(http://dev.coldevil.com/rimworld/E-Vehicles%20/Preview.png)
(http://button.moddb.com/popularity/medium/mods/25020.png) (http://www.moddb.com/mods/e-vehicles) (http://button.moddb.com/rating/medium/mods/25020.png) (http://www.moddb.com/mods/e-vehicles)
Description:This mod adds decorative (at the moment) vehicles to the game. You can build them for cosmetic effect in your base and make the base more alive.
Mod Team:Evul (http://ludeon.com/forums/index.php?action=profile;u=511) (Lead Developer)
Blackjack1000K (http://ludeon.com/forums/index.php?action=profile;u=3240) (Art)
Download:(http://button.moddb.com/download/medium/68895.png) (http://www.moddb.com/mods/e-vehicles/downloads/e-vehicles-002)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/26)
Screenshots:(http://dev.coldevil.com/rimworld/E-Vehicles/screenshot01.jpg)
Known Issues:Currently none.
Bug and feedback tracker:(http://dev.coldevil.com/mantis/images/mantis_ev_logo.png) (http://dev.coldevil.com/mantis)
FAQ:Q: Will i be able to interact with the vehicles?
A. Yes, later. At the moment they are only decorative.
Misc:Donate:Do you like what i'm doing? You can support me by make a donation. The donated funds will go to finance the servers and development tools i using. Every little bit help!
(https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YACYDMK2EFRQC)
Awesome, keep at it.
If you can make them go, you will be forever remembered.
These look really awesome and fit the games aesthetic well. Any chance you could make an avatar/natural selection 2 style mech?
Plans on adding some kind a car/suv, a truck, a shuttle, and a mech. My future plan is make them move or do something. :)
A small test for the car.
(http://dev.coldevil.com/rimworld/E-Vehicles/screenshot2.png)
I will make some more details to it but its a small progress of the look. :)
I suggest you use <overdraw>true</overdraw> and have the vehicle be slightly larger than the squares it occupies.
Will check it out i think the bike got messed up doing it. But I try it :)
Evul your amazing, to do vehicles too please, add howitzers you know artillery from the WW2 in the American army, Thanks your a good buddy.
I will first of focus on the liste presented above. I might add other veichles later but the main focus is that.
It would be possible to make them driveable if you could make the colonist attach to the bike, and make the bike a living character that is faster. Just a quick idea.
I what them to be driveable but it is not possible at the moment.
hmm I'm thinking on one thing its incredibly sheep and lazy but it might work... that is if there is an Teleport function.
set one car at home and have your colony place an car park here marker/becon.
well the coloniest walks to the car teleports whit the car to the marker walks away do its thing walks back to the car teleports back to the garage or what not.
As I said it need an Teleport function and you can wall in the car and it will still be able to get anywere your coloniest have walked to at least one time before ((to place the becon/marker).
i have some kind of similar solution in my head to.
You "Mount Vehicle" and the colonist gets inside the vehicle. And you can do this with more then one colonist with different vehicles.
Then you can right click and press "Go on expedition" and all the vehicles will teleport away and preforms a mission.
Example topics:
We found material (find food/metal/other)
We found a abandon settlement (find food/metal/weapons)
We found a injured person (find a injured)
We got assaulted (dies/injures/capture)
and other missions. ^^
If you add in a teleport function, it would need some form of cooldown otherwise it'll be far too unbalanced.
If I were to implement vehicles, I'd have them use power and store it onboard in a battery that drains constantly when the vehicle is in use. This would give them limited range and require that they be recharged prior to their next use, giving balance. This is how I'd do it:
- Add a research project to research vehicles. Project should require a couple of day's worth of research time (not sure what that would be in points?)
- Once research is complete, a new building would be available; the Vehicle Bay. The Vehicle Bay would require a sizeable amount of metal (400) and have a high draw (1200W).
- Once building is constructed, vehicles would be available. I would have; a small scout vehicle that is fast and fairly efficient but doesn't have weapons or storage for hauling; a transport vehicle that is slower but has storage to carry items, although it is also unarmed; an armoured vehicle that is the same speed as the transport but has no storage, but it does have a turret. This vehicle would require two people, one to drive and one to shoot (with minimum shooting skills required - +7 probably). I'd also think about adding a recovery vehicle of some sorts, and I'll cover why it would be needed very shortly...
- Vehicles will have an on-board battery that stores electrical charge (10,000Wd) and drains at a rate suitable for the vehicle (-5000Wd for the scout and 12,000Wd for transport and armoured) whilst it is on. Totally draining the battery will result in the vehicle stopping.
- Vehicles can be switched off so as to preserve power if they're currently sat idle (for example, whilst a colonist loads supplies into a transporter). There would be a warmup time of a few seconds when switching a vehicle back on.
- Vehicles would be charged at the Vehicle Bay and require that the vehicle is off otherwise there would be a high chance of explosion. They would recharge at the same rate regular batteries are recharged at (with the same conditions for them being recharged i.e. enough power).
- Being able to switch off the vehicles means only one vehicle bay would be required to service a fleet, although obviously having more vehicle bays would mean being able to charge more vehicles at once.
- Add research project to research solar panels that can be retro-fitted onto vehicles that gives them the ability to recharge themselves. The rate would be fairly low (+2500Wd, although this might vary on a per-vehicle basis) so that they're really only for range extending or recharging a vehicle that is dead rather than being able to run a vehicle infinitely.
So yeah, that's how I would do it. I pulled those figures out of my arse by the way, I have no idea if they'd work and they would probably need a lot of balancing. I hope someone makes this happen, be it Tynan or someone else. It's either that or I need to learn coding and do it myself.
Quote from: knight133 on February 27, 2014, 08:10:53 PM
Evul your amazing, to do vehicles too please, add howitzers you know artillery from the WW2 in the American army, Thanks your a good buddy.
You know Howitzers predate the American army and WW2 right?
Back to topic: Cool mod. I can't wait until they become fully functioning. Might need to adjust the shadow effect for that car concept ;)
Vehicals would be awsome in this game especailly if you can use bigger maps it would help poeple move around. Maybe in the future add cars and trucks with guns like tecnicals with 50.cals that would make raiders more of a threat. Even go farther making it so you have to research how to make wheels and car parts maybe locate oil on the map and make fuel. Then having to store it in fuel barrels that could also be used as explosives. Thats whats nice about rimworld right now the possible mods that could be made is just unbeleivable.
As for now it is only for decoration. But in time maybe in alpha 3 it will be usable. :)
I will start working some more on this mod when alpha 3 is released.
Its Alpha 3 now? you going to continue This masterpiece of a mod??
Yes but i suck on textures ^^
That is why it taking its time ^^
Quote from: Evul on April 16, 2014, 08:07:03 AM
Yes but i suck on textures ^^
That is why it taking its time ^^
I maybe able to help you out if you want.
just PM me a place holder and what kind of vehicle you want and il get started.
Quote from: Blackjack1000K on April 16, 2014, 10:49:42 AM
Quote from: Evul on April 16, 2014, 08:07:03 AM
Yes but i suck on textures ^^
That is why it taking its time ^^
I maybe able to help you out if you want.
just PM me a place holder and what kind of vehicle you want and il get started.
That sounds awesome :)
(http://dev.coldevil.com/rimworld/E-Vehicles%20/Preview.png)
E-Vehicles released!
E-Vehicles version 0.01 is released. The mod adds a decorative speed bike to the game. Enjoy!
Download:(http://button.moddb.com/download/medium/68573.png) (http://www.moddb.com/mods/e-vehicles/downloads/e-vehicles-001)
K, then Industrial Rim 1.1.0 is now out!
Now back to making texturez for E-Vehicles!
Sweet!
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/Vehicles.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/Vehicles.png.html)
I actually got the idea for my smallwalls mod because I wanted to try to make curbs for these..
Instead, I made 2 seperate curb items (horizontal/vertical), and the smallwalls can make a 2-wide curb for the jeeps. I'll upload it sometime.
You might remove the <staticsunshadowheight> thats what causes the blocky shadow.
Cool! ^^
i was thinking of making a smaller shadow but yeah at the moment the shadow look ridicules.
Is there any way to alter a pawn's size/speed?
If so I can imagine that you could replace the pawn with a slightly larger/speedier one that doesn't have any "free will" of sorts that you must manually order around?
Just brainstorming here, Is it actually possible with the current coding options though?
That's a thought! Gona se what I can do without :)
i carnt wait for this mod :P, going to make some road textures :D.
also Evul you might want to consider updating this mod because im a bit busy with some stuff and i might not be able to give as much textures until next week.
Quote from: abcdef on April 30, 2014, 05:46:21 AM
i carnt wait for this mod :P, going to make some road textures :D.
Hehe i will probably not get the vehicles to move for a long time :)
Quote from: Blackjack1000K on April 30, 2014, 06:00:53 AM
also Evul you might want to consider updating this mod because im a bit busy with some stuff and i might not be able to give as much textures until next week.
Yeah, fixing the update now :)
i Actually used the unarmed one 2 :)
Quote from: Blackjack1000K on April 30, 2014, 06:00:53 AM
also Evul you might want to consider updating this mod because im a bit busy with some stuff and i might not be able to give as much textures until next week.
Yeah, fixing the update now :)
i Actually used the unarmed one 2 :)
[/quote]
Great to know! hehe can't wait to use it on my colony :P
(http://dev.coldevil.com/rimworld/E-Vehicles%20/Preview.png)
Description:This update brings you a shadow fix and 2 new vehicles! One Armed and a unarmed car. Blackjack1000K (http://ludeon.com/forums/index.php?action=profile;u=3240) is responsible for the awesome car texture!
Download:(http://button.moddb.com/download/medium/68895.png) (http://www.moddb.com/mods/e-vehicles/downloads/e-vehicles-002)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/26)
Screenshots:(http://dev.coldevil.com/rimworld/E-Vehicles/screenshot01.jpg)
Damn you make them look awesome!
just imagine when i get to work with some planes! and helicopters :P
Now i only need to make them mountable at two sections for gun usage. :P
Can I mount them now?
No I'm afraid.
Terning out to be a Very Good mod Keep it up. all hope goes to you sir
hey Evul you could make a pathwaytool that the vehicles only use and they follow it when there is someone in the vehicle
When it comes to C# I suck :P
Cool mod. Make my base look more mad max.
Side question, what floor/wall mod are you running. The walls in your screenshot look cooler than my vanilla ones and it looks like you have different better looking floors as well.
Floors etc in the pictures are from Clutter mod :)
Edit: http://ludeon.com/forums/index.php?topic=2541.0
There are also stuff from E-Furniture and Kirids research tables :)
Hey Evul even though this might be off topic I just thought of a idea.
Why don't you add a teleporter itself by making a teleporter buildable but then make it like a stockpile so you can rename it and then once you do that you build another one and name it and then you could add a function to choose which teleporter to teleport to. I was just thinking that because you were talking about teleporting the car instead of it moving.
Do they provide cover like sandbags? like can you shoot over them? or do they just provide cover as wall's ( leaning out around corners? )
Quote from: Joshy1111 on May 17, 2014, 02:49:48 AM
Hey Evul even though this might be off topic I just thought of a idea.
Why don't you add a teleporter itself by making a teleporter buildable but then make it like a stockpile so you can rename it and then once you do that you build another one and name it and then you could add a function to choose which teleporter to teleport to. I was just thinking that because you were talking about teleporting the car instead of it moving.
I had some kind of thoughts about that. ^^
Quote from: Dxella on May 17, 2014, 04:30:15 AM
Do they provide cover like sandbags? like can you shoot over them? or do they just provide cover as wall's ( leaning out around corners? )
They should provide mediocre protection against incoming fire like any furniture do :)
Hey Evul im almost done with the new update, the only thing missing now is the texture for the engines :)
BTW you PM Calum now if he still wants to help out on making the cars move.
Quote from: Blackjack1000K on May 17, 2014, 05:33:18 AM
Hey Evul im almost done with the new update, the only thing missing now is the texture for the engines :)
BTW you PM Calum now if he still wants to help out on making the cars move.
Sweet! :)
I thought you asked him already! :P
can you make it so several colonist can get in one car (maybe to use a gun at the top of it)
In alpha 5 i might be able to do it :)
I recommend that you hire a secondary artist because right now im very busy with god forsaken school, i should be able to make textures when school is over, because right now i'm just trying to enjoy my weekends, and try to at-least get high grades so yeah... hope this isn't much trouble :)
Quote from: Blackjack1000K on June 21, 2014, 10:28:15 AM
I recommend that you hire a secondary artist because right now im very busy with god forsaken school, i should be able to make textures when school is over, because right now i'm just trying to enjoy my weekends, and try to at-least get high grades so yeah... hope this isn't much trouble :)
Ok Roger that :)
Will make a update asap and after that start working on mountable vehicles. :)
Quote from: Evul on July 04, 2014, 07:06:11 PM
Will make a update asap and after that start working on mountable vehicles. :)
[/cannot wait]
[waiting intensifies]
dose this work on alpha6? just thinking loud here.
Currently not. I gona try updating as soon as I Have time.
Will this ever be updated i want to try it out :(
It was decorative object.
Planing on converting them to my EDC mod collection.
Quote from: Evul on April 09, 2015, 07:43:21 PM
It was decorative object.
Planing on converting them to my EDC mod collection.
Whats your edc mod collection and i know it was decorative
This:
https://ludeon.com/forums/index.php?topic=4719.0
Currently also onhold due to Project Armory :)
What's new?
Quote from: MaximStale on January 13, 2017, 11:27:41 AM
What's new?
LOL, think the only thing new here is your post on a 3 year old thread with no posts in almost 2 years :)
Hello old times : )