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RimWorld => Releases => Mods => Outdated => Topic started by: _-M-_ on July 21, 2017, 07:18:18 PM

Title: [A17] Yes, Vehicles
Post by: _-M-_ on July 21, 2017, 07:18:18 PM
V:1.0
--A true implementation of vehicles into RimWorld!--

R E Q U I R E S J E C S T O O L S ! https://github.com/jecrell/JecsTools

First off, a big thank you to Jecrell, without him none of you would have this!

This mod is a 'simple' implementation of a truck into our lovely rim world, you can load passengers, as well as equipment for both crossing the map and for caravanning.


<Making the Vehicle>

To acquire a vehicle you need to research Machining and Smithing to acquire the Vehicle Table. Here you can construct a box filled with vehicular pieces.

To construct it, instruct a pawn to follow the included manual in the box. Upon following guides 1-Z on your ikea manual and throwing away the last 5 screws, your pawn will have succesfully assembled a working scrap heap!

Upon assigning a driver, you must instruct the vehicle to draft itself for glorious duty

*Just like any partially oiled machine, youll have to fill and power it with Chemfuel! (not included)*


<Notes and Help>

If your goal is caravanning, please ensure the loaded driver moves the loaded vehicle to the edge of the map.

Save Load Safe (but once you go vehicular, you cant turn back >:D )

No one else should show up on your door with any of this stuff (Honestly, untested...)

Non-Steam link: https://github.com/mason3ck/Yes-Vehicles

Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1082473678

Bugs will be plenty in this mod, but hopefully none that'll break your game!
Title: Re: [A17] Yes, Vehicles
Post by: Hydromancerx on July 21, 2017, 07:54:50 PM
Are you going to add other vehicles from old mods like Tools for Haul?

Tools for Haul
https://ludeon.com/forums/index.php?topic=12282.0
https://github.com/Killface1980/RW_ToolsForHaul

(http://i.imgur.com/MZhonPA.gif)

(http://i.imgur.com/MxMMzNz.gif)

(http://img.prntscr.com/img?url=http://i.imgur.com/gOAAiF3.png)

(http://i.imgur.com/RPXT1TE.png)
Title: Re: [A17] Yes, Vehicles
Post by: Thirite on July 21, 2017, 08:01:59 PM
This might be better in the Unfinished section rather than Releases considering JecsTools vehicle library is itself unfinished. Especially if there are known bugs in the mod.
Title: Re: [A17] Yes, Vehicles
Post by: Daïkï97427 on July 22, 2017, 02:41:29 AM
i already seen thoses screen shot and gif somewhere....
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 22, 2017, 02:47:57 AM
cool mod
Title: Re: [A17] Yes, Vehicles
Post by: SpaceDorf on July 22, 2017, 03:33:39 AM
Quote from: Daïkï97427 on July 22, 2017, 02:41:29 AM
i already seen thoses screen shot and gif somewhere....

of course you did .. those are some old mods .. the poster asked if this could be included in time :P
Title: Re: [A17] Yes, Vehicles
Post by: pktongrimworld on July 24, 2017, 12:21:18 AM
oh man, I miss that mod. T.T
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 24, 2017, 06:16:31 AM
when i installed your mod it crashed my mods folder and gave me so many red errors that i cloudnt list it
Title: Re: [A17] Yes, Vehicles
Post by: Exoray on July 24, 2017, 06:53:09 AM
Quote from: rambo on July 24, 2017, 06:16:31 AM
when i installed your mod it crashed my mods folder and gave me so many red errors that i cloudnt list it

Yea same problem here, This mod is a much needed addition however the fact that it makes most other mods crash is a real shame.

Compatibility is a big issue, fix that and this mod is going places.
Title: Re: [A17] Yes, Vehicles
Post by: Canute on July 24, 2017, 08:17:05 AM
rambo, Exoray,
you two have Jecstools installed too, or only this mod only ?
Title: Re: [A17] Yes, Vehicles
Post by: Exoray on July 24, 2017, 09:33:24 AM
Quote from: Canute on July 24, 2017, 08:17:05 AM
rambo, Exoray,
you two have Jecstools installed too, or only this mod only ?

I have both, my problem was the amount of mods I had to turn off to make it work, some mods I cant live without anymore and most of them being active with the Vehicle mod causes a ton of errors or a incompatibility error.

The mod works standalone and with a few mods.

Its my issue I guess being so needy on some mods lol
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 24, 2017, 12:34:17 PM
Quote from: Exoray on July 24, 2017, 09:33:24 AM
Quote from: Canute on July 24, 2017, 08:17:05 AM
rambo, Exoray,
you two have Jecstools installed too, or only this mod only ?

I have both, my problem was the amount of mods I had to turn off to make it work, some mods I cant live without anymore and most of them being active with the Vehicle mod causes a ton of errors or a incompatibility error.

The mod works standalone and with a few mods.

Its my issue I guess being so needy on some mods lol
same
Title: Re: [A17] Yes, Vehicles
Post by: achretien03 on July 24, 2017, 05:33:05 PM
What's the problem with this mod
Title: Re: [A17] Yes, Vehicles
Post by: _-M-_ on July 25, 2017, 01:56:49 AM
Not anymore! most mods should work now, graphics have been updated, tanks added, everything got more balanced. Basically I handed out a non working version on github sorry about that!
Title: Re: [A17] Yes, Vehicles
Post by: Napple on July 25, 2017, 02:16:03 AM
Can we load prisoners on them? That would give them an advantage over using dropships.
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 25, 2017, 05:17:56 AM
Quote from: Napple on July 25, 2017, 02:16:03 AM
Can we load prisoners on them? That would give them an advantage over using dropships.
try it for your self
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 25, 2017, 05:57:36 AM
Quote from: _-M-_ on July 25, 2017, 01:56:49 AM
Not anymore! most mods should work now, graphics have been updated, tanks added, everything got more balanced. Basically I handed out a non working version on github sorry about that!
still the same errors
Title: Re: [A17] Yes, Vehicles
Post by: AngleWyrm on July 25, 2017, 03:28:09 PM
Got any screenshots of this mod's vehicles?
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 26, 2017, 12:53:27 PM
focus on fixing the game rather that adding stuff
Title: Re: [A17] Yes, Vehicles
Post by: amerem on July 26, 2017, 05:19:50 PM
It doesn't work still.....this would be so great it it just worked...the github version
Title: Re: [A17] Yes, Vehicles
Post by: rambo on July 27, 2017, 09:55:30 AM
if you have CE installed it wont work
Title: Re: [A17] Yes, Vehicles
Post by: Element-115 on July 27, 2017, 11:44:47 AM
I don't use CE, but whenever I try and load it with the rest of my mods, it throws up an error and resets my entire modlist.
Title: Re: [A17] Yes, Vehicles
Post by: tonsrd on July 27, 2017, 01:22:27 PM
can you add screen shots or gifs into the first post ?
Title: Re: [A17] Yes, Vehicles
Post by: Balgias on July 27, 2017, 04:00:28 PM
Unable to fuel the truck at all, despite having chemfuel right beside it....
Title: Re: [A17] Yes, Vehicles
Post by: Balgias on July 28, 2017, 03:29:16 AM
Unless I'm missing something it seems like having a vehicle or two actually slows down my caravan, wut.
Title: Re: [A17] Yes, Vehicles
Post by: Riael on July 29, 2017, 08:46:43 AM
Quote from: Balgias on July 28, 2017, 03:29:16 AM
Unless I'm missing something it seems like having a vehicle or two actually slows down my caravan, wut.

At least you got it working, mine's crashing the game.
Title: Re: [A17] Yes, Vehicles
Post by: 4n0 on July 29, 2017, 11:22:41 AM
with mod DE Surgeries this mod don't work
Title: Re: [A17] Yes, Vehicles
Post by: CraftyDwarf on July 29, 2017, 05:08:04 PM
I am sorry, I don't know why this mod is basically crashing in combinations with other mods, mine is vegatable garden, but I don't think its ready if it does so easily.

I will be happy to hear when it is ready.

Also, tanks (the shooting kind, maybe bulk feul tanks come to think of it) would be nice. I am nost sure if the right amount of fuel is used in caravan usage from what I have read. I hope to test and find out when it acctually works.
Title: Re: [A17] Yes, Vehicles
Post by: DTSXavid on July 31, 2017, 12:16:35 AM
I'm running into an issue where the pawns are either getting killed in the vehicle if the vehicle is undrafted/incapacitated or if I unload the driver, they switch to a different faction for whatever reason.
Title: Re: [A17] Yes, Vehicles
Post by: WolfgangPolska on July 31, 2017, 03:25:52 PM
Seems to crash combined with Prothestics mod
Title: Re: [A17] Yes, Vehicles
Post by: Tridentviper on August 04, 2017, 06:18:32 AM
It would be great if this works. It has a lot of compatibility issues with other mods. Don't use it for now.
Title: Re: [A17] Yes, Vehicles
Post by: _-M-_ on August 11, 2017, 04:22:53 PM
Why is everyone trying to use CE with this https://ludeon.com/forums/Smileys/default/cry.gif ???
Pointedly, it will not work, the mod does have a lot of compat issues because of what its trying to achieve. If you want screenshots look at the steam page, where I'm also way more active there than on the Ludeon forums.

Also please help me by saying what errors you're getting rather than just that it has errors, thank you!
Title: Re: [A17] Yes, Vehicles
Post by: Erathu on August 16, 2017, 09:57:13 AM
Dont work with Vegetable Garden ;(
Title: Re: [A17] Yes, Vehicles
Post by: nbielinski on August 25, 2017, 10:56:27 PM
Alright, doesn't work with a LOT of mods. Sad to say some folks use.. A LOT OF MODS..

Regardless ever since I saw the possibility of vehicles in Jecs tools I've been pining for this. You keep at it _-M-_ ! And be content in the knowledge that you make the game INSURMOUNTABLY better with your efforts. My only recommendation is to get it compatible with other mods, if that's possible. Regardless, thank you for your efforts.
Title: Re: [A17] Yes, Vehicles
Post by: Heni on August 26, 2017, 10:14:44 AM
Put some screenshots please.
Title: Re: [A17] Yes, Vehicles
Post by: Rocky-3 on August 31, 2017, 03:28:31 AM
The github version doesnt work, it hasnt been updated since last month compared to the 11th for steam, and the /Defs/Stats/stats_truck.xml file is completely blank.
Title: Re: [A17] Yes, Vehicles
Post by: Manleather_Cowboy on September 30, 2017, 07:46:11 PM
Quote from: Balgias on July 28, 2017, 03:29:16 AM
Unless I'm missing something it seems like having a vehicle or two actually slows down my caravan, wut.
Are all the dudes in the caravan loaded in the vehicles? If not, I'd assume that's the issue.
Like they say, if you yoke two yaks, they both move as fast as the slowest one.
Title: Re: [A17] Yes, Vehicles
Post by: Wishmaster on October 07, 2017, 06:48:02 PM
Very interesting. Too bad it is not complete yet...
Complete would mean it does not only works fine (it almost does afaik..) but also
Right ?

Also I found 2 bugs:

* When a passenger / driver exits a vehicule because of low needs. It will spawn where he/she loaded...

* Conflict with "Force do job" and "Achtung!". I get this when right clicking on a tile:


Object reference not set to an instance of an object
at ForceDoJob.Patch_FloatMenuMakerMap_ChoicesAtFor.Prefix (Verse.Pawn,System.Collections.Generic.List`1<Verse.Pair`2<Verse.WorkTypeDef, int>>&) <0x0007e>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch2 (UnityEngine.Vector3,Verse.Pawn) <0x00026>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x00120>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x0018c>
at RimWorld.Selector.SelectorOnGUI () <0x00014>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x00033>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x001ab>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [A17] Yes, Vehicles
Post by: megatech2795 on October 17, 2017, 03:52:21 PM
Are there tanks coming? I would love to have a tank like the M1 Abrams or an older tank like the M3 Lee!
Title: Re: [A17] Yes, Vehicles
Post by: codexhound on November 08, 2017, 03:13:41 PM
I've been messing with this mod again lately and it seems caravans are broken. Fuel is unlimited (when on the caravan map) which kind of defeats the purpose. I really like this mod but think that vehicles really need to be implemented in vanilla to work correctly.

I am looking at the code too but it seems to be a jecs tools issue and not the fault of this mod.
Title: Re: [A17] Yes, Vehicles
Post by: Canute on November 09, 2017, 03:34:09 AM
codexhound,
take a look at Rimbus
https://ludeon.com/forums/index.php?topic=36708.0
I didn't test it myself yet, but Rimbus based on this mod and got enhanced.
Title: Re: [A17] Yes, Vehicles
Post by: Ruisuki on February 14, 2018, 04:12:49 PM
is this still being updated?
Title: Re: [A17] Yes, Vehicles
Post by: Canute on February 15, 2018, 02:45:18 AM
Ruisuki,
Why you don't try to check the mod author first ?
Click on his name, and look when he was last time active.

I don't think this mod get continued, it never worked very well.
So a new author would basicly start from scratch.
Title: Re: [A17] Yes, Vehicles
Post by: Ruisuki on February 15, 2018, 10:30:00 AM
Quote from: Canute on February 15, 2018, 02:45:18 AM
Ruisuki,
Why you don't try to check the mod author first ?
Click on his name, and look when he was last time active.

I don't think this mod get continued, it never worked very well.
So a new author would basicly start from scratch.
Because someone else could have picked it up. Ok.
Title: Re: [A17] Yes, Vehicles
Post by: Ruisuki on February 20, 2018, 04:29:10 AM
Eyyyy the author stated last week he was waiting for jecrell to update Jecstools, and it seems that time has come. Hopefully the OP returns, so the world may be mended. (so the world may be mended)

I cant wait to try vehicles! I only hope the chemfuel restrictions are high, or it leads to bigger attacks on you in the overworld. Otherwise ill never run with Muffalos again.

http://steamcommunity.com/sharedfiles/filedetails/?id=1082473678&searchtext=vehicles