RimWorld

RimWorld

Vanilla Vehiclular Manslaughter - Tier 3.9
71 Comments
Commander Goon 4 Jun @ 7:21am 
this is peak i think
MobileSuitCleb 16 May @ 5:15am 
How do I trade with settlements with these? I only get the option to attack when attempting to land there
Riggs0  [author] 11 Mar @ 10:30pm 
@Lovecraft, Sure, I wanted to fix some of balancing in this since I don't play with rimfeller anymore, ill include them when I finish.
Lovecraft 11 Mar @ 7:40am 
This is missing 2 of the SRTS vehicles. Would love if Genesis and superpod was added. Plans on that?
Vagineer1 29 Nov, 2024 @ 1:39pm 
Really do love the old SRTS ships being put into the vehicles framework.

The only negative thing I have to say about this mod is all the ships being put way at the end of the tech tree instead of being scattered throughout it.

Maybe the first ships could be placed right after microelectronics maybe?
Black_Overlord 26 Nov, 2024 @ 1:33pm 
Are they SOS2-capable?
Jane 9 Sep, 2024 @ 9:07am 
does it bomb stuff?
jackmls1995 18 Aug, 2024 @ 6:40pm 
Oh nvm, I was just being dumb
jackmls1995 18 Aug, 2024 @ 6:36pm 
Can you not use them to caravan?
tide{S}haper industries 5 Aug, 2024 @ 4:10am 
As it is answered just two comments below; yes - the issue was fixed with one of the prior updates to VF.
Dust 4 Aug, 2024 @ 8:40pm 
Did the memory leak get resolved?
VelxraTV 30 Jul, 2024 @ 5:51am 
pretty epic mod not gonna lie does everything one could want for late game and compatibility. honestly I wouldnt mind a more VFE nerf level for cargo storage though.
Scorpio 23 Jun, 2024 @ 1:59am 
Latest VF update should fix the memory leak issue
=][= Milante 16 Jun, 2024 @ 1:53pm 
Took me a while to further track down, but I've seen the memory leak with this mod as well. For some reason, it's worse on maps with caves, and it uses up ALL available free memory if you load up a Crater map from Geological Landforms.
Flyneos 14 Jun, 2024 @ 2:51pm 
thank you so much
Riggs0  [author] 1 Jun, 2024 @ 6:43pm 
@Flyneos updated, sorry I wait to play 1.5
Flyneos 11 May, 2024 @ 8:50pm 
Update please :'(
tide{S}haper industries 31 Mar, 2024 @ 12:05pm 
If that's true, this might be something that ultimately has to be fixed in VF itself - but who ever is currently playing with the mod and wants to test it yourself, just try downsizing the camo-textures yourself and then compare if the 'leak' is happening as fast/severe as before. Unfortunately all who are on this case are a bit short on time due to other mod- & update-related causes - and to reproduce results, having to run the game for a long time is not exactly helping. So some support is of course appreciated.
tide{S}haper industries 31 Mar, 2024 @ 12:05pm 
PSA:

While the leak is still under investigation - with no really hot lead - there is at least some sort of theory we have about the potential cause. This mod shares some similar (but worse) behaviour with VVE T3 - and what both have in common is the use of some pretty high-res textures used for the camo patterns.

One theory here is that this feature is actually problematic in VF itself - could be a bad garbage collection for the info-card preview, with the mod not flushing out textures from that cache as it should, so the data piles on over time. It would explain why some few mods share this 'leaking' behaviour, but to a different degree. All of them make use of the pattern, have significantly high-res textures for them, and this mod simply has the largest quantity of them. So the fact that the leak here is so significant would fit the theory pretty well.
Ryoko 31 Mar, 2024 @ 9:21am 
I can confirm, the memory leak is still alive haha
Connie (she/her) 12 Mar, 2024 @ 3:42pm 
Memory leak still there.
DAV 12 Mar, 2024 @ 10:57am 
Please add the Genesis :steamthumbsup:
Gyubbuh 29 Feb, 2024 @ 4:27pm 
is that jschlatt in the thumbnail
Scorpio 16 Feb, 2024 @ 11:05am 
@The Angel of Death still here
El 1 8 Feb, 2024 @ 5:19pm 
Memory leak still a problem. Debugged my modlist for a whole day trying to find what was absolutely tanking my ram usage and finally found it was this mod. Constant crashes on a few hours old colony with medieval tech, didn't even get to do any stuff with vehicles and still, it was killing my RAM like crazy. Removed this mod and suddenly everything works just fine.
Jesus Christ 8 Feb, 2024 @ 9:11am 
Was the memory leak resolved?
Scorpio 29 Jan, 2024 @ 12:22pm 
memory leak and make the textures 512*512 max , 1500*1500 is way too much
ScaryRabbit 27 Jan, 2024 @ 11:22am 
Also had the out of memory issue and game crashed, after taking this mod out, no more issues. The strangest part is that I didn t even have built any of the mod vehicles yet, so no idea how that can happen. Also my PC has 32 GB of ram, so something has to be very wrong to fuck it up.
MRXZX 26 Jan, 2024 @ 5:57am 
nvm had memory spike when loading albatros with cargo but only in my colony if it was or enemy colony or some event i didnt had it
MRXZX 25 Jan, 2024 @ 11:15am 
I didn't experience any memory spikes, but I didn't use any srts ships, for now I just research them.any plans changing research for them, because having them under combat vehicles is pretty easy 1,5k cost of research for the most op vehicles in game is just too little, standard SRTS resarch was adequate, if you could implement that it would be great, and lastly well cost of building it well for spacer technology it cheap as well Cherokee is more expensive than albatross and it makes no sens :/. Other than that you did great job keep at thit :D
Dahak 4 Jan, 2024 @ 6:19am 
I hope you are able to get this fixed because I really want the SRTS ships to have the same mechanics as VVE vehicles. My map usually takes around 14 Gigs of RAM with all the mods I run, but adding this makes it jump to 23+ and leads to large spike drops in TPS. Jumps between 8 and 60 TPS every couple of seconds. Didn't see any red errors (except those related to loading the map after removing SRTS) so its not something obvious.
Riggs0  [author] 3 Jan, 2024 @ 9:52pm 
I belive there is something screwy going on, I have just this mod and its dependencies loaded and no memory leak, its entirely possible that this is the problem for now I hold off on adding it while I attempt to get outside help.
HIVEMIND 3 Jan, 2024 @ 6:58pm 
is this memory overflow stacks comin from this? not hatin just askin? =)
Dahak 3 Jan, 2024 @ 5:51am 
Ooof, unless Rimworld regularly uses 23 gigs of RAM on a 4 pawn 400X400 map, I'd say there is still a memory leak. Sadness!
Dahak 3 Jan, 2024 @ 5:14am 
I am just waiting for someone to figure out how to make hover-capable direct air support now! Rocket pods on the Louie, charge cannons on the Phoenix, anti-grain machinegun or Independence Day doom laser on the Genesis... The possibilities!
Chaosstripe 2 Jan, 2024 @ 6:02pm 
Did you fix the memory leak with the update?
SealNine 30 Dec, 2023 @ 12:07pm 
I have the same problem with memory leak
a fix?
tide{S}haper industries 30 Dec, 2023 @ 1:33am 
Since I don't see anyone mentioning it in the comments; are there any News about the memory-leaking behaviour that consistently crashes people's games? I wouldn't want to put a completely new mod onto my mod-recommendations shit-list - but as it stands the reports don't stop.

If you need help finding the cause and fixing it, I'd recommend dropping into Dub's Discord - there are already reports there as well as experienced modder who might be able to help.
Spikem59 27 Dec, 2023 @ 3:52pm 
@Riggs0 The trains don't create tracks, but the mod has decorative railway props. It had the issue of just flying away in the air like normal SRTS ships unfortunately, but I was thinking maybe with Vehicle Framework it could be fixed along those railway props. There's another mod, Rails and Roads of the Rim, that adds railway tracks on map generation and the ability to build more, so I'd just been playing with those to roleplay having a proper railroad so far.
Riggs0  [author] 26 Dec, 2023 @ 5:19pm 
Ill add the Genesis lmao
DAV 25 Dec, 2023 @ 11:56pm 
Please add the Genesis :steamthumbsup:
Lama man 25 Dec, 2023 @ 7:23am 
oh boy srts in Vehicles EX
blue 24 Dec, 2023 @ 11:32am 
where the genesis at? i wanna commit my manslaughter at MFTL+
Riggs0  [author] 24 Dec, 2023 @ 10:51am 
@Spikem, I can look into it do the trains create tracks?
Riggs0  [author] 24 Dec, 2023 @ 10:49am 
@Don'tknowwhattoput yes I loaded it mid save in my current playthrough.
Spikem59 24 Dec, 2023 @ 9:56am 
Could you potentially do something similar with the SRTS Trains mod?
Don'tknowwhattoput 23 Dec, 2023 @ 4:57pm 
It doesn't seem to load mid save.. you tested it?
Sera 22 Dec, 2023 @ 10:29pm 
No ya I get it why they are big. I was just not expecting the size of it being about 2x the size of the model.

Ah makes sense.
Pootis 22 Dec, 2023 @ 9:55pm 
Is that a fucking Vulture Gunship from Halo Wars I see?
Riggs0  [author] 22 Dec, 2023 @ 9:10pm 
@Sera they are big for a reason, I’ve been working on vehicle in vehicle loading Ie tanks on a pelican. The pipes problem is a vehicle framework problem it’s not yet supported in it. @5katz if you can give me artwork that resembles the current ones I’ll implemented it soon @Toast if I do that for the skip then you will not be able to land it at tiles not already scouted, if it needs a constructed runway too take off it will need one to land, I feel that the skips recon role suits it more toward solo missions, I can easily make a submod for it though.