RimWorld

RimWorld

Map Vehicles
99 Comments
Johnny Macabre 19 Jul @ 8:21am 
oh cool! thanks for the info!
LS  [author] 19 Jul @ 6:05am 
@Johnny Macabre
You can change the opacity of the overlay using gizmo. Of course, you can also set it to 0.
Johnny Macabre 19 Jul @ 3:32am 
Just a small thing, but any chance you can get rid of the floating ring on the spacer hovertank?
Nova 15 Jul @ 3:34am 
amazing!:steamhappy:
DJCharlie 11 Jul @ 12:34pm 
Get ready for the flood of 1.6 comments
XakerGoliaff 11 Jul @ 11:45am 
1.6?
LS  [author] 11 Jun @ 5:45am 
@DrunkFlux
Oh, I'm thinking the same thing. Since no one has yet created an airship using this framework, I was thinking of doing it myself.
DrunkFlux 11 Jun @ 5:26am 
I'm already wanting at some point a flying mortar weapons platform.....oh god the dreams of firepower and terror to unleash with advanced super drones........
Evono 4 Jun @ 9:14am 
thanks it works ! sometimes i wonder which mods arent updated correctly by steam.... sadly theres no easy way to see.
LS  [author] 3 Jun @ 5:41pm 
Updated and set armor health values in the CE environment. I set these values after referring to various sources, but I welcome any opinions regarding balance.
Evono 2 Jun @ 9:55pm 
This and vehicle map frame work bugs out the inventory of the Titan vehicles mods not sure why https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3231024121
dr_rockzo 2 Jun @ 3:58am 
Fuck me, these vehicles are expensive to build.
Logan 29 May @ 1:23pm 
CE uses sharp armor values as mm of steel. So most non-combat vehicles should be somewhere in the 1-4 range, and combat vehicles can go substantially higher. You can poke at CE's ModPatches directory to see sample values, or drop by our discord if you need help making things work.
LS  [author] 20 May @ 2:17pm 
@Dudewhat
Actually, I just made it compatible with respect to the projectile and wasn't sure about the balance. Thanks for letting me know. I'll update it.
Dudewhat 20 May @ 12:18pm 
Hi,
Quick question, is this thing CE compatible? its seems to me 0.5mm armor for crawler is a bit low?
Kot-sornyak 14 May @ 7:54pm 
Hey uh, how do you get a vehicle off the bloody thing?
LS  [author] 9 May @ 7:37am 
@AtoshDustosh
Yep I think it's big too, but it's not useful when it's small. I guess it is a little difficult to get animals to pull, the VF method needs to be changed.
AtoshDustosh 3 May @ 1:12am 
The idea matches perfectly with my medieval gameplay, but I think the 3*4 cart is too big.
Perhaps 1*2 is better and more realistic?
I just want to use the cart to haul some heavy materials.
Or maybe we can allow animals to pull the cart?
LS  [author] 2 May @ 6:02pm 
@Змеиный Царь
It seems to be in conflict with Rimworld Exploration Mode .
Thanks for the report, I'll deal with it.
Змеиный Царь 2 May @ 5:22pm 
Hi. I don't know if you should be dealing with this, but I got a number of bugs.
1. Pawn AI constantly freezes when climbing onto transport and refuses to descend, forever glitching there.
2. Got a very strange bug, when pawns sent to the "cart" when descending from it simply disappeared from the map, and it was possible to return them only with the help of teleportation cheats. This is critical (
If this is not the right log, tell me how, I will send the correct one.
https://gist.github.com/HugsLibRecordKeeper/c2aee64c36cbf81ab28a19e41868747d
LS  [author] 1 May @ 4:18pm 
@nhuhuh
yes
rhyndo 1 May @ 2:52pm 
can floors be built on top
The Seraph of Tomorrow 20 Apr @ 8:17pm 
All I need now is a zeppelin and I can recreate Hellsing Ultimate. :P
FotisP68n 19 Apr @ 10:12am 
@LS
I don't have that log anymore
LS  [author] 18 Apr @ 5:29pm 
@FotisP68n
Really? I'm sure I can fix it if you tell me more about what's going on (with HugsLib log).

@Calmf
It can go over trees, but not over walls. It's just like any other vehicle except it looks like one.
Calmf 18 Apr @ 11:14am 
Can glypyo hover over walls and trees? I built one, but It can't move anyhwere I click it says "Glypto can't reach this area"
FotisP68n 17 Apr @ 7:01am 
@Wunger Plays |HM|
same here
Alan 9 Apr @ 6:35pm 
Can we get an industry tech level massive crawlers, like in mortal engines? With harvesters on the front? It would be so cool. Burning tons of fuel to move your mobile town
|_| Clyax 8 Mar @ 8:46pm 
@LS Understood. Still, an amazing mod to play with, and an amazing concept that I hope inspires others.
LS  [author] 8 Mar @ 7:27pm 
@|_| Clyax
I won't do that because this mod requires dedicated textures

@Wunger Plays |HM|
eh? I don't think so... Something went wrong?
Wunger |HM| 8 Mar @ 3:49pm 
when i turn this on dev mode stops working?
|_| Clyax 6 Mar @ 8:09pm 
Nice! Will you do any maps for Vanilla Vehicles?
LS  [author] 3 Mar @ 3:55pm 
@Low Quality Reimu Fumo
Try to build a cargo container.
The variable payload of the cart is the weight of the "on-vehicle" things, while the cargo container increases the "in-vehicle" capacity
Low Quality Reimu Fumo 3 Mar @ 12:27pm 
so i cant actually figure this out and would appreciate some help. I understand that the carts cargo capacity is determined by the people pushing it, however I cant figure out how to form a vehicle caravan with it because the cargo capacity is locked at 0 in the caravan making screen, anyone got any ideas?
SAUCE__GODD 27 Feb @ 7:38pm 
thanks
SAUCE__GODD 27 Feb @ 7:02pm 
Can we get a bigger crawler
Liam 26 Feb @ 1:38pm 
this is what ive been searching for for years i can finaly make a mobile base
hael_p 25 Feb @ 3:20am 
The potentiel for this is incredible.
I am dreaming of trains (with ou wihtout rails) using this, doing a moving city snowpiercer style.
Zo_Confuzled 25 Feb @ 2:42am 
@LS, i would really love bouth the patch for bigger map vehicles, dont know if you mean to double the size of all of them in genral or just an option for bigger ones maybe, but ither way the fuel tanks would be a life saver!
LilOrphanEvie 24 Feb @ 12:47pm 
I would love to see bigger versions of the vehicles so I could do a full nomad run with them! I love the idea of a small village of crawlers roaming around.
Sleezy Cabbage 24 Feb @ 9:30am 
please double the possible size of vehicles! Itd be sick to have a proper carrier-type vehicle for a nomadic playthrough!
Maddremor 24 Feb @ 4:49am 
Regarding adding more fuel, one way that could be interesting is to have an object on the map that referenced the vehicle fuel tank, and then use the VE pipes to fill it with chemfuel. Then you could also have a generator on the vehicle providing energy from the same larger tank on the vehicle map.
kingrevolucion12 24 Feb @ 3:38am 
Of course yes, in my case I would like to design a bigger boat, much bigger to include a command area, cafeteria, recreational area, warehouse area and other things and an extra space for a mini heliport, I wish you could do it, it would be a great help
LS  [author] 24 Feb @ 2:36am 
I'm considering distributing a patch to double the size of vehicles for Map Vehicles... Do you want?
LS  [author] 24 Feb @ 2:34am 
@Zo_Confuzled
Additional fuel tanks that can be built on the map will be added...
I didn't make it because I thought it was too unimportant to use one precious cell. But I think there will be a demand for that in the future when there are bigger vehicles.
Zo_Confuzled 23 Feb @ 4:29pm 
I love the mod but kinda wish the Glypto had more fuelstorage, can ofc load it onto and fuel from inventory but would just be nice to not allways remeber to manualy tell them to load it with backup, and also maybe that it was faster? I guess im just really looking for that super lategame space tech era ship and feels like there isnt any that does that
ElderScrew 22 Feb @ 10:43pm 
Game changer, literally.
Sir Luis 22 Feb @ 6:17pm 
The Glypto needs an MK II upgrade.
汪大仙欸 18 Feb @ 3:55pm 
伟大,无需多言。:steamthumbsup: