RimWorld

RimWorld

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Vehicle Map Framework
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Mod, 1.5
File Size
Posted
Updated
7.785 MB
13 Feb @ 2:29am
9 Jul @ 8:49am
99 Change Notes ( view )

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Vehicle Map Framework

In 1 collection by LS
VMF Mods
6 items
Description
Caution
This was not created by the author of Vehicle Framework, but is my complete personal work, not belonging to any team. Therefore, please be careful not to report bugs in this mod to Vehicle Framework.
This mod draws another map that moves on top of the map and interacts with each other, which is an unprecedented challenge in the past. The scope of the impact is more extensive than one might imagine, and many bugs and incompatibilities are to be expected.

Caution2
The maximum number of maps in RimWorld is 128, and that includes the maps that will be added by this mod. Don't overbuild vehicles that have map!

Caution3
The namespace is VehicleInteriors, a remnant of the provisional name Vehicle Interior Framework used during development. However, a mod with the same name as the development name appeared later (after being renamed), which has caused some confusion. Sorry about that.

Overview
This mod is a framework mod for vehicles using Vehicle Framework to put a map on vehicle which floors and buildings can be constructed.

The base map and vehicle map interact with each other, and bullets and explosions can hit across the map. In addition, most jobs performed by pawns automatically support map traversal, allowing them to haul and craft items back and forth between each.

The mod itself does not include vehicles with map. Check out the collection below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3426513565
But some buildings dedicated to vehicles with map will be added.

Buildable Upgrades
It is a system that allows upgrading of vehicle status and crew slots through construction; it is a version of the Vehicle Framework's upgrade system that can be freely customized using space on the vehicle map.







Difference between "Cargo Capacity" and "Maximum Payload"
The framework calculates the weight of the container inside the vehicle and the weight of the objects on the vehicle map separately; the “ Cargo Capacity” status present in the Vehicle Framework affects the speed of the vehicle, but there is no limit to the volume of the cargo. For upgrade relevance and realism, the weight of things on the vehicle map is accounted for in the “ Maximum Payload” status and multiplied by a separately calculated impact factor on the vehicle's speed. This specification may be changed to something simpler.

Map Interconnection






Others


Restrictions
*For performance and drawing range (camera height) considerations, vehicles with map cannot be placed on another vehicle map.
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

FAQ
CE?
Supported. Please let me know if you experience any problems due to CE updates, etc.

MultiPlayer?
I don't know. Maybe not.

How will it affect performance?
I think it has decent impact, because this mod patches extensively on the game. It has not yet been tested in a large colony.
I will do some benchmarking.
I have not seen any noticeable performance issues in my environment ......, but if there is a lot of negative feedback about this, I will do whatever it takes to improve performance. I don't want to waste the effort I have put into this mod so far.
The latest update has improved that quite a bit.

What is Planet Drawing Mode?
This feature is designed to enhance the appearance of the vehicle map when it is displayed during caravanning. It does not affect the caravan specifications. It can be turned off in the settings.

Credits
People who helped me
Chinese Traditional Translation: alicezuber
Chinese Simplified Translation: gaogzs
PUAH and VFE Shield Patch: Moriarty

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

For Modders
https://github.com/oelsart/VehicleMapFramework/wiki

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
Popular Discussions View All (9)
3
4 Jul @ 12:31pm
Long waiting for jobs Outside Vehicle Map
lotica
11
15 May @ 7:19pm
Inability for vehicles to descend
Kot-sornyak
15
16 Mar @ 2:00pm
Problem when entering/leaving vehicle map
Dark Luminary
575 Comments
Lurch The Bastard 10 Jul @ 6:19pm 
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  [author] 8 Jul @ 2:27am 
The wrong version was released for two hours...
LS  [author] 8 Jul @ 12:08am 
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  [author] 7 Jul @ 11:55pm 
@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 Jul @ 8:12pm 
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  [author] 4 Jul @ 12:30pm 
@Zaire82
I want to ensure compatibility with other mods, so don't hold back. The problem has been fixed.
Zaire82 3 Jul @ 11:18pm 
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  [author] 29 Jun @ 12:43am 
@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 Jun @ 12:37am 
I tested the GitHub assembly, and the problem is completely gone! No more crashes or errors!
LS  [author] 28 Jun @ 4:32pm 
Why does steam dislike me?:torielsad: