RimWorld

RimWorld

Vehicle Interior Framework
511 Comments
Enrico  [author] 2 hours ago 
el o el
Ictiv 2 hours ago 
AND THEN JUST AS IF TO TAUNT ME, as I was writing this up and went to double check everything in my folders just to go from 200% sure to 300% sure, I saw that the contents of the About folder I had opened had changed, apparently Steam having downloaded an additional 2.7 MBs while I was typing this up that actually finally updated this mod to the 1.6 version.

However, according to this page, that wasn't you changing the mod, because Steam insists the last time this mod was updated was over 12 hours ago.


Lesson of this Story:
Steam be whack, yo.


(Also yes to clarify, it seems that the mod downloads correctly now, this was probably some weird glitch in the Steam backend. But if the issue persist for anyone else, I'd recommend restarting the computer as that MIGHT have had something to do with the issue getting fixed.)
Ictiv 2 hours ago 
@Enrico
I'm having the same issue as @BabaJaga, and just to make it 200% sure that it's not something on our end, I:
Unsubscribed on this page.
Double checked that the folder was deleted.
Emptied my recycle bin for good measure.
Restarted the entire computer.
Opened steam.
Resubscribed on this page.
Watched Steam download a file (that's 11 MBs, even though the mod page says it's supposed to be only 6 MB).
And then finally checked, and the About.xml still identifies the freshly downloaded mod in a folder matching this mod's steam workshop number and confirmed that the About.xml file refers to this mod as requiring up to 1.5 and Pocket Dimensions...

(But wait, there's a twist I'll write in the next comment.)
Enrico  [author] 3 hours ago 
Tip: Unsubscribe and confirm sure the mod is FULLY removed. Only once you've confirmed that, you resubscribe.
Enrico  [author] 4 hours ago 
There's many similar mods though, you might be confusing them. Vehicle Map Framework for example is still 1.5 - this mod is not that.
Enrico  [author] 4 hours ago 
I re-checked for you and the uploaded version is in fact 1.6.
BabaJaga 4 hours ago 
@Enrico, could you check the uploaded latest version. Even with forced refresh steam pulls the 1.5 version only. Thank you
Gatoviejo =^,^= 14 hours ago 
It reminds me of the games Company of Heroes 1 and 2, where the British forces have mobile bases, represented by a truck that can be set up and the tent deployed on the side of the truck. It might be an idea to give it a little more space, something like while it is running it is just one room like the one in the mod image and when installing it it has an additional room with work tables.
Enrico  [author] 15 hours ago 
Update 14 July:
- Updated to 1.6 (Thanks to @Furia!)
- 1.6: Merged the two setting menus into one and removed global interior offset settings because the vehicle selector already has them per-vehicle.
- 1.6: Temporarily disabled the RV scenario because Vehicle Framework has some issues that have been reported should be resolved soon.
eliaicy 6 Jul @ 7:06pm 
When use with vehicle map framework, the cargo does not link with vehicle inventory.
Shurupchik 20 Jun @ 10:10pm 
Once a map is created inside a transport - you can't leave the settlement map. Pawns stop moving after they get to the world map
SadPlastic 10 Jun @ 11:32pm 
YES!!
electriccid 31 May @ 10:31am 
Sorry for the lack of clarification, what I meant was that if a pawn is missing from the map while it performs the schedule call to bring them in/out of the RV, it continues trying to call them every tick/instance/whatever they're called in Rimworld, failing each time until I manually tell it to stop calling the colonists
Creedmoor 28 May @ 1:52pm 
i feel like this could be a mod conflict on my behalf, but has anyone else had issues where after leaving a vehicles interior a pawn will unload their inventory for no reason? no way to interrupt or cancel it either
Buffered 23 May @ 1:23pm 
ArgumentOutOfRangeException every tick when there is an AOE (sun blocker, etc) site around:

Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029]
at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000]
at RimWorld.Planet.WorldGrid.GetTileCenter (System.Int32 tileID) [0x0006a]
at RimWorld.Planet.WorldGrid.ApproxDistanceInTiles (System.Int32 firstTile, System.Int32 secondTile) [0x00000]
at RimWorld.CompCauseGameCondition.InAoE (System.Int32 tile) [0x00023]

1. With VF+VIF start a test map and initialize an RV interior.
2. Accept an AOE site quest with Debug actions > Generate Quests x#... > ThreatReward_SiteThreat_Item (make a few in case some are raid sites)
3. Exceptions occur once the site spawns.

Also another error with Smart Farming mod: MapComponent_SmartFarming.UpdateCommonCache() throws trying to access RimWorld.Planet.World.tile[grid] for the interior.
Enrico  [author] 20 May @ 8:58am 
@Vartarhoz There's a button for hot swapping on the "cab access hatch" spot.

@electriccid I'm not sure what you mean with "the call never ends".
Vartarhoz 20 May @ 8:26am 
Can/how can you hot swap from driver or passenger seat to interior or vice versa?
electriccid 11 May @ 6:54pm 
I have on many occasions brought a colonist back inside the RV after they were scheduled to leave, and had them there for the rest of the day. The problem is that when the call is sent for all my colonists to go back inside the RV, said colonist isn't there, so the call never actually ends. Would it be possible to make the call not count any colonists that aren't available at call time so that it will actually end properly?
Enrico  [author] 11 May @ 2:33am 
@PixelHater Pathfinding is currently not supported. Anyone who wished to contribute this to the mod, please reach out!
PixelHater 10 May @ 10:24pm 
This mod looks great for a merchant fleet playthrough I want to do. Is it possible to allow pawns to pathfind freely between interiors and an exterior, like how MultiFloors does it between additional floors and the ground floor?
Nanook 29 Apr @ 4:07pm 
i see. thanks for the workaround.
Enrico  [author] 29 Apr @ 1:24pm 
Another great suggestion I've added to the ideas list. As a workaround, you can change the custom scenario difficulty parameters to use playtime instead of wealth
Nanook 29 Apr @ 11:35am 
also is it possible to make the wealth inside the interior counts on the exterior also so that enemy raid can also be balanced ? since currently it doesnt count interior's wealth, all im getting is weak raids
Enrico  [author] 29 Apr @ 6:05am 
The legacy Pocket Dimension version of this mod does have hoppers, allowing for automatic item hauling.
Enrico  [author] 29 Apr @ 6:01am 
That's a great suggestion, hopefully someone will contribute to the mod and add it.
Nanook 29 Apr @ 2:43am 
suggestion = make it so vehicle with interiors have auto hauling rules, like those stairs in ancient ruins mod so that pawns can auto haul stuffs from exterior to interior to reduce micromanagement
El Grasón 28 Apr @ 9:59pm 
Hi, is there a way to add a shuttle or a balcony? for drop pod trading, currently I deleted the roof of a room with dev mode
Enrico  [author] 21 Apr @ 3:22pm 
Update on 4/22/2025:
- The mod has been rebranded from "Movable RV w/ Interior!" to "Vehicle Interior Framework" .

Originally developed as a quirky little texture pack for the Pocket Dimensions mod, what began as a proof of concept has evolved into a fully-fledged system that enables functional, drivable vehicles with interiors—something I had envisioned from the start. Thanks to the programming contributions of @Furia & @Nova, that dream has been realized!

Given the decline in popularity of the legacy Pocket Dimensions version, we will be placing less emphasis on it (though it will still be available for those who prefer it). And with the mod’s increased capabilities, this new name feels more appropriate to reflect its new role going forward.

Don't worry, nothing has changed about the mod whatsoever, just a fresh coat of paint!
Nanook 21 Apr @ 12:12pm 
i keeps getting bug where my pawn stuck on wandering state after exiting/entering vehicle. usually after exiting and entering via manually right clicking on RV/exiting from right clicking on vehicle exit
Enrico  [author] 21 Apr @ 7:35am 
Update on 4/21/2025:
- Changed the mod to prioritize the Vehicle Framework integration over the Pocket Dimensions integration.

If this affects you negatively, let me know, and I'll help you modify the mod back to how it was.
Enrico  [author] 21 Apr @ 7:33am 
@player1

Yeah, so due to our legacy Pocket Dimensions integration, and the fact that we default to that integration over the Vehicle Framework one, pocket dimensions get completely converted into RVs, making it no longer exist as a standalone object. I'm going to make it prioritize the Vehicle Framework integration instead, as I did a poll recently which showed that everyone has moved on from the Pocket Dimensions integration anyway.
Player 1 18 Apr @ 7:29am 
Hi, don't know but i got the Problem that this MOD blocks the Research Tab of Pocket Dimensions... But i allso have BOUTH Vehicle Framework AND Pocket Dimension installed -> I use now "RV with built-in PD" there the Research Tab show...
Nanook 17 Apr @ 6:47pm 
@ChronoYuki that could work. thanks for the advice. ill try later
ChronoYuki 17 Apr @ 3:42pm 
@Nanook I think there's a small water tank that can be uninstalled as an item and loaded into RV
Nanook 17 Apr @ 2:14pm 
compatibilty with dubs bad hygiene ? how to get water for toilets in RV
Enrico  [author] 15 Apr @ 3:52pm 
As with every mod incompatibility, if you want to discover which mod causes it, you can take out all mods except RV mod, and then see if it errors. If it doesn't, you can add 50% of your original mods back to see if it errors. If it doesn't you can add the next 50% of the remaining mods back to see if it errors.

Continue until you find the culprit mod.
ChronoYuki 15 Apr @ 2:56pm 
Great mod but i got same issue with Price, when i create an interior i got endlessly error like:

---
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
---

The interior are working fine but the error log is slowing the game, have no idea why. The error stop when i delete the interior but came back when i create a new one.

This error won't happen in a new game with same mod list. My mod list contains 400+ items so it's clearly not RV's fault, but i really don't know what can cause this type of error, if anyone have clue plz help!

I've tried to delete anything from my colony's main map, keep only 1 new created pawn to drive the RV to a new location, build a new colony, abandon old one, then create a new interior. but the error still happens, like if it happened, it will always exist in this save:stress:
Price 15 Apr @ 8:35am 
It was working well but my console has been getting errors like system index out of range and index was outside the bounds of the array
Cockylida 10 Apr @ 1:29am 
An incredibly cool mod that opens the gate to many nomad / mobile base playthroughs. I'm really happy to see you managed to integrate the 'pocket dimension' aspect of the RV with the drivable vehicle aspect, and being able to add customizable interiors to new vehicles on the fly is the cherry on top.
Enrico  [author] 9 Apr @ 3:08pm 
It's a known issue but the lead tech programmer doesn't seem to be active in the modding community anymore. We're always open to code contributions from the community though.
stephenkohnle53 9 Apr @ 2:53pm 
I had what is presumably a mod conflict with some unknown mod in my rather large list. Anywhosal, I made a caravan with only an RV using the pocket dimentsion, I drove the RV using one of my pawns to a settlement to trade, but the trader did not recognize anything I had in the cargo box. To get around this, I used had a second vehicle join the caravan which despite everything still being in the RV's cargo box, I was able to trade like normal. Might be a good idea to add that to the FAQ or something in case someone else has that issue. Btw I use vehicle Framework.
Enrico  [author] 9 Apr @ 12:36pm 
Correct, check the FAQ.
PoneyUpDaddy 9 Apr @ 11:08am 
Hi! Am I missing something here or is it impossible to leave our settlement while pawns are inside a vehicle? ( using the mod with vehicle framework )
Enrico  [author] 8 Apr @ 1:50pm 
This mod will then default to the Pocket Dimensions implementation, which is generally deemed inferior.
DiademDracon 8 Apr @ 1:49pm 
What would happen if you had both pocket dimensions and VVE active?
Enrico  [author] 2 Apr @ 4:55pm 
I'll have to check how to disable objects from being sold when I have time for it. Thanks for reporting it!
Wraith_Magus 2 Apr @ 4:08pm 
"Cab access for sale! Getcher cab access here!" I'm using the RV mod with Vehicle Framework, and found an unusual bug: A bulk goods trader came to my base and offered to sell me a vehicle cab access spot for $0.50. I didn't buy it because I was scared it might cause more bugs if I tried to use it, but that probably shouldn't happen.
sneakwolfhond 31 Mar @ 12:35pm 
that would work yeay thanks
Enrico  [author] 31 Mar @ 12:29pm 
You can add the SimplePortal mod to get them back fully and make them craftable and such.
sneakwolfhond 31 Mar @ 12:27pm 
ah okey that makes sense thought it would be a handy thing from colonys that are very far away from each other to send quick help if needed o well its fine , thanks for the quick reply