEF to make it a research requirement for Tier 1 basic vehicles.
Sarg Bjornson  [author] 15 Dec, 2024 @ 11:35pm 
@A29: This mod's vehicles don't need research
SpaceMarineWannabe 15 Dec, 2024 @ 4:48pm 
I honestly was thinking this was going to be a Flintstones car mod, I am simultaneously disappointed its not, and very happy its useful stuff instead.
Bait Used To Be Believable 15 Dec, 2024 @ 2:42pm 
how do you get a hwacha? im looking through my research tree but i cant find it
Sarg Bjornson  [author] 16 Nov, 2024 @ 9:55am 
Not easily, as vehicles use their own drawing system. They don't use pawnrendernodes that would allow that to be changed super easily
Dillinghvm 16 Nov, 2024 @ 8:47am 
Is there a possibility to have a texture change option that changes the animal drawn Vehicles to an alpha animal like a night mule pulled cart to replace the ox cart would be pretty cool
Sarg Bjornson  [author] 4 Nov, 2024 @ 10:50pm 
Yep