RimWorld

RimWorld

Space Cowboy Vehicles
80 Comments
SadPlastic 29 Jul @ 5:46pm 
"Bell peppers and beef." Really love those designs <3
Twomoon  [author] 17 Jul @ 2:34am 
yeah i plan on expanding, i thought of a tractor, still getting som ref for the art and i'll see with the tractor mod if they are ok if i use or even buy some of their code from them.

i think a mining vehicle could be nice but the coding is out of my league
(actually might commission a coder for both a tractor and mining vehicle xd)

so if you want to share ref for other vehicles your welcomed.
lexcpa324 16 Jul @ 12:04pm 
hey real quick, do you plan on adding any more? if so, i have an idea for one
space cowboy tank with a built in laser (one from the added weapons in the odyssey DLC)
Twomoon  [author] 13 Jul @ 6:37am 
updated, fixed the error, but be aware that even the jetbike will protect you from space (not the temp, but the void burn), that you can launch the cabriolet in and out of orbit right now (plan to change it later), and you cant drive in the void of space, only on the meteor or the station (will change it later), but at least it can be used with no error as far as i tested
Futstub 7 Jul @ 10:29am 
Neat, thank you!
Twomoon  [author] 21 Jun @ 3:24am 
@alf.lord51 thanks for the heads up, i think i didnt noticed because i uploaded the mod using a ssd install on another computer which had this typo long ago.

it is fixed now, thanks
alf.lord51 20 Jun @ 12:40pm 
typo detected for SCV_Cabriolet soundSustainersOnEvent(2nd)
uses VVE_VehicleEngineMuscleCarr instead of VVE_VehicleEngineMuscleCar
Twomoon  [author] 12 Jun @ 5:52am 
@Lunch The Bastard yeah it should be fixed, i remember shrugging at why it did that, blaming it on blueprint orientation etc, but i inverted the numbers in the blueprint def, should be 1,2 now too for the blueprint.
Twomoon  [author] 12 Jun @ 5:46am 
Pre-released 1.6 version of the mod as it shouldnt change much in term of coding once harmony and VVE etc get updated, 1.5 is still the same.

will update once again if it break when they update the dependencies to 1.6 and the code need a rework
Lurch The Bastard 20 Feb @ 4:36pm 
Ok, nvm. It's just the blueprint being weird. The bike itself is 2x1 long when built after moving around a bit
Lurch The Bastard 20 Feb @ 3:03pm 
Is the bike actually meant to be 2x1 wide? 2x1 long I can understand, it's a bike, but 1 block long and 2 blocks wide feels weird for some reason.

Also, I look forward to the idea of you having a go at giving these some upgrades when you come around to it.
lechkingofdead 12 Feb @ 1:20pm 
if it was not done by the time ya return.
Twomoon  [author] 12 Feb @ 4:40am 
Honestly, if i do a mod again in rimworld, it might have something related or inspired by forever winter xd
Twomoon  [author] 12 Feb @ 4:40am 
yeah i thought i couldnt run it, i have to lower the resolution etc. but it still looks great. i have to figure something out with the shader cache tho, since last update i think im not alloxating enough space for the game shaders and it run worst than before
lechkingofdead 11 Feb @ 11:59am 
envy ya being able to run forever winter. my rig sadly is to old to run it.
Twomoon  [author] 11 Feb @ 1:51am 
playing a lot of helldiver/forever winter tbh
lechkingofdead 10 Feb @ 2:12pm 
hm... if ya want a survival game its a good option.
lechkingofdead 10 Feb @ 2:12pm 
i feel ya on the cycling in and out of rimworld. currently in abiotic factor atm. getting a good ways into industrial too.
Twomoon  [author] 10 Feb @ 1:30am 
@lexpa324 yeah, i had stopped playing rimworld when the upgrades for vehicles came, but when i go back to rimworld, i'll probably look at that, had idea for some guns in the cabriolet, and some decorative upgrades for the bike, like flag poles/buffalo horns etc.
lechkingofdead 10 Feb @ 12:27am 
ah ya, i know that bike. his falt for gaming in public lobbies.
lexcpa324 9 Feb @ 1:50pm 
maybe you could add an option with Vanilla Vehicles Upgraded Expanded (or however its called) to add some upgrades, like an autocannon strapped on one of these could be awesome
LunaticModo6 13 Dec, 2024 @ 12:48am 
He's probably referring to GTAO's Oppressor bikes.
lechkingofdead 8 Dec, 2024 @ 11:51am 
may i ask what that PTSD is fellow bellow.
ג҉א҉ָ҉ן҉ 8 Dec, 2024 @ 4:39am 
PSTD kicks in when i see "the bike"
CrackaJack 30 Nov, 2024 @ 12:56pm 
love that bike
Sovereign 17 Nov, 2024 @ 12:17pm 
Too bad VE isnt optional
Drestalos 10 Oct, 2024 @ 2:15pm 
Really reminded me of Redline! You should consider making more vehicles with this style, even just copying the ones from the movie; I think it'd be really cool!
lechkingofdead 6 Oct, 2024 @ 12:00pm 
it did slip my brain when looking i think the first time. but now mentioned i cant see beyond that thinks kelly. just another reasion to love ze mod
Saint Kelly 6 Oct, 2024 @ 5:49am 
Reminds me of Redline(2007)
the THRONGALER 26 Aug, 2024 @ 8:43am 
please make more amazing mods like this. love your work here.
Unloaded123yt 31 Jul, 2024 @ 6:05am 
when ever i try to pace these vehicles it make it so i cant control rimworld at all
Pluto 12 May, 2024 @ 11:38pm 
Update: I've updated the game to 1.5 and am no longer having the black screen issue!
Twomoon  [author] 12 May, 2024 @ 11:14am 
Dets phase weaponry @sterolizard very fun mod
stereolizard 11 May, 2024 @ 5:19am 
This looks pretty cool! But what mod is shown in the third image? The pawn seems to be wearing a four-eye goggle thingy.
Snooza 30 Apr, 2024 @ 12:37pm 
See you space cowboy
lechkingofdead 27 Apr, 2024 @ 12:24pm 
@WJSabley the changes are accually NOT that bad i get still holding because most mods are 1.4 friendly but have still many not updated. but from my know 1.5 is a decent roster of QOL that do enough good. wont lie the first time i made a raider crawl away trying to survive it felt good.
WJSabey 27 Apr, 2024 @ 8:43am 
That's a shame, I have almost 200 mods in my modlist that aren't 1.5 compatible, I need to find time to go through them all and figure out which ones have new (1.5) versions, which will still work despite not being tagged, or which ones I need to (or even *can* safely) remove. It's so *very* much more complicated than the simplistic "saves are compatible so there's no reason not to upgrade". When I find time to do that though I'll have to remember to try these out.
Twomoon  [author] 20 Apr, 2024 @ 8:29am 
oh forgot to answer you sabey, unfortunately i dont think i will, i tested it in 1.5 and kept the same code for 1.4 originally, but now that i heard someone had an issue in 1.4 i made it only to 1.5, most mods are updated to 1.5 now so shouldnt be an issue for too long i hope.
Kokorocodon 20 Apr, 2024 @ 8:22am 
There's zero reasons to not go to 1.5, 1.4 saves are compatible with it.
WJSabey 18 Apr, 2024 @ 6:32am 
Any chance of a 1.4 version for those of us holding off on updating for now? I'm not sure how much is changing between 1.4 and 1.5 for the dependencies.
lechkingofdead 17 Apr, 2024 @ 12:49pm 
well ya works good and detailed but not overly so. so you already got me watching adn waiting for other makings.
Twomoon  [author] 17 Apr, 2024 @ 5:12am 
well like someone mentionned, a truck would be cool to have. as time goes i'll maybe add more vehicles, but i really wanted these two, other are just a "maybe one day" + i have a few little mods planned too xd
Pluto 17 Apr, 2024 @ 5:02am 
@Vexacuz I get the feeling that there are imminently going to be some very exploded Kerbals
Sovereign 17 Apr, 2024 @ 4:57am 
Very cool!
I'm very glad to see a mod that's not about hyperdetailed generic CE Tanks.
Any other vehicles u have planned?
Vexacuz 16 Apr, 2024 @ 8:07pm 
Top 10 things i would make in Kerbal before promptly diying.
Saint Kelly 16 Apr, 2024 @ 6:23pm 
Reminds me of REDLINE
Twomoon  [author] 16 Apr, 2024 @ 9:33am 
i used Vanilla Props Expanded, it allow to place props like the decals i placed on vanilla concrete roads etc
Trubadur 16 Apr, 2024 @ 9:21am 
what is the mod for the roads in the screenshots, cant seem to find them anywhere
Twomoon  [author] 16 Apr, 2024 @ 8:07am 
yeah totally forgot the blueprint description, its fixed, thanks for telling me
Sea's 16 Apr, 2024 @ 7:43am 
Heya, i noticed that the carbiolet says in the building menu that it carries 1 pilot and 3 passengers, but in game it only carries 1 pilot and 1 passenger. just wanted to let you know :)