RimWorld
Vehicle Map Framework
578 comentarii
Nova 15 iul. la 3:38 
Wow ..I want to play them in version 1.6. Can't wait!
Nam 14 iul. la 17:18 
This is a better framework for hovercrafts than what we got with odyssey and it would be epic if this could build onto it, for example instead of the pilot and co pilot using the same console you'd need to put a copilot spot. While in flight we could potentially tend wounded colonists but the ships would need to be significantly slower by default which is where the engine upgrades would come into play to bring your speed back up for a cost?. Maybe the size of the ship could effect visibility and thus some mechanoids try to ground you (kinda turn the game into xcom 2 with the avenger)
烟柳白堤 13 iul. la 10:19 
1.6pls
Lurch The Bastard 10 iul. la 18:19 
I'm mildly amused at how often "unstable build" was repeated in that comment.

I get it. It's an unstable build of a mod based on an unstable build of another mod based on the unstable build of the game. But it's still funny, and conveys how much of a house of cards game modding can become.
LS  [autor] 8 iul. la 2:27 
The wrong version was released for two hours...
LS  [autor] 8 iul. la 0:08 
An update has been released, but it is not for 1.6.
Currently, VMF1.6 unstable build for VF1.6 unstable build for RW1.6 unstable build is available on my Discord (and GitHub).

BTW, IS IT OKAY TO CHANGE THE NAMESPACE IN 1.6? I DON'T WANT TO CAUSE ANY MORE CONFUSION. IS THAT REALLY OKAY? ARE YOU SURE? THANKS.
LS  [autor] 7 iul. la 23:55 
@Mexiharo
How to report bugs is described a little above this comment section. The image only shows one error that seems unrelated to my mod...
Mexiharo 7 iul. la 20:12 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3519866892
I couldnt figure out how else to share the relevant bug.
Im simply trying to descontruct a vehicle
LS  [autor] 4 iul. la 12:30 
@Zaire82
I want to ensure compatibility with other mods, so don't hold back. The problem has been fixed.
Zaire82 3 iul. la 23:18 
I placed a flame turret from VFE - Security on one of my vehicles and it shot a fucking death laser from the corner of the map 0_0
(This is probably an issue with the way the turret draws it's line of fire, not this mod, but I found it funny)

It did, however, set another map vehicle on fire that then couldn't be extinguished. I had to reload.
LS  [autor] 29 iun. la 0:43 
@EnoAbyssmirror
OK, then I'll push it to Steam. The final patch is essentially the same as before, but it seems that the cause was optimization bugs in the JIT compiler that differed depending on the OS.
Thank you for your cooperation.
EnoAbyssmirror 29 iun. la 0:37 
I tested the GitHub assembly, and the problem is completely gone! No more crashes or errors!
LS  [autor] 28 iun. la 16:32 
Why does steam dislike me?:torielsad:
LS  [autor] 28 iun. la 16:12 
It definitely says “Checking” when I'm not logged in you are right
EnoAbyssmirror 28 iun. la 16:06 
Your comment seems to be blocked. Would you mind posting it again?
LS  [autor] 28 iun. la 15:16 
Acest comentariu nu a fost încă verificat de sistemul nostru automat de analizare a conținutului. Va fi temporar ascuns până când verificăm dacă include sau nu un conținut dăunător (de exemplu, linkuri către site-uri web care încearcă să fure informații).
EnoAbyssmirror 28 iun. la 15:00 
Platform information:
CPU: Apple M1 Pro
OS: Mac OS X 10.16.0 (In System Settings, it is macOS Sequoia 15.4.1)
Memory: 16384 MB
I've checked the integrity of the game files. It still crashes.
EnoAbyssmirror 28 iun. la 14:42 
Claude says this:
The VoidMonolith object triggered an Effecter in its Tick() method, which attempts to get TargetInfo.CenterVector3. The Patch_TargetInfo_CenterVector3.Postfix method, when ___thingInt is null and ___mapInt is not null, the code attempts to call ___mapInt.IsNonFocusedVehicleMapOf(out var vehicle).
Null Reference Cause: Either ___mapInt itself is null, or in the ToBaseMapCoord(vehicle) method, some property of the vehicle object is null (such as vehicle.VehicleMap, vehicle.cachedDrawPos, etc.).
Fix: add ___mapInt != null check to Patch_TargetInfo_CenterVector3.Postfix and add vehicle?.VehicleMap != null check to ToBaseMapCoord.
LS  [autor] 28 iun. la 14:41 
@EnoAbyssmirror
I looked at the log, but this is a really, really strange issue. Something is corrupted at a random location before my patch is executed.
This requires looking into more low-level (native) causes. Please provide the specific version of your OS. (Platform information can be included in the HugsLib log.)
Also, please check the integrity of your game files.
EnoAbyssmirror 28 iun. la 13:38 
Sometimes the game crashes even before I see the map. Sometimes the game keeps getting errors and then crashes when I click on / a pawn interacts with the monolith.
EnoAbyssmirror 28 iun. la 13:30 
No Player.log generated. This is the HugsLib log I got before the game crashed:
https://gist.github.com/HugsLibRecordKeeper/1b6be9499b8dd33d88f5d593dc66ae1d
LS  [autor] 28 iun. la 13:00 
@Devious_Soldier
Was Anomaly installed?
Devious_Soldier 28 iun. la 12:46 
@LS I get CTD when loading a map with this installed on Steam Deck
LS  [autor] 28 iun. la 11:31 
@EnoAbyssmirror
It seems like an issue unrelated to the platform. But I haven't been able to reproduce the problem no matter what I try. It's a really weird error.
Are there any errors when starting up? If possible, please share Player.log in some way.

@PIKA4Y
Please share your HugsLib log. I don't see such a problem with the minimum configuration.
PIKA4Y 28 iun. la 8:45 
Добры день, при установке двух этих модов :
-Technical map Vehicles
-Vehicle Map Framework

В игре происходит неисправность, не возможно увидеть где проходит электрокабель и зоны которые должен обхватывать территорию ( например, телевизор при установке не показывает зон которую он обхватывает, а также все предметы )
EnoAbyssmirror 28 iun. la 6:10 
I copied the error message one second before the game crashed:
Exception ticking VoidMonolith7488 (at (98, 0, 49)): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.LocalTargetInfo.get_CenterVector3 () [0x00015] in …
at Verse.TargetInfo.get_CenterVector3 () [0x00014] in …
- POSTFIX com.harmony.oels.vehiclemapframework: Void VehicleInteriors.VMF_HarmonyPatches.Patch_TargetInfo_CenterVector3:Postfix(Thing ___thingInt, Map ___mapInt, Vector3& __result)
at Verse.SubEffecter_Sprayer.GetAttachedSpawnLoc (Verse.TargetInfo tgt) [0x00000] in …
at Verse.SubEffecter_Sprayer.MakeMote (Verse.TargetInfo A, Verse.TargetInfo B, System.Int32 overrideSpawnTick) [0x00032] in …
at Verse.SubEffecter_SprayerContinuous.SubEffectTick (Verse.TargetInfo A, Verse.TargetInfo B) [0x0002b] in …
at Verse.Effecter.EffectTick (Verse.TargetInfo A, Verse.TargetInfo B) [0x00010] in …
EnoAbyssmirror 28 iun. la 6:09 
Same issue as @A funny Name on MacOS. It works fine with Harmony, Core, Vehicle frameworks, and this mod. If the Anomaly DLC is added, the game crashes immediately after the map is generated.
LS  [autor] 28 iun. la 5:37 
Are there any others who have had problems running it on Linux or Steam Deck?
LS  [autor] 28 iun. la 5:35 
@A funny Name
The bundle for Linux 64-bit has been confirmed to be built correctly, BTW, what you're talking about is a compatibility issue with the Vehicle MAP Framework, right?
For crash logs, we can only share the Player.log after the game crashes.
A funny Name 28 iun. la 3:36 
Not linux compatible. running Linux Mint. all DLC and mods loaded are harmony and vehicle framework. I don't know how to obtain the crash log.
Crashes upon generating a new world/Save file immediately upon start if it starts at all.
LS  [autor] 26 iun. la 12:59 
@Brynjar
I can't think of any factors that would prevent that, but there have been reports of instability when doing so. Basically, it is not recommended.
Brynjar 26 iun. la 8:49 
can this be added mid save?
LS  [autor] 25 iun. la 2:15 
@֎ ⁧s̵̑v̶̈͛i̴̒n̷͌k̶a
However, without information, there is no way to improve. Like HugsLib logs, Performance Analyzer screenshots, etc.
LS  [autor] 24 iun. la 11:12 
@AzoorFox
No matter how you look at it, it'll be after Vehicle Framework is upgraded to 1.6.
AzoorFox 24 iun. la 11:09 
1.6 WHEN??????????????
LS  [autor] 24 iun. la 10:58 
@tookool for school
Hmm, this issue has been reported before, but I couldn't reproduce it on my end, so I only fixed the suspicious parts locally, but I'll push it to Steam. I think (hope) this will probably fix it.
tookool for school 24 iun. la 6:44 
So been having the stuck pawn on event small map bug - previously a few days ago it had been all drafted pawns, tired it again today and its only one out of four pawns not moving

There was something in the log -
Could not resolve reference to object with loadID Thing_Human3237969 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? etc

Not sure if that is sounding like a culprit? Sorry not super clued on with this stuff.

I can't uninstall the mod as it turns my home map fully greyed out - appreciate any suggestions, Cheers

https://gist.github.com/HugsLibRecordKeeper/b72a3a374684de04c5d9acdf1ecdeb22
ryhndo 23 iun. la 18:56 
@Jet it requires the vehicle framework, and it can work with pretty much anything except multiplayer
Jet 23 iun. la 18:42 
is this mutually exclusive with vanilla expandeds mod that also uses the vehicle framework or can it work well alongside it?
Jet 23 iun. la 18:41 
is this mutually exclusive with smashphils vehicle framework or can it work well alongside it?
大番薯之怒 22 iun. la 4:08 
Sorry bro~ I thought you were Chinese
LS  [autor] 22 iun. la 2:49 
@大番薯之怒
As for languages other than Japanese and English, I'm just merging pull requests from GitHub. So, if you or someone else can send me the translation file by some means, I'll include it.
大番薯之怒 22 iun. la 1:44 
可以的话补齐一下汉化呀感谢
警觉调整者 20 iun. la 3:32 
I used the local backup file because I was worried that the MOD update would damage the save file. Thank you for your help. I will update the MOD and try again.
LS  [autor] 19 iun. la 16:00 
@Ryanisunique107
Planes: none
Blimps: I want to create it. However, I am busy dealing with version 1.6 and don't have time to draw sprites.

@警觉调整者
Your version of Adaptive Storage Framework is quite old. The log shows 1.1.1, but the latest version is 1.2.4. The patch is basically designed to work with the latest version of Steam.
There are also issues with initializing the Combat Extended patch, and I think there is a version issue there as well.
警觉调整者 19 iun. la 7:36 
https://gist.github.com/HugsLibRecordKeeper/81b4494e4766ceb4012565b075b9e986
It seems to conflict with "Adaptive Storage Framework", making it impossible to build a DriverSeat or a GunnerSeat
Ryanisunique107 18 iun. la 22:30 
any mods with planes or blimps?
LS  [autor] 18 iun. la 16:11 
Welp, it doesn't seem like there are any obvious problems with MultiFloors, and I want to make it compatible.
BTW, there were no problems with launching and starting the game in your mod list. Isn't it just a memory shortage? Or if it's an addition to a mid-save, I don't think it's very safe. And as for crash issues, Player.log after the crash is more useful than HugsLib log before the crash.
k党法师 18 iun. la 14:42 
@晓山alreShan
一直用的自动。抱歉。我是看吧里有个人说问题不大,他说多层可以放到载具空间内部之类的。问题是我之前只留了这个mod也会闪退。