Ludeon Forums

RimWorld => Mods => Topic started by: Brodiak on December 22, 2016, 10:46:13 AM

Title: MOD REQUEST: Trucks/Vehicles
Post by: Brodiak on December 22, 2016, 10:46:13 AM
I have no idea how this would work in game, but with the advent of caravans I happened to misjudge this distance and it takes 17 days for me to reach the nearest other settlement.

I was thinking while the pods are a nice addition, if we have the tech to make giant launchers, then why do we not have the ability to ride horses, or even build rudimentary vehicles?

It would make much more sense to pull up to a settlement with a truck full of stuff than it would for people to be using pack mules.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: infern03 on December 22, 2016, 03:08:05 PM
I have been thinking exactly this.

Being able to craft saddles :D even if you couldn't ride on the normal map just the caravan speed would be amazing but with colonist to transport ratio or something, I just have no idea how easy it would be.

I've been on super hype for A16 and Ideas like these.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: joaonunes on December 22, 2016, 10:13:52 PM
You should post this on the suggestions thread, maybe it can be integrated into vanilla instead
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Drathmourn on December 23, 2016, 01:28:13 PM
Please for the love of all that is holy, someone make this mod! I can build an AI guided spaceship but cant cobble together a cart, wagon, rickshaw or Model T Ford? A car, a truck, even just a big backpack and a skateboard. But dear GOD please make this happen!

Edit: Actually make it a hover tank, yup that's what I need.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: ChaosChronicler on December 23, 2016, 05:48:53 PM
This was one of the reasons why I want to create a mech mod. But I'm getting to frazzled with learning C# (not so much with xml). Also so far I just have doodles just to see what style would work. Make them larger pawns? Have limbs on them? How big should I make them?
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Drathmourn on December 24, 2016, 01:12:02 AM
A Mech would be fun but typically, in most games, a mech is more combat/Defense oriented. But just for giggles the Mech suit could be similar to the Exo-frame from Rimsenal. A bit bigger or more bulky to look like an oversized pawn. If you where really ambitious you could create a workshop type area to modify aspects of the mech to improve as tech increases. Better/more power for weapons that you can change out as well. I like the Power armor from Factorio as it is modular and you can customize everything. Keep working on the C# work. Its players like you that help make this game better every day.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: ChaosChronicler on December 24, 2016, 01:31:02 AM
Going to make this quick cause I am typing on a table.
That was the idea. Colonist make a hanger (just make the usual building) and place a work station. There they build the mech using a frame they could either buy, build, or salvage from a raid. There could be several different frames depending if I'm crazy or not. Then just slap on parts.
Was also thinking of mech specific weapons. Could just use it's fists but what's the fun in that when you can have a 20mm cannon?
I actually had a pitch thread for this on here but got baried here some where. That and someone beat me to it with Mod gear. Though sacrificing women 30 and under doesn't sit well with me  :-\
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Drathmourn on December 24, 2016, 02:32:23 AM
Some of this is part of an ongoing discussion i am having with a few others on the thread (mod request) Future Tech and real life. As a non modder im not sure what the limit or difficulty of building an idea would be. What i would like to see is a workshop panel that opens a window that allows you to interact with the components of an item in the workshop. The workshop could contain a Mech, cyborg, Robot or vehicle or perhaps individual items like limbs that you could alter the modifiers within the components before they are installed and possibly after. i want to be able to change the engine of a vehicle from combustion chem-fuel to a uranium based nuclear plant then to anti-matter as tech advances. change the wheels to hover jets, and hover jets to anti-gravity. Increase cargo capacity for trade or increase armor and weapons per weight allowances from propulsion. But to do this in a semi realistic, progressive way you would need a production chain of components and specialist equipment. this could quickly turn from a good mod idea to a fundamental shift in game play and focus. This might be a bit much, and once again i dont even know if its possible.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Hydromancerx on December 24, 2016, 04:36:21 AM
Tools for Haul had Wagons and Cars and Stuff. If somone can brig it back then there would be working vehicles.



Tools for Haul [Alpha 12]
https://ludeon.com/forums/index.php?topic=12282.0



Tools for Haul Revived [Alpha 15]
https://ludeon.com/forums/index.php?topic=27489.0



Arbitration: Realistic Research [Alpha 13]
https://ludeon.com/forums/index.php?topic=19276.0
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Drathmourn on December 24, 2016, 05:43:12 AM
OH. MY. GOD. Its so beautiful! I had no idea this mod was even out there. Almost want to go back yo v.15
Although the muffalo look like they are missing the back legs and have wheels replacing them. Half muffalo half muscle car!  Mufflecar?
That ATV raid looks like the worst thing for a colony. ever.
But could that be ported into the new system with global travel?
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Didact04 on December 27, 2016, 10:13:11 PM
Christ...now I'm envisioning raiders doing rogue drive-by's on motorcycles, plucking limbs with sniper rifles and lobbing grenades into doorways.

Kiting Hell is a real place.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Hydromancerx on December 28, 2016, 03:58:17 AM
The ATVs were a pain to fight since they had mounted machine guns on them.

The old mod link can be found here (https://github.com/Killface1980/RW_ToolsForHaul/issues).
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Dragoon on December 29, 2016, 06:36:56 AM
I second this. I plan to get into modding once I finish college (since learning cc  for more than just armor/weapon mods is time-consuming)., but if someone with more experience did it I think it would go a lot better.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Hydromancerx on January 02, 2017, 09:23:53 PM
I hope the old car mod can be fixed somehow.
Title: Re: MOD REQUEST: Trucks/Vehicles
Post by: Lucifer on January 03, 2017, 06:54:31 PM
We can make a ship, I just wish we could use it to trade with other factions.