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RimWorld => Mods => Unfinished => Topic started by: NinjaSiren on February 25, 2019, 10:18:32 AM

Title: [1.0] (WIP) Yes, Vehicles, Finally! - Stuck on 1.0, "flex tape" won't work.
Post by: NinjaSiren on February 25, 2019, 10:18:32 AM

(https://i.imgur.com/uNOatiI.png)
[v0.83.4] [1.0+] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
with Combat Extended or Combat Extended FastTrack & Run and Gun support, with Faction AI addition!


I was searching for a mod of vehicles and it ended up me finding this old mod from B17 to
B18. I ended up forking it from github and continuing the work of Mason J. Caboose's Yes,
Vehicles mod.

Thank You Jecrell for making JecsTools, Neronix for forking the Vehicle code from JecsTools
([O21] Vehicle Framework), and Mason J. Caboose for making the original WIP mod!
Thank you for Hjkma/Taranchuk for many of the later bug fixes, and other additional features.


Original mod [A17/18] video by BaRKy (https://www.youtube.com/watch?v=wnfeDeQAwEI)

Screenshots:

Tank vs Mercenary
(https://i.imgur.com/99MgX7N.png)

Raid with AFVs (Machine Gun equipped)
(https://i.imgur.com/smrfZ2q.png)

Defending base with all vehicles
(https://i.imgur.com/jTVDnkq.png)

Raid defeated
(https://i.imgur.com/OZnxVaJ.png)

The mod requires the latest JecsTools by Jecrell:


[O21] Vehicle Framework is no longer a dependency as this will be replaced by Yes Vehicles Framework based from [O21] Vehicle Framework. (Included in the latest v0.83.4 patch)

Latest Downloadable Version:

If you had the older versions of the mod, please delete the previous
version and download this new update, do not overwrite it.
If you got v0.7e and above, can overwrite it.


Optional mods:
RECOMMENDED - Combat Extended

OR

RECOMMENDED - Combat Extended Fast Track

Run and Gun

Rimsenal CE Patch Pack

Rimsenal Pack

Project Red Horse Pack

Haineko's Tinkering (If you want to use Polarisbloc mod pack with CE)

Polarisbloc Pack

Giddy-up Pack - For faster movement in caravans

How does it work?

To acquire a vehicle you need to research Machining and Smithing and then you will be able to build the Vehicle Table. With it you can construct a box filled with vehicular pieces, and vehicle weapons.

To assemble the vehicle, instruct a pawn to follow the included manual in the box (right-click the box). Upon following guides 1-Z on your Ikea manual and throwing away the last 5 screws, your pawn will have successfully 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, you’ll have to fill and power it with chemfuel!

You will need both a driver and a gunner to shoot from the vehicle. Only the burst cannon, and machine cannon fits on the APC, and Machine Gun fits only with the Truck and ATV. (visually buggy yet, but works)

Reloading/loading CE ammo to your vehicle weapon of choice is done by:

When doing a caravan with a vehicle, make sure you include one colonist outside the vehicle to not get the "Downed Colonist" feature/issue from the Vehicle Framework.

You can use Giddy-up mods to make the one colonist outside the vehicle have a "vehicle", so your caravans will have faster movement on the map.


You got 5 vehicles currently in the mod:

With 7 types of vehicular weapons:

And make sure you got alot of Steel, Component, and Plasteel in your inventory to craft the vehicles and weapons.

Installation:

Mod Load Order (follow this):

Make sure that Yes, Vehicles, Finally! is the last mod loaded or the last mod from Combat Extended, or other optional mods.

Example:

(https://i.imgur.com/9CHqNDN.png)

Mod Github link: https://github.com/NinjaSiren/Yes-Vehicles-finally
Original mod github: https://github.com/mason3ck/Yes-Vehicles
Mod Wiki page: https://github.com/NinjaSiren/Yes-Vehicles-finally/wiki


Additional Notes:

Incompatible Mods (until further notice):

My current ModsConfig.xml (AppData folder):
[/list][/list]
Code: [Select]
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>Yes Vehicle Framework-</li>
    <li>CombatExtended</li>
    <li>GiddyUpCore-1.1.6</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyupBattleMounts-1.1.2</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_Incidents</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_EndGame</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_XPatches_CE</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_CE_Patch</li>
    <li>RImsenal_Feral_CE_Patch</li>
    <li>Rimsenal_Federation_CE_Patch</li>
    <li>Rimsenal_Security_CE_Patch</li>
    <li>Rimsenal_Vanilla_CE_Patch</li>
    <li>Moody</li>
    <li>RimHUD</li>
    <li>TilledSoil</li>
    <li>RunAndGun-1.1.5</li>
    <li>FishingNets</li>
    <li>Gloomy Hair</li>
    <li>Gloomy Face</li>
    <li>BetterLoading</li>
    <li>BetterMiniMap-1.0.0</li>
    <li>Increased Stack</li>
    <li>Share The Load - Release</li>
    <li>RimWorld-MendAndRecycle-master</li>
    <li>AvoidFriendlyFire</li>
    <li>MoreDetailBody</li>
    <li>Lovely Hair Style</li>
    <li>Color Coded Mood Bar</li>
    <li>Electric Stonecutting Table</li>
    <li>SaveStorageSettings</li>
    <li>WorkTab</li>
    <li>Blueprints</li>
    <li>FollowMe</li>
    <li>AnimalTab</li>
    <li>Pharmacist</li>
    <li>MedicalTab</li>
    <li>RelationsTab</li>
    <li>StuffedFloors</li>
    <li>ModManager</li>
    <li>AreaUnlocker</li>
    <li>ResearchTree</li>
    <li>ColonyManager</li>
    <li>BirdsAndBees</li>
    <li>Furnace</li>
    <li>Rimkit-1.4.763</li>
    <li>Dubs Skylights</li>
    <li>Dubs-Paint-Shop-1.0.208</li>
    <li>Dubs-Mint-Menus-1.2.346</li>
    <li>FluffyBreakdowns</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs-Mint-Minimap-1.1.109</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>Spotted</li>
    <li>DeepRim</li>
    <li>RimCities Mod</li>
    <li>RimQuest</li>
    <li>AllowTool</li>
    <li>Hospitality</li>
    <li>Rimefeller</li>
    <li>Rimatomics</li>
    <li>RuntimeGC</li>
    <li>Ceiling Light</li>
    <li>PowerLogic</li>
    <li>Smart-Speed-2.01</li>
    <li>RimworldSwimming-1.0.0</li>
    <li>Glass&amp;Lights</li>
    <li>RemoteTech</li>
    <li>Smoked-Meat</li>
    <li>Panzer Muffalo</li>
    <li>More Furniture</li>
    <li>Realistic Rooms</li>
    <li>SimpleSidearms</li>
    <li>Roads of the Rim</li>
    <li>Faction Discovery</li>
    <li>AnimalCollabProj</li>
    <li>Advanced Biomes</li>
    <li>MizuMod-1.7.2-pre2</li>
    <li>Smokeleaf_Industry-1.14a</li>
    <li>Fences And Floors</li>
    <li>Expanded Incidents</li>
    <li>Resource Replicator</li>
    <li>EdBPrepareCarefully</li>
    <li>Rah's Bionics and Surgery Expansion 2.0</li>
    <li>NoRandomConstructionQuality-1.0</li>
    <li>More Faction Interaction</li>
    <li>AdjustableTradeShips</li>
    <li>CentralizedClimateControl</li>
    <li>Rimworld-Shields</li>
    <li>Vegetable Garden</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Canning</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Garden_Drinks_Bulk</li>
    <li>VGP_Garden_Dyes</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Fabric</li>
    <li>VGP_Medicine</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Resources</li>
    <li>VGP_Trees_Flowers</li>
    <li>Yes, Vehicles, Finally!</li>
  </activeMods>

Changelogs:
Code: [Select]
v0.1
- Updating some Verse and Core references from B17/18 to v1.0+ variants, to remove.
- some errors on the log file. Though, there are still possible incompatibility issues.
- Fixed some XML duplicate errors.
- Fixed the 3 default vehicles. (Truck, APC, and Tank)

v0.3a
- Fixed serious bug Rimworld.ThingDefGenerator_Corpses.CalculateMarketValue (Verse.ThingDef raceDef).
- Fixed visual bugs.
- Weapons not operable yet while in vehicles.

v0.3b
- Added new vehicle. (ATV)

v0.6
- Transferred vehicle code from JecsTools to -O21-Vehicle Framework by neronix17.
- Working as intended, including weapons. YEAH!!!!
- Some random non-critical bugs may occur, and some visual bugs.
- ATV graphics changes.

v0.7
- Changed Tank and APC visuals.
- Added new weapon: Machine Gun.
- Added Combat Extended compatibility!
- Added ATV and Truck weapon placement. (Buggy)
- Changed some values of the weapons.
- Added build time for weapons.

v0.7b
- Updated Combat Extended Patch (Uses CE projectiles now).
- Modified some weapon capabilities.

v0.7c
- Additional patch changes for Combat Extended.
- Added AI enemy vehicles in raids, and defensive + cargo vehicles in AI caravans.

v0.7d + Hotfix
- Major update, New game is optional, but maybe needed. (Sorry for the inconvinence.)
- Added vehicle flammability values. (Vehicles can now burn!)
- Added exploding vehicles when damaged. (Boom! Vehicles, it kinda has a bug but non-critical.)
- Added chanceToStartFire values. (When vehicles explode, it can cause a wildfire!)
- Added different color schemes for different AI faction type. (Red = Bandits, Light Green = Outlanders)
- Added support compatibility with Run and Gun.
- Nerfed vehicle excessive movement speeds. (No more ultra-Blitzkrieg!)
- Changed Combat Extended vehicle weapons and melee values. (Fast firing guns galore and accuracy hotfix.)
- Changed Combat Extended 20x110mm Hispano projectile to explode on impact. (Fire in the hole, Boom!)
- Non-critical bug found when clicking the info of a vehicle. (Not-fixed yet)
- Non-critical bug found when vehicles die and explode. (Not-fixed yet)
- Transferred and updated CE_patches.xml from CombatExtended/Patches folder to Yes, Vehicles, Finally!/Patches. (Updated by Hjkma)
- Updated Combat Extended patch to run with or without Combat Extended, thanks to Hjkma.

v0.7e
- Added vehicle fuel gauge.
- Added variety of weapon quality.
- Added specialDisplayRadius for weapons.
- Changed weapon ranges depending either CE is installed or not.
- Patched some weaponTags.
- Fixed bug: JobDriver error when building weapon above "good" quality.
- Vehicle repairs now possible, as updated by neronix17. (Repairs are automatic, no user control needed)

v0.8
- Added support for Rimsenal and Polarisbloc mods.
- Added vehicle faction AI for Rimsenal and Polarisbloc mods. (Raids, Caravans, and Bases)
- New vehicle: ATV with a Cart/Wagon. (on its back, I downloaded that old mod, Tools for Haul. Might revive it?)
- Not recommended to use Combat Extended with Polarisbloc. (No CE patches yet for Polarisbloc.)

v0.8b
- Added new tank weapon, Artillery Cannon.
- Added carts for tribal traders, peaceful visits, and settlements.
- Fixed minor bug: specialDisplayRadius errors for all the weapons.
- Fixed possibly the Manifest and ModSync xml files.
- Changed some details on the CE patch.
- Nerfed abit of weapon accuracy percentages.

v0.8b.2
-Added Naval Cannon. (Dual 280mm cannon!)
-Added new Combat Extended only ammo types. (88mm, 120mm, and 280mm)
-Added new raid strategies with no drop pods for vehicles only. (Fixes enemy raids with vehicles with no driver/passenger/gunner when its on drop pods.)
-Fixed raids patches for the new strategies.
-Added compatibility with Allow Tool and Ignite Everything mods. ([O21] Vehicle Framework compatibility fixed.)
-Nerfed vehicle and vehicle parts box market values.
-Buffed fuel consumption of all vehicles.
-Added weaponCardinalDirection as stated for v0.4 of [O21] Vehicle Framework for weapon facing fix from sideward to forward when not in use.

v0.8b.2 Patch #1
- Fixes the Hospitality Bug where guests cannot spawn.

v0.8b.2 Patch #2
- Readded Combat Extended compatibility.
- Removed custom ammos for Combat Extended compatibility.
- Readded Combat Extended original ammos for shells.

v0.83
- Added automated / manual loading of weapon ammo to vehicles.
- Weapon balances.

v0.83.1
- Vehicle item inventory selector.
- Automated loading of items into the vehicle.

v0.83.2
- Vehicle item inventory selector.
- Automated/manual loading of items into the vehicle.
- Fixed some texture errors with lost textures found and fixed xml files.
- Patched CE Armor ratings.

v0.83.3
- Reverting patched CE Armor ratings. For current bug fix on CE errors.

v0.83.4
- Major mod fixes incoming.

(https://rimworldbase.com/wp-content/uploads/2019/11/Combat-Extended-FastTrack-Edition.png)
Supports with Combat Extended: Fast Track!
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on February 26, 2019, 08:09:57 AM
Changelogs
v0.3

- Fixed serious bug Rimworld.ThingDefGenerator_Corpses.CalculateMarketValue (Verse.ThingDef raceDef).
- Fixed visual bugs.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: SargBjornson on February 26, 2019, 10:07:16 AM
Last time I checked, Jecstools vehicle functions were giving waaay too many errors, how did you work around them? I see they haven't been updated in a while
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on February 26, 2019, 01:05:36 PM
Last time I checked, Jecstools vehicle functions were giving waaay too many errors, how did you work around them? I see they haven't been updated in a while

I just changed the old B17-B18 XML codes to the 1.0 version, and added additional images (ie. *_back, *_south). The vehicles works as intended, a pawn that allows colonist to get in and drive. But the weapons, if installed in the vehicle it causes a looping JobGiver_Wait bug that disables the weapons to be used on a vehicle. It still messy, and Abit alot of bugs.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on February 26, 2019, 01:11:42 PM
Changelogs:
v0.3b

- No auto-mod disable and no CTD, currently.
- Fixed visual vehicle orientation.
- Vehicles are now moving as intended.
- Serious bug: Caused by a looping error of the JobGiver_Wait command. Weapons are non-functional.
- Defs XML files are now categorized in folders by its purpose. Please do not download yet. Tomorrow, you can already.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on February 28, 2019, 01:50:00 AM
I am now stuck with this bug, but I will still continue this mod:
JobDriver threw exception in initAction for pawn Tank15920 driver=JobDriver_Wait (toilIndex=0) driver.job=(Wait (Job_22662)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.JobDriver_Wait.CheckForAutoAttack () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver_Wait+<MakeNewToils>c__Iterator0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Anyone who could help me here, the vehicles are already moving as intended. But the weapons gets disabled by this bug.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deer87 on March 04, 2019, 08:20:25 AM
Does this mean, that the mod works, except for the weapons?

And could a slimmed down "pacifist" version be made?
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on March 04, 2019, 11:01:26 AM
Does this mean, that the mod works, except for the weapons?

Even if that's the case, I'm using the hell out of this mod. It still baffles me that there are no land vehicles mods for Rimworld.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Anomaly on March 04, 2019, 08:46:46 PM
Good stuff. It always seemed odd that I can build power armor and a frikkin space ship but I cant make a truck.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on March 05, 2019, 08:21:58 AM
If you see your colonists/tribes gets kicked out after a while from your vehicle it's because of the unfinished vehicle library from JecsTools. JecsTools CompVehicle library, the library that uses this is a pile of uninished codes.

You're colonists should have a high mood just to use or add colonists inside the vehicle.

Changelog:
0.3c

- Added ATV
- Colonists could not go out of the vehicle because of some JecsTools problems, until JecsTools CompVehicle is not finished this will never be fixed.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on March 09, 2019, 06:50:05 PM
Does this mean, that the mod works, except for the weapons?

And could a slimmed down "pacifist" version be made?

The mod is pretty much non-violent currently. If I'll make a version with a pacifist mode. I'll think about that.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deer87 on March 11, 2019, 11:07:05 AM
Does this mean, that the mod works, except for the weapons?

And could a slimmed down "pacifist" version be made?
The mod is pretty much non-violent currently. If I'll make a version with a pacifist mode. I'll think about that.

What I meant was that if the weaponry is the only big issue, you could make a version with the unarmend vehicles, so we could play a more or less finished version :)

How does the vehicles handle getting shot at? I play with CE and such, so i might have to look into some rebalancing in terms of armour ect.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on March 12, 2019, 11:46:13 PM
You can look around the mod. It's just a bunch of XML and image files. But it's still buggy even the vehicles itself. Until JecsTools is fixed.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: whiskydan on April 15, 2019, 04:59:37 PM
Hey it looks this mod could use some new sprite work(most urgently the ATV). I already made a recon jeep for personal use with "Giddy-Up!" but it would be much better here with no animal AI...

(https://i.imgur.com/y750Cje.png)
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: kaptain_kavern on April 15, 2019, 06:34:26 PM
I may dream about herds of jeeps tonight ...  ;D
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 16, 2019, 03:12:03 AM
The ATV's sprite was made by using an image of a real ATV, then scaled down. Its ugly, I also hated it. *RUSHED* Yeah, the ATV can be used with Giddyup! Mod. Though, the Truck and Tank will still be 50% not functional.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 16, 2019, 03:14:15 AM
Hey it looks this mod could use some new sprite work(most urgently the ATV). I already made a recon jeep for personal use with "Giddy-Up!" but it would be much better here with no animal AI...

(https://i.imgur.com/y750Cje.png)

Thanks! I'm still looking on the way to make the other vehicles work. If you have a Github account, add your contribution to the mod!
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: R e h a n on April 16, 2019, 03:21:08 AM
scusse me sir, can i use some of your work to my BMP-1 projects? i will give you credit for your generousity :)
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 16, 2019, 02:39:01 PM
Yeah sure, basically this will become a dependency mod right? Or you want a BMP-1 in the mod?
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: R e h a n on April 17, 2019, 12:46:47 AM
well im trying to make Soviet Combat Vehicles collection but it appears a lot of errors :/ maybe if you can or willing to help or cooperate with me, i appreciate it lad. yeah im using this mod source code (BMP in this cased based from APC codes) and i got the textures (well the textures are blueprint that i cropped it out :/ ) here the models.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: whiskydan on April 18, 2019, 04:05:40 PM
I'm working all sorts of odd hours this week, but I'll see if I can set up a github this weekend and figure out how that works.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 21, 2019, 05:03:11 AM
This collaboration looks great. I am still looking forward to continue finishing this mod. Even if this takes alot of dependencies.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: R e h a n on April 23, 2019, 02:48:31 AM
gladly  :D i waitin for fix while i search some historical data for soviet combat vehicles for example what the thickness of T-72 composite armor, etc
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on April 23, 2019, 04:57:46 AM
so please explain me one thing... you said that "- Colonists could not go out of the vehicle because of some JecsTools problems, until JecsTools CompVehicle is not finished this will never be fixed." so we cant use vehicles anyway.
so mod do not work as it should right?... also you mentioned animal AI. did you implemented it? so vehicles are running form place to place? like animals?

regards.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 23, 2019, 10:52:03 AM
so please explain me one thing... you said that "- Colonists could not go out of the vehicle because of some JecsTools problems, until JecsTools CompVehicle is not finished this will never be fixed." so we cant use vehicles anyway.
so mod do not work as it should right?... also you mentioned animal AI. did you implemented it? so vehicles are running form place to place? like animals?

regards.

It's just that you cannot force to eject/go out of the vehicle when you decide to make your colonist enter a vehicle. You will need to wait for the mood of the colonist to go down at a specific level, then it will automatically eject from the vehicle.

JecsTools is a wonderful dependency mod, though it's CompVehicle where this mod I depend on is still broken on the newer versions of Rimworld, as they are not yet fixing it as of the moment.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: demeggy on April 23, 2019, 03:19:04 PM
Be great if this mod can get legs. Some visuals that fit the style of Rimworld would really work.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 23, 2019, 10:26:16 PM
Be great if this mod can get legs. Some visuals that fit the style of Rimworld would really work.

I really wanted to continue this, even for a limited vehicle version first. Until JecsTools is fully fixed, most of what I wanted, and the original creator of this mod idealized will not work as for the moment.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on April 23, 2019, 10:29:18 PM
damn i thought crell was working on it. Thats what I heard back in...b18? Oh well I cant blame him. Maybe we should all band together and pay the patreon requirement to request he creates a mod
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 24, 2019, 10:17:49 AM
damn i thought crell was working on it. Thats what I heard back in...b18? Oh well I cant blame him. Maybe we should all band together and pay the patreon requirement to request he creates a mod

JecsTools works properly on B17/18. But when Ludeon updated the game from B19 to v1.0+, many of the codes Jecrell used for JecsTools that connects to Rimworld changed. Basically, JecsTools CompVehicle compatibility for Rimworld B19 and above became wonky, then became broken.

That's why when I saw Giddyup! Core, it would be a good substitute for other vehicles that is "ridden like a horse."
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 24, 2019, 10:29:02 AM
If you want to contribute to this mod, please create a GitHub account and fork the mod's GitHub page. Link: https://github.com/NinjaSiren/Yes-Vehicles-finally (https://github.com/NinjaSiren/Yes-Vehicles-finally)

And I will add you to the contributors of the mod, so you can directly access and add/edit/remove any things in the repository.

Just make sure to re-check your GitHub account after forking, so you can accept the invite to become a collaborator.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ven on April 27, 2019, 02:56:21 AM
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: usafly on April 29, 2019, 09:02:13 PM
hao to make Muzzle flash
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: R e h a n on April 29, 2019, 09:38:54 PM
hey mate i made Soviet Combat Vehicle thread in this Unfinished board check it out maybe anyone can help my mod and this mod at same time ;) (im using this mod as base for my mod thats why im send this message to this post)
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: phas on May 16, 2019, 07:48:53 PM
So im not sure if you're aware of these issues or not, but i will describe them anyway. As far as im aware, no debug errors were logged.
[...]

I just looked at the "yes vehicles" repo and found out that it doesn't contain code, it just objects definitions. All the business logic of vehicles is in Jecs Tools. This has implies a series of nice consequences


Honestly, why the jecs tools team doesn't provide a reference implementation of vehicles defs is beyond me.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on May 17, 2019, 06:58:51 AM
So im not sure if you're aware of these issues or not, but i will describe them anyway. As far as im aware, no debug errors were logged.
[...]

I just looked at the "yes vehicles" repo and found out that it doesn't contain code, it just objects definitions. All the business logic of vehicles is in Jecs Tools. This has implies a series of nice consequences

  • your perfectly good bug report is actually useless because the bugs are in jecs tools not in yes vehicles
  • it's clear now why the bugs exists: there's no other mod that implements vehicles using jecs tools so the jecs tools team cannot test their vehicles (lol)
  • since there's no ticket tracker on jecs tools repo, we have no way to inform jecs tools team that A yes vehicles it's working with 1.0 now and there are bugs to be fixed
  • as a result, we probably never get functioning vehicles

Honestly, why the jecs tools team doesn't provide a reference implementation of vehicles defs is beyond me.

That's why. Until JecsTools are fixed, this mod will not work completely.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: LunaticModo6 on May 17, 2019, 09:36:08 PM
Hey guys, the drafted vehicles command icons disappearing? It can be fixed by forming a caravan with the vehicle and reentering the map. Problem is, it won't 'wander' to the base and you might have to unload at the edge of the map.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: xylr on May 18, 2019, 04:36:06 AM
So the original mod page doesn't say, but the only point I see in having vehicles would be to increase your caravan speed without needing to raise animals and use giddy up.  Is caravan speed effected by this mod?  If not then I guess this is a request.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: [email protected] on June 26, 2019, 01:07:15 PM
Hi guys! Greetings for this wonderfull mod. I'm new arround here and it is me very first post. I'm trying the mod right now and have built a truck, but I don't know how to use it. I mean, can't form a caravan or even move it with a pawn inside it as a driver. Exists some sort of tutorial or help document? I have reed the entire entry, but as english is not my mother language I can't be sure I have understood everything right. Can anyone help me, please?
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on June 27, 2019, 10:48:00 AM
Hi there, I'm NinjaSiren the current developer of this mod. This mod is still in Work In Progress mode. Bugs are still in the mod, and until JecsTools mod finishes their development on the vehicles codes, this mod will not be finished.

Thank you for you patronage!

Contact me for any other problems at: [email protected]
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 10, 2019, 01:41:31 PM
Did Jecrell fixed or touched JecsTools? I am really waiting for that, so this mod will become finished!  ;D
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 10, 2019, 01:43:55 PM
So the original mod page doesn't say, but the only point I see in having vehicles would be to increase your caravan speed without needing to raise animals and use giddy up.  Is caravan speed effected by this mod?  If not then I guess this is a request.

The Giddy up concept was originally an idea from me as a replacement to the JecsTools problems that I am facing right now. Still checking Giddy up libraries to make it work.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 10, 2019, 01:50:10 PM
Did Jecrell fixed or touched JecsTools? I am really waiting for that, so this mod will become finished!  ;D

(https://i.ibb.co/wWTjwbf/Untitled.png) (https://ibb.co/3NwQM8n)
image hosting (https://imgbb.com/)

Well, I saw the answer. Not yet, sigh... waiting for it...
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: [email protected] on July 13, 2019, 10:30:31 AM
I'm not playing anymore until this mod works
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 13, 2019, 07:15:48 PM
I'm not playing anymore until this mod works

You're not playing Rimworld, until you have vehicles? Why?
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: [email protected] on July 15, 2019, 10:32:00 PM
cause I'm not enjoying the game  :'( Since I made myself to the idea of driving at rimworld I can't be satisfied with less
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 16, 2019, 08:27:12 AM
cause I'm not enjoying the game  :'( Since I made myself to the idea of driving at rimworld I can't be satisfied with less

oh ok. ill just update you when this mod finally works right.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Gwaheer on July 18, 2019, 09:11:32 AM
It looks like Jecrell done something about vehicles:

https://github.com/RimWorld-CCL-Reborn/JecsTools/releases/tag/1.0.9.10

Not sure this is fix for our case.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 18, 2019, 07:44:19 PM
It looks like Jecrell done something about vehicles:

https://github.com/RimWorld-CCL-Reborn/JecsTools/releases/tag/1.0.9.10

Not sure this is fix for our case.

OMG! I'll check this!
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on July 20, 2019, 02:48:59 AM
It looks like Jecrell done something about vehicles:

https://github.com/RimWorld-CCL-Reborn/JecsTools/releases/tag/1.0.9.10

Not sure this is fix for our case.

OMG! I'll check this!

Nah, it does not work. It's only for B18.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 04, 2019, 12:08:13 PM
Fixed JeckTools framework for vehicles: https://github.com/neronix17/-O21-Vehicle-Framework
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 04, 2019, 12:12:22 PM
Fixed JeckTools framework for vehicles: https://github.com/neronix17/-O21-Vehicle-Framework

Yehey! I'll check!
Did you modified it, or someone else?
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 04, 2019, 12:18:21 PM
No, its Neronix work. Example of using framework: https://github.com/neronix17/-O21-Halo/commit/bb8a64fc605ce8e1240ce548d74147187f0c636c
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 05, 2019, 01:23:29 PM
Fixed JeckTools framework for vehicles: https://github.com/neronix17/-O21-Vehicle-Framework

Yehey! I'll check!
Did you modified it, or someone else?


Thank you!!! for this.

Just finished porting XML code from JecsTools to -O21-Vehicle Framework, Still needs JecsTools for some other things, other than that it's kinda working now. (Some random errors when building vehicles and weapons and some visual errors.)

Will reply back when ready!

+ Added Sounds
+ Working, small bugs remain.
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 05, 2019, 01:49:47 PM
(https://imgur.com/IRQuR1j.jpg)

(https://imgur.com/q3NUXin.jpg)

Weapons working, pawns you can eject by player, almost there!
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 05, 2019, 02:07:59 PM
Hey it looks this mod could use some new sprite work(most urgently the ATV). I already made a recon jeep for personal use with "Giddy-Up!" but it would be much better here with no animal AI...

(https://i.imgur.com/y750Cje.png)

I'll use it now, I just finished changing XML code from JecsTools to -O21-Vehicle Framework.

It basically works now. (Requires JecsTools and -O21-Vehicle Framework to work)
Title: Re: [WIP] [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 05, 2019, 02:12:32 PM
v0.6
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 05, 2019, 11:31:18 PM
If any mod incompatibility problems occur, you can comment here in the forums.

There are still some non-critical bugs that I am now currently fixing on this mod.

I will also test carrying cargo for vehicles, as well as adding the Run and Gun mod so you can Run while shooting.

Lastly, any vehicles you want to add you can comment here in the forum. I'm open for suggestions. As well as open for possible designs.

I'll upload this mod on Steam Workshop, and Nexus.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 06, 2019, 04:29:07 PM
Can you make the mod compatible with Combat Extended? Since the weapons shoots, but they do not cause damage and an error message constantly appears:
Quote
Exception ticking Tank38191 (at (131, 0, 114)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at Verse.Stance_Warmup.StanceTick () <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 10:06:49 AM
Can you make the mod compatible with Combat Extended? Since the weapons shoots, but they do not cause damage and an error message constantly appears:
Quote
Exception ticking Tank38191 (at (131, 0, 114)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at Verse.Stance_Warmup.StanceTick () <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Thank you for the comment  ;)

I tested it with this mods and mod load order:
(https://i.imgur.com/nHwsnEK.png)

Result: No bugs or errors appearing on the log with verbose.
Video 1: https://youtu.be/DY2jsa-qWhQ (https://youtu.be/DY2jsa-qWhQ)
Video 2: https://youtu.be/2F76oR1NSDA (https://youtu.be/2F76oR1NSDA)
Output Log: https://pastebin.com/aQZLDV5B (https://pastebin.com/aQZLDV5B)

Questions:
1. Was it really caused of Combat Extended?
2. What is your mods, and the mod load order?
3. Was the bug caused by other mods causing compatibility issues with CE?
4. Maybe a wrong load order?

Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 07, 2019, 11:00:26 AM
Well, the thing was apparently in the mod order. I loaded Combat Extended after Yes, Vehicles, Finally! and this solved the problem. Putting Combat Extended before your mod causes this error.

I also noticed that when loading the game three errors are displayed regardless of the order of the mods.
Quote
XML error: Could not register node named "Burst_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Rail_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Tank_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.
Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/42bb27703ef1ddf549f2454fbe71defa
I downloaded the version of the mod directly from the link https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 07, 2019, 11:28:09 AM
Nevermind, this turns out to be the case in cannons that are crafted from a vehicle workbench. They just do no damage. Cannons that spawn through dev tools do damage.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 11:39:48 AM
Well, the thing was apparently in the mod order. I loaded Combat Extended after Yes, Vehicles, Finally! and this solved the problem. Putting Combat Extended before your mod causes this error.

I also noticed that when loading the game three errors are displayed regardless of the order of the mods.
Quote
XML error: Could not register node named "Burst_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Rail_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Tank_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.
Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/42bb27703ef1ddf549f2454fbe71defa
I downloaded the version of the mod directly from the link https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

Can you screenshot this directory:
/yes, vehicles, finally!/ThingDefs_Weapon/

if you find more than 3 files, please delete the previous Yes, Vehicles, Finally! and re-copy the mod.
Guessing you just extracted and replace the former.

There should be only 3 files, the fourth XML file is the previous XML for weapons. I separated XMLs for the three weapons.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 11:42:10 AM
Nevermind, this turns out to be the case in cannons that are crafted from a vehicle workbench. They just do no damage. Cannons that spawn through dev tools do damage.

They have damage, problem is the low accuracy of the weapons. :3 welp needs to fix that.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 07, 2019, 11:47:55 AM
Here is a screenshot. https://i.imgur.com/HagcZQ0.jpg
Well, the files are exactly the same as in archive from the github and I did not replace the files, but deleted the previous ones.
So should I delete the fourth file or what?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 11:51:32 AM
Here is a screenshot. https://i.imgur.com/HagcZQ0.jpg
Well, the files are exactly the same as in archive from the github and I did not replace the files, but deleted the previous ones.

Delete this file:
(https://i.imgur.com/cnMwtra.jpg)

InstalledPart_Weps.xml is an old file from v0.3b, code from it is similar to the three other files, and there are some updated code in the three others.

InstalledPart_Weps.xml does not exist on v0.6 anymore.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 11:54:09 AM
(https://i.imgur.com/UqNJlZv.png)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 07, 2019, 11:54:42 AM
Ok, there are no xml errors. But still need a fix for cannons from vehicle workbench.
And also look at the files in the archive https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

I downloaded this archive and you need to change it.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 07, 2019, 12:00:24 PM
Screenshot: https://imgur.com/a/SyyJ73W
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 12:01:24 PM
Ok, there are no xml errors. But still need a fix for cannons from vehicle workbench.
And also look at the files in the archive https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

I downloaded this archive and you need to change it.

oh XD welp
ok XD
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 07, 2019, 12:17:05 PM
Ok, there are no xml errors. But still need a fix for cannons from vehicle workbench.
And also look at the files in the archive https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

I downloaded this archive and you need to change it.

oh XD welp
ok XD

Fixed!
https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6 (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6)

Just delete and re-extract :3 Sorry about it, my mistake!
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 10, 2019, 12:31:36 PM
v0.7

Download:
https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7 (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7)

Future possible updates:
Title: Re: [1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 12, 2019, 12:19:39 PM
v0.7c

Download: v0.7c Github (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7c)

In-game test: YouTube video: Test #1 (https://www.youtube.com/watch?v=7jsYytuH60s)
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: sidfu on August 12, 2019, 06:55:17 PM
 after looking at the vid i see a few things
1. they need a random chance to explode leaving nothing or hardly anything
2. for us that use ammo for CE how that gonna work on the vehcles
3. that vech a bit to fast for the speed of the game imo.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 12, 2019, 09:18:33 PM
after looking at the vid i see a few things
1. they need a random chance to explode leaving nothing or hardly anything
2. for us that use ammo for CE how that gonna work on the vehcles
3. that vech a bit to fast for the speed of the game imo.

1. For now on I cannot do C# assembly code for RimWorld, I am still learning the codes of the game. So possible randomly exploding vehicles may not happen yet on the near future.

In some of my other gameplay, if the vehicle has some people on board, the people may escape the vehicle when it reaches unusability. And sometimes it gets destroyed with occupants also killed.

Check the last vehicle alive on the video I uploaded, the people inside escaped from the vehicle but forgot that the base defences are too much.

2. The ammo I'm addressing is magically inserted and only the projectiles are used, (for the meantime no hauling ammo or putting ammo on to vehicles). Check the file in the CE patch, find <projectile> and <ammoUser>.

For the meantime, the gun is automatically loaded without any ammo in it's inventory. (Solution: similar to #1)

3. I'll check on the speed of some of the vehicles. If I could remember speed May differ from the amount of cargo/passengers, mass of it and in CE the bulk of it.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 13, 2019, 12:29:02 AM
Test #2: Natural raids.

The raids on the start will usually have no vehicles to have. Good.

As raid points increase and wealth increases, (Raid points: 400 and above), vehicles slowly trickle up in amount and random firepower.

Sometimes it gets scary with CE patch installed, the 110mm Hispano HE projectile I coded in the CE patch file for the tank sometimes explode on impact.

And sometimes pawns inside the vehicles jump out from their dying vehicles to either run away or to attack.

But the mod still needs fixing on some aspects.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: xylr on August 13, 2019, 07:27:45 AM
So glad I checked back on this mod when I did.  About to start a new play through.  I'll report back on any thing I run into (of course I'll try and make sure they're not known issues first.)
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 13, 2019, 08:04:56 AM
So glad I checked back on this mod when I did.  About to start a new play through.  I'll report back on any thing I run into (of course I'll try and make sure they're not known issues first.)

Do you make YouTube gaming videos about Rimworld?
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: xylr on August 13, 2019, 09:10:49 AM
Do you make YouTube gaming videos about Rimworld?

I do not.  I just meant I was getting back into the game after a bit of a break.  I've been following this specific version of the mod for a minute though.  Thanks again for all your work.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 13, 2019, 10:15:39 AM
Do you make YouTube gaming videos about Rimworld?

I do not.  I just meant I was getting back into the game after a bit of a break.  I've been following this specific version of the mod for a minute though.  Thanks again for all your work.

Oh, you're welcome! No problems!
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 13, 2019, 02:12:11 PM
Just changed a large part of the mod abit.
Will not upload the changes for the meantime.

Changelogs:
- AI Factions vehicles has now their own vehicle color per faction type (Outlander, Pirate).
- Pirates vehicles tend to use lower tier weapons than Outlanders.
- Separated player Vehicles and AI Faction vehicles, so you won't get the "free weapon" bug when you assemble the APC and Tank.
- Changed vehicle speeds. (ATV = 9, Truck = 8, APC = 7, Tank = 4.5), they are now slower and much more realistic.

Near future mini-updates:
- Addition of "Boomalope" explosion possibly in random when killed.
- Adding flammability in vehicles.
- New Tank and APC designs?
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: WolfgangPolska on August 14, 2019, 06:29:08 AM
I'm using truck, and when I try to make caravan, first i put driver in it, then on caravan screen it says that i need non-downed colonist, despite having perfectly healthy driver, when I take colonist with me caravan speed drops to foot speed and I cant put him in truck, beacuse caravan is then lost. How to make caravan with vehicles? Also, when drafted vehicles are not willing to go to any position
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: Hjkma on August 14, 2019, 06:42:34 AM
This bug is not in mod, but in the framework. The framework developer is aware of this bug and is trying to fix the bug. For now, just select one pawn that is not in the vehicles. You can also use the Giddy Up mod and choose an animal rider and the speed of the caravan will not drop much. And when you use Achtung and Hospitality together, then a compatibility error appears when you trying to move vehicles, so you need to choose one of these mods with which you will play, but not both.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 14, 2019, 08:10:29 AM
I'm using truck, and when I try to make caravan, first i put driver in it, then on caravan screen it says that i need non-downed colonist, despite having perfectly healthy driver, when I take colonist with me caravan speed drops to foot speed and I cant put him in truck, beacuse caravan is then lost. How to make caravan with vehicles? Also, when drafted vehicles are not willing to go to any position

Make sure the colonist (pawn) you want to put in a vehicle has good mood, no needs, and not-downed.

And when you make a caravan, make sure you have one colonist in the driver, and the vehicle is not drafted.

Can i also see your mod list? maybe a mod may had a conflict?
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 15, 2019, 12:44:57 PM
v0.7d + Hotfix Changelog:

- Major update, New game is optional, but maybe needed. (Sorry for the inconvinence.)
- Added vehicle flammability values. (Vehicles can now burn!)
- Added exploding vehicles when damaged. (Boom! Vehicles, it kinda has a bug but non-critical.)
- Added chanceToStartFire values. (When vehicles explode, it can cause a wildfire!)
- Added different color schemes for different AI faction type. (Red = Bandits, Light Green = Outlanders)
- Added support compatibility with Run and Gun.
- Nerfed vehicle excessive movement speeds. (No more ultra-Blitzkrieg!)
- Changed Combat Extended vehicle weapons and melee values. (Fast firing guns galore and accuracy hotfix.)
- Changed Combat Extended 20x110mm Hispano projectile to explode on impact. (Fire in the hole, Boom!)
- Non-critical bug found when clicking the info of a vehicle (Not-fixed yet).
- Non-critical bug found when vehicles die and explode (Not-fixed yet).
- Transferred and updated CE_patches.xml from CombatExtended/Patches folder to Yes, Vehicles, Finally!/Patches (Updated by Hjkma)

Link: v0.7d Release (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7d%2BHotfix)

Download:
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: Hjkma on August 15, 2019, 01:43:36 PM
Can you integrate the patch for CE directly into the mod? It’s not very convenient to replace the patch in the CE folder every time each time when the mod and/or patch are updated, it’s better when the patch is right in the mod and there is no need to download and unpack additional files.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: sidfu on August 16, 2019, 07:33:46 AM
for patches for other mods u can use xpath.
 that way u can set it up if x mod is enabled it will enable the xpath
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 16, 2019, 10:31:16 AM
for patches for other mods u can use xpath.
 that way u can set it up if x mod is enabled it will enable the xpath

All of my patches are in XML <xpath>.

Can you integrate the patch for CE directly into the mod? It’s not very convenient to replace the patch in the CE folder every time each time when the mod and/or patch are updated, it’s better when the patch is right in the mod and there is no need to download and unpack additional files.

I did not want to dabble on C# for the meantime. I am as well making my thesis currently, it's an android application and game using Android Studio (Java) with LibGDX, basically I am very much into programming/coding deep right now.

Somewhat fixed, pick a download.

Link: v0.7d Release (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7d%2BHotfix)

Download:
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: Hjkma on August 16, 2019, 02:07:40 PM
NinjaSiren, there is no need to code in C#, everything is done through XML. You most likely just need to add a few lines to make the patch activated if Combat Extended is loaded. See how this is implemented in other mods:
https://github.com/XeoNovaDan/SurvivalTools/blob/master/1.0/Patches/CombatExtended/Patch.xml
https://github.com/IndoOreno/MedicalSystemExpansion/blob/master/Patches/CombatExtended/HediffDefs/Hediffs_AddedParts.xml
https://github.com/rvanasa/rimworld-cities/blob/master/Patches/CombatExtended/Patch_MapGeneration.xml
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 16, 2019, 02:37:36 PM
NinjaSiren, there is no need to code in C#, everything is done through XML. You most likely just need to add a few lines to make the patch activated if Combat Extended is loaded. See how this is implemented in other mods:
https://github.com/XeoNovaDan/SurvivalTools/blob/master/1.0/Patches/CombatExtended/Patch.xml
https://github.com/IndoOreno/MedicalSystemExpansion/blob/master/Patches/CombatExtended/HediffDefs/Hediffs_AddedParts.xml
https://github.com/rvanasa/rimworld-cities/blob/master/Patches/CombatExtended/Patch_MapGeneration.xml

Ever since v0.6 when CE compatibility was introduced with Yes, Vehicles. It was all XML. I just never integrated it in the patches folder for my mod, causes alot of errors.

That's why I inserted the CE_patches.xml file in the CombatExtended/patches folder, no errors happening in the Dev tool console.

Look at my upload for CE patches,
https://github.com/NinjaSiren/Yes-Vehicles-finally/blob/master/CombatExtended/Patches/Yes%2C%20Vehicles%2C%20Finally!/CE_Patches.xml (https://github.com/NinjaSiren/Yes-Vehicles-finally/blob/master/CombatExtended/Patches/Yes%2C%20Vehicles%2C%20Finally!/CE_Patches.xml)

It is an XML file, I just place the file in /mods/CombatExtended/Patches/Yes, Vehicles, Finally! folder.

Even my Raids_patches.xml file is located at mods/Yes, Vehicles, Finally!/Patches.

The only thing I can't place is ammoUser, because you can't just load ammo yet. [O21] Vehicle Framework limitations.

And the <Operation Class="PatchOperationFindMod> with the <match Class="PatchOperationSequence> codes have been a problem for me ever since v0.7, I tried to do and integrate those codes, it ends up creating more red in the Dev console.

I'll stick with the XML in the CombatExtended folder for the meantime.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: Hjkma on August 16, 2019, 03:21:34 PM
Well, I edited the patch and put it in Yes, Vehicles, Finally! [WIP]\Patches\CE_Patches.xml and I don’t see any red errors.
Take the xml code and see if you have any errors.
https://pastebin.com/hUeTxHt7

Do I understand correctly that due to a problem with AmmoUser, the patch is not functional at the moment?
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: dareddevil7 on August 16, 2019, 07:08:20 PM
Having an issue where I try to make one of the vehicle weapons and the pawn finishes building it but nothing appears and the job isn't done.

As well as an issue where I'm using androids and it seems that their lack of a sleep need makes it so they are always considered to have low needs
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 16, 2019, 08:58:58 PM
Well, I edited the patch and put it in Yes, Vehicles, Finally! [WIP]\Patches\CE_Patches.xml and I don’t see any red errors.
Take the xml code and see if you have any errors.
https://pastebin.com/hUeTxHt7

Do I understand correctly that due to a problem with AmmoUser, the patch is not functional at the moment?

ammoUser is not the main problem. I'll check your XML.

I have checked your XML file and tested it on the following:

1. The XML file in my Yes, Vehicles, Finally!/Patches folder.
(https://i.imgur.com/UovQRcy.png)

This causes XML errors:
(https://i.imgur.com/h9Hv1g4.png)
Pastebin: Link (https://pastebin.com/GwT05UNH)

2. The XML file in CombatExtended/Patches folder
(https://i.imgur.com/I01z4hp.png)
Ok no problem, no bugs.

But, is it even needed, if you place the XML file in the CombatExtended/Patches folder?
It's already in the CombatExtended/Patches folder, therefore you don't need to do this, isn't it?
(https://i.imgur.com/P5O5vgf.png)

I also wanted to cater to people who don't want to dabble on Combat Extended, basically people who don't want to use Combat Extended, but wants vehicles in their gameplays.

Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 16, 2019, 10:15:42 PM
1. Having an issue where I try to make one of the vehicle weapons and the pawn finishes building it but nothing appears and the job isn't done.

2. As well as an issue where I'm using androids and it seems that their lack of a sleep need makes it so they are always considered to have low needs

1. Weapons with quality that goes higher than "Good" gets a JobDriver issue, I do not know why yet. But I am into that problem currently.

2. Yes, this is actually part of the original JecsTools CompVehicle framework, and the updated [O21] Vehicle Framework. Your pawns needs to have positive moods and almost no needs just to operate vehicles.

I could not change that, as this is a dependency feature originally created by the JecsTools team. You can talk to neronix17 at Github here about this issue: Link (https://github.com/neronix17)
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 16, 2019, 10:55:02 PM
NinjaSiren, it’s strange that it caused a bunch of red errors for you, but I don’t have them at all. Did you make sure that you run only 1 patch, and not two together, and that you correctly copied the contents of the patch to a file? Try to make sure that you do not have a patch in the \Combat Extended\Patches folder and try replacing the patch file in the \Yes, Vehicles, Finally! [WIP]\Patches\ folder with the file from the archive below.

The purpose of these XML codes is that they make the patch active if the CE is loaded, so the users should not care at all if they does not have CE since the patch will not be applied.

Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 16, 2019, 11:11:24 PM
NinjaSiren, it’s strange that it caused a bunch of red errors for you, but I don’t have them at all. Did you make sure that you run only 1 patch, and not two together, and that you correctly copied the contents of the patch to a file? Try to make sure that you do not have a patch in the \Combat Extended\Patches folder and try replacing the patch file in the \Yes, Vehicles, Finally! [WIP]\Patches\ folder with the file from the archive below.

The purpose of these XML codes is that they make the patch active if the CE is loaded, so the users should not care at all if they does not have CE since the patch will not be applied.

Oh ok ok, it only bugs when CE is deactivated. (My mistake!)
But still, i'll stick with my method for the meantime because not all Rimworld players use or play with Combat Extended.

I will make a CE compatible and non-CE compatible versions of the mod.
One zip file where the mod and the CE patch is inside, and a non-CE user tried this will have bugs.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 16, 2019, 11:20:35 PM
NinjaSiren, well, from your screenshots, I see that your patch is in the Combat Extended folder, and not in your mod, whereas you should have done the exact opposite. Place patch in \Yes, Vehicles, Finally! [WIP]\Patches\ folder and remove it from \Combat Extended\Patches\.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 16, 2019, 11:25:56 PM
NinjaSiren, well, from your screenshots, I see that your patch is in the Combat Extended folder, and not in your mod, whereas you should have done the exact opposite. Place patch in \Yes, Vehicles, Finally! [WIP]\Patches\ folder and remove it from \Combat Extended\Patches\.

Like what I said, I intended to make a CE compatible and non-CE compatible versions of the mod, where people will just extract and play. No need for deleting and adding files and stuff.

I will patch the CE version.

Done, and I will credit you for that mini-update. (I'm guessing you wanted to be part of a mod creator/patcher something?)

Link: v0.7d Release (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7d%2BHotfix)

Download:
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 16, 2019, 11:52:11 PM
Ok, now I see that an error appears if you disable CE. It is strange that they appeared, did everything according to the example of CE patch from the Survival Tools. Here, in short, how the patch should look:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
    <Operation Class="PatchOperationFindMod">
        <mods>
            <li>Combat Extended</li>
        </mods>
        <match Class="PatchOperationSequence">
<success>Always</success>
            <operations>
                <!-- patch here -->
</operations>
</match>
</Operation>
</Patch>
And the patch was edited that way. I don’t understand why the error is here, maybe the more experienced mod developers can tell what the problem is.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 16, 2019, 11:54:26 PM
Ok, now I see that an error appears if you disable CE. It is strange that they appeared, did everything according to the example of CE patch from the Survival Tools. Here, in short, how the patch should look:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
    <Operation Class="PatchOperationFindMod">
        <mods>
            <li>Combat Extended</li>
        </mods>
        <match Class="PatchOperationSequence">
<success>Always</success>
                       <operations>
                            <!-- patch here -->
</operations>
</match>
</Operation>
</Patch>
And the patch was edited that way. I don’t understand why the error is here, maybe the more experienced mod developers can tell what the problem is.

You use CE, how about people who don't use or like to use CE?

Your update code works, problem is how about people who do not use CE? They will get errors.
You don't get that XML codes will not solve the issue of when CE is disabled, the game will get errors.

From the Swimming Kit mod, how to properly patch a mod for another mod:
(https://i.imgur.com/ie9e83N.png)
https://ludeon.com/forums/index.php?topic=46366.0

That will fix our problem here, even if CE is disabled (or non-existent in the mod list) It will work, problem it's a C# thing.

XML <patch> files will not fix the issue even if with <Operation Class="PatchOperationFindMod"> in it, because it will always try to find Combat Extended enabled in your mod list.

I get your point, and perspective. Problem is people who do not use Combat Extended, they will get errors because they don't have Combat Extended.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 17, 2019, 12:14:18 AM
But the Survival Tools mod does not cause any red errors if Combat Extended is not loaded, and as you can see in this mod the patch for CE was written in this way. The error is somewhere else, perhaps the operations themselves are incorrectly written.
See the example again, everything is done as this way:
https://github.com/XeoNovaDan/SurvivalTools/blob/master/1.0/Patches/CombatExtended/Patch.xml
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 12:40:35 AM
But the Survival Tools mod does not cause any red errors if Combat Extended is not loaded, and as you can see in this mod the patch for CE was written in this way. The error is somewhere else, perhaps the operations themselves are incorrectly written.
See the example again, everything is done as this way:
https://github.com/XeoNovaDan/SurvivalTools/blob/master/1.0/Patches/CombatExtended/Patch.xml

Survival Tools team got C# and XML codes in there mod possibly.

Try disabling CE with Yes, Vehicles enabled. You will experience errors.

There, I found the C# codes for Survival Tools compatibility for CE (Using ilspy for checking .dll files):
(https://i.imgur.com/9dBlrxk.png)
(https://i.imgur.com/46UZWMX.png)
(https://i.imgur.com/9W46mMQ.png)
(https://i.imgur.com/RGM3UOh.png)

without this codes, Survival tools will not be compatible, even with XML-based patches in the mod.

I will not dabble yet with C# for the meantime.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 17, 2019, 05:07:43 AM
I found the Pulsefire Turret mod with an internal patch for CE. https://steamcommunity.com/sharedfiles/filedetails/?id=1712142869&searchtext=
It does not use any dll and C# code respectively, consists only of XML and png files, and also has no dependencies. I checked this mod with the Combat Extended on and off, and no red errors appeared at all. The Pulsefire patch also has the same XML structure as in the Survival Tools patch.

Also the mod Vanilla Weapons Expanded CE Patch https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1819425140

There are no dll, everything is entirely xml files.

So the point is rather not in C#, but in the operations of the patch, maybe something is not written right, you can request help on the forum in the Help section or in the Rimworld Discord in the #mod-development channel to figure out how to properly patch mods for CE.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 06:41:00 AM
I found the Pulsefire Turret mod with an internal patch for CE. https://steamcommunity.com/sharedfiles/filedetails/?id=1712142869&searchtext=
It does not use any dll and C# code respectively, consists only of XML and png files, and also has no dependencies. I checked this mod with the Combat Extended on and off, and no red errors appeared at all. The Pulsefire patch also has the same XML structure as in the Survival Tools patch.

Also the mod Vanilla Weapons Expanded CE Patch https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1819425140

There are no dll, everything is entirely xml files.

So the point is rather not in C#, but in the operations of the patch, maybe something is not written right, you can request help on the forum in the Help section or in the Rimworld Discord in the #mod-development channel to figure out how to properly patch mods for CE.

Look,
(https://i.imgur.com/DS3WMLL.png)
Fig. 1 - Yes, Vehicles, Finally!/Patch folder (2 XML patch files)

(https://i.imgur.com/NlzN5Wc.png)
Fig. 2 - Yes, Vehicles, Finally!/Patch folder (No XML patch files)

(https://i.imgur.com/NnnAYhU.png)
Fig. 3 - Wall of patch errors.

(https://i.imgur.com/Olpzon4.png)
Fig. 4 - Mod load order, Combat Extended removed.

(https://i.imgur.com/FKao0Cq.png)
Fig. 5 - Code inside the CE_Patch.xml


Errors still appear. That's the patch with the:
<Operation Class="PatchOperationFindMod">
        <mods>
            <li>Combat Extended</li>
        </mods>
        <match Class="PatchOperationSequence">
            <success>Always</success>
            <operations>
            ...
            </operations>
       </match>
</Operation>

(https://i.imgur.com/L78ed3s.png)
Speaking of the Pulsefire Turret mod, I found a .dll file named ModCheck in its Assembly folder, and found interesting codes that connects the C# and XML codes together that allows automated compatibility between Pulsefire and some other mod (in our case Combat Extended).

Checks if a specific compatible mod is loaded:
(https://i.imgur.com/AA2MTw0.png)

Checks if the loaded mod is incompatible:
(https://i.imgur.com/GWUxFzJ.png)

Checks the mod load order of Pulsefire versus the specific mod loaded:
(https://i.imgur.com/Tq16O9v.png)

Most important of all, the one that loads XML patch operations of that specific mod loaded:
(https://i.imgur.com/GpLrKBY.png)

And for Vanilla Weapons Expanded CE Patch, it's actually similar to what I do originally where there is a separate mod/file for the Combat Extended patch.

Main mod:
Vanilla Weapons Expanded (https://steamcommunity.com/workshop/filedetails/?id=1814383360)

The patch required for CE compatibility:
Vanilla Weapons Expanded CE Patch (https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1819425140)

If you are scared or worried that this mod will go back to being not updated, I will still update and add features in it.

For me currently, CE compatibility is ok and I don't have the problem on the method I use and the method you added after the fact.

I will remain standing on my methods until Combat Extended updates and or I have free time to make a C# .dll based patch with the XML patch files.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 17, 2019, 07:34:31 AM
In Pulsefire mod, there are no dll files here. I don’t know what kind of github repository it is, but this archive  does not contain dll files and I play with this mod and activated it without Combat Extended and there were no errors at all.

According to Vanilla Weapons Expanded CE Pathc, as you can see, everything is done through own Patches folder and theoretically, nothing prevents merging these files with the main mod and everything will work the same way.


Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 07:54:22 AM
In Pulsefire mod, there are no dll files here. I don’t know what kind of github repository it is, but this archive  does not contain dll files and I play with this mod and activated it without Combat Extended and there were no errors at all.

According to Vanilla Weapons Expanded CE Pathc, as you can see, everything is done through own Patches folder and theoretically, nothing prevents merging these files with the main mod and everything will work the same way.

Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?


Ok ok, the mod works without CE, problem I still get the wall of errors when I run the game. Basically, ignore the wall of errors. (non-critical errors)

Sorry if this forum went into us getting irritated, thank you. Don't you worry you will be credited on the updates.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 17, 2019, 08:03:25 AM
Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?
What for? Yes, Vehicles, Finally! comes with a CE patch, if I run it without CE, will there be a bunch of red errors. Maybe you want to see the log when Pulsefire is on without CE and there are no red errors in the debug log?
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 08:16:45 AM
Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?
What for? Yes, Vehicles, Finally! comes with a CE patch, if I run it without CE, will there be a bunch of red errors. Maybe you want to see the log when Pulsefire is on without CE and there are no red errors in the debug log?

Yes that's the errors I am saying, that bunch of red errors. What if a player downloaded a single version of the mod where the player does not have CE installed?

And that player does not want CE. That's why I want CE as an optional mod. not a Required mod.

(https://i.imgur.com/mvaLVGQ.png)

Combat Extended is an optional mod for Yes, Vehicles, Finally! where you can download a separate patch file for it.

Only Run and Gun is the only automatically compatible mod that is optional where patch files aren't needed.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 08:21:41 AM
Can I see your in-game console when CE is disabled and Yes, Vehicles, Finally! is running?
What for? Yes, Vehicles, Finally! comes with a CE patch, if I run it without CE, will there be a bunch of red errors. Maybe you want to see the log when Pulsefire is on without CE and there are no red errors in the debug log?

Yes that's the errors I am saying, that bunch of red errors. What if a player downloaded a single version of the mod where the player does not have CE installed?

And that player does not want CE. That's why I want CE as an optional mod. not a Required mod.

(https://i.imgur.com/mvaLVGQ.png)

Combat Extended is an optional mod for Yes, Vehicles, Finally! where you can download a separate patch file for it.

Only Run and Gun is the only automatically compatible mod that is optional where patch files aren't needed.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 17, 2019, 08:32:39 AM
NinjaSiren, for Pulsefire CE is also an optional mod, but users are not required to download separate files, all patches are included in the mod. Did you even download the archive that I provided, make sure that there are no dll files there and that the mod runs normally without CE?
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 09:52:11 AM
NinjaSiren, for Pulsefire CE is also an optional mod, but users are not required to download separate files, all patches are included in the mod. Did you even download the archive that I provided, make sure that there are no dll files there and that the mod runs normally without CE?

Ok ok we're ok now, my fault. Sorry for being too pushy.  :-[  :-X

https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7d%2BHotfix
Works with or without CE, and one zip file + credited you for the fix.

Fixed CE_Patches.xml, I found that I was using <li Class="PatchOperationMakeGunCECompatible"> then I read the XML files you sent to me, it was <li Class="PatchOperationReplace">, my mistake.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 17, 2019, 10:24:00 AM
Ok, glad the mod is working now. For my part, there are also no red errors with and without Combat Extended. As for crediding, I can’t say that I worked hard with the patch, I just spent a couple of minutes copying the XML structure of the Survival Tools patch, but I was glad to help with something.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 10:29:02 AM
Ok, glad the mod is working now. For my part, there are also no red errors with and without Combat Extended. As for crediding, I can’t say that I worked hard with the patch, I just spent a couple of minutes copying the XML structure of the Survival Tools patch, but I was glad to help with something.

I know you didn't worked hard for the patch, but I will still thank you, my ignorance and the backfire.
Expect all 4 (Forums, Nexus, Github, and Rimworld Base) you have a credit on it.
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 17, 2019, 12:28:27 PM
1. Having an issue where I try to make one of the vehicle weapons and the pawn finishes building it but nothing appears and the job isn't done.

2. As well as an issue where I'm using androids and it seems that their lack of a sleep need makes it so they are always considered to have low needs

1. Weapons with quality that goes higher than "Good" gets a JobDriver issue, I do not know why yet. But I am into that problem currently.

1. v0.7e
  • Added vehicle fuel gauge.
  • Patched some weaponTags.
  • Added variety of weapon quality.
  • Fixed bug: JobDriver error when building weapon above "good" quality.

No downloads yet, maybe tomorrow?

2. Yes, this is actually part of the original JecsTools CompVehicle framework, and the updated [O21] Vehicle Framework. Your pawns needs to have positive moods and almost no needs just to operate vehicles.

I could not change that, as this is a dependency feature originally created by the JecsTools team. You can talk to neronix17 at Github here about this issue: Link (https://github.com/neronix17)
Title: Re: [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on August 17, 2019, 05:19:50 PM
Hjkma,
even when you didn't work hard at the mod itself, you worked hard for the mod.
You just showed Ninja it is possible, so he need to look deeper and hard. And after all his skills at modding raised and he solved the problem with your inspiration ! :-)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: christianmc1101 on August 18, 2019, 05:39:54 AM
Is there an option to remove the auto jump of, its quite annoying.
Me: Jump on the tank, the colony is in danger, you will die!
Colonist: I´m very sorry for you, but I need that meal now, because I had the last one in the morning.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 18, 2019, 07:19:11 AM
Is there an option to remove the auto jump of, its quite annoying.
Me: Jump on the tank, the colony is in danger, you will die!
Colonist: I´m very sorry for you, but I need that meal now, because I had the last one in the morning.

Can you explain more about "auto-jump", because when you want something to go in a vehicle, you will need to target the who will be the driver, then the gunner, then passenger(s).

Then pawns inside a vehicle is considered invunerable.

You can post a screenshot of the game here as well of your concern.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: WolfgangPolska on August 18, 2019, 08:28:24 AM
Is there a way to repair vechicles?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 18, 2019, 09:03:29 AM
Is there a way to repair vechicles?

Repairing vehicles are not yet possible because of an [O21] Vehicle Framework bug, but i'll try the JecsTools version of this and change this mod to use JecsTools for repairs.

[O21] Vehicle Framework bug link:Link (https://github.com/neronix17/-O21-Vehicle-Framework/issues/2)

(https://i.imgur.com/atPrsCe.png)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: christianmc1101 on August 18, 2019, 09:34:47 AM
The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 18, 2019, 09:57:31 AM
The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.

That is not a bug, that's included on the original JecsTools vehicle codes that was updated by neronix17 for [O21] Vehicle Framework.

It's a way to limit pawns on staying in vehicles and a way to not make vehicles too OP by letting vehicles be always operated.

I cannot fix that, you will need to ask neronix17 and or Jecrell for their specific mods, I just use those mods so vehicles work.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Icarus on August 18, 2019, 10:49:14 AM
Is there no way to make health of colonists transfer to vehicle and vice versa? Essentially allowing crew kills with good hits.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: PM_ME_NAKED_SINGULARITIES on August 18, 2019, 11:46:26 AM
I hope the repair bug is fixable. (pun definitely intended)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 18, 2019, 12:02:41 PM
Is there no way to make health of colonists transfer to vehicle and vice versa? Essentially allowing crew kills with good hits.

Ie. like specific kills? like if the turret is damaged heavily, the gunner dies? Most likely not yet, that might be a good feature not on this mod but the [O21] Vehicle Framework in general. I don't want to dabble on C# codes yet.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 18, 2019, 12:03:56 PM
I hope the repair bug is fixable. (pun definitely intended)

 ;D I'll try to find a way, but for the time being not yet, bug on the vehicle framework itself.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: trixualz on August 18, 2019, 03:14:55 PM
why is it the vehicles make so much noise even when no one is inside them or even when they no fuel? even if their power is turned off they still making noise
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: R e h a n on August 18, 2019, 09:55:31 PM
add soviet vehicles pls, make sense since they are cheap and rugged to fit in harsh rim conditions
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 19, 2019, 12:13:04 AM
why is it the vehicles make so much noise even when no one is inside them or even when they no fuel? even if their power is turned off they still making noise

Oh, ok I'll check it out thank you.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 19, 2019, 12:15:19 AM
add soviet vehicles pls, make sense since they are cheap and rugged to fit in harsh rim conditions

Hmm... Different vehicle crafting tables per country?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: R e h a n on August 19, 2019, 12:37:49 AM
add soviet vehicles pls, make sense since they are cheap and rugged to fit in harsh rim conditions

Hmm... Different vehicle crafting tables per country?


well, nope, or maybe in a separated mod pack
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 19, 2019, 04:01:33 AM
;D I'll try to find a way, but for the time being not yet, bug on the vehicle framework itself.
On the discord they wrote that the bug was repaired.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 19, 2019, 09:06:42 AM
;D I'll try to find a way, but for the time being not yet, bug on the vehicle framework itself.
On the discord they wrote that the bug was repaired.

Yep, I saw that. It's something that pawns repair vehicles.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 19, 2019, 09:08:05 AM
v0.7e


Latest Downloadable Version:
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on August 19, 2019, 10:33:08 AM
It's amazing how much progress have been made in such short time for quite a sought after mod :)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 19, 2019, 01:38:00 PM
v0.8 (Rimsenal and Polarisbloc support, next Swimming mod)
- Added support for Rimsenal and Polarisbloc mods.
- Added vehicle faction AI for Rimsenal and Polarisbloc mods. (Raids, Caravans, and Bases)
- New vehicle: ATV with a Cart/Wagon. (on its back, I downloaded that old mod, Tools for Haul. Might revive it?)
- Not recommended to use Combat Extended while running this update. (No CE patches yet for Polarisbloc, and Rimsenal CE patch is kinda buggy yet.)

No possible downloads yet, most likely separate download until we have "working" CE patches for Rimsenal and Polarisbloc. (I love those two mods, sad I can't just run it with CE yet.)

For CE users: I recommend to stay on v0.7e for the meantime, or maybe add a hotfix for the Cart.
Non-CE users: Well, ok.

Might, make a CE patch for Polarisbloc, and edit the Rimsenal CE patch?
And I wanted a better looking graphics for the vehicles of those mods.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 19, 2019, 02:07:44 PM
It's amazing how much progress have been made in such short time for quite a sought after mod :)

 ;)  ;D
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: Tocato on August 19, 2019, 07:42:40 PM
after looking at the vid i see a few things
1. they need a random chance to explode leaving nothing or hardly anything
2. for us that use ammo for CE how that gonna work on the vehcles
3. that vech a bit to fast for the speed of the game imo.

1. For now on I cannot do C# assembly code for RimWorld, I am still learning the codes of the game. So possible randomly exploding vehicles may not happen yet on the near future.

In some of my other gameplay, if the vehicle has some people on board, the people may escape the vehicle when it reaches unusability. And sometimes it gets destroyed with occupants also killed.

Check the last vehicle alive on the video I uploaded, the people inside escaped from the vehicle but forgot that the base defences are too much.

2. The ammo I'm addressing is magically inserted and only the projectiles are used, (for the meantime no hauling ammo or putting ammo on to vehicles). Check the file in the CE patch, find <projectile> and <ammoUser>.

For the meantime, the gun is automatically loaded without any ammo in it's inventory. (Solution: similar to #1)

3. I'll check on the speed of some of the vehicles. If I could remember speed May differ from the amount of cargo/passengers, mass of it and in CE the bulk of it.
itd be a good idea to have ammo requirements for vehicles even for non CE version of the mod to prevent vehicles from being too OP. Might be easier as a stopgap too if explosions arent in the cards right now
Title: Re: [v1.0] Yes, Vehicles, Finally! - A new way to travel the planet! (CE Compatible)
Post by: NinjaSiren on August 19, 2019, 09:17:36 PM
after looking at the vid i see a few things
1. they need a random chance to explode leaving nothing or hardly anything
2. for us that use ammo for CE how that gonna work on the vehcles
3. that vech a bit to fast for the speed of the game imo.

1. For now on I cannot do C# assembly code for RimWorld, I am still learning the codes of the game. So possible randomly exploding vehicles may not happen yet on the near future.

In some of my other gameplay, if the vehicle has some people on board, the people may escape the vehicle when it reaches unusability. And sometimes it gets destroyed with occupants also killed.

Check the last vehicle alive on the video I uploaded, the people inside escaped from the vehicle but forgot that the base defences are too much.

2. The ammo I'm addressing is magically inserted and only the projectiles are used, (for the meantime no hauling ammo or putting ammo on to vehicles). Check the file in the CE patch, find <projectile> and <ammoUser>.

For the meantime, the gun is automatically loaded without any ammo in it's inventory. (Solution: similar to #1)

3. I'll check on the speed of some of the vehicles. If I could remember speed May differ from the amount of cargo/passengers, mass of it and in CE the bulk of it.
itd be a good idea to have ammo requirements for vehicles even for non CE version of the mod to prevent vehicles from being too OP. Might be easier as a stopgap too if explosions arent in the cards right now

Please don't check the video, it's an outdated version of the mod.

Video: v0.7c
Current: v0.7e

Speed nerfing and bumping and the explosion occurs on the mod already.

For the meantime, CE ammo cannot be loaded but the vehicle will still shoot projectiles "infinite ammo". (Vanilla method) it just uses a specific projectile on CE.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Tocato on August 19, 2019, 11:01:34 PM
The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.

That is not a bug, that's included on the original JecsTools vehicle codes that was updated by neronix17 for [O21] Vehicle Framework.

It's a way to limit pawns on staying in vehicles and a way to not make vehicles too OP by letting vehicles be always operated.

I cannot fix that, you will need to ask neronix17 and or Jecrell for their specific mods, I just use those mods so vehicles work.
^oh i just mean itd be a good idea if vehicles required ammo even without CE, so as to encourage pawns to leave the vehicle or at least stop firing from safety once they exhaust their ammunition.

 maybe also adding traps that will disable vehicles as an avenue to explore in the future?  I think most options would be preferable than just having pawns leave randomly due to needs in the middle of a firefight.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 20, 2019, 04:19:50 AM
The message on the top left says: Davidson, Priest has left the vehicle (tank) due to low needs.
He sits in there for not long 2-3 hours max.

That is not a bug, that's included on the original JecsTools vehicle codes that was updated by neronix17 for [O21] Vehicle Framework.

It's a way to limit pawns on staying in vehicles and a way to not make vehicles too OP by letting vehicles be always operated.

I cannot fix that, you will need to ask neronix17 and or Jecrell for their specific mods, I just use those mods so vehicles work.
^oh i just mean itd be a good idea if vehicles required ammo even without CE, so as to encourage pawns to leave the vehicle or at least stop firing from safety once they exhaust their ammunition.

 maybe also adding traps that will disable vehicles as an avenue to explore in the future?  I think most options would be preferable than just having pawns leave randomly due to needs in the middle of a firefight.

"I think most options would be preferable than just having pawns leave randomly due to needs in the middle of a firefight."
- Please contact neronix or Jecrell for this idea, as this is a framework issue/feature. I am just using their vehicle framework to run the mod.

For this one: "^oh i just mean itd be a good idea if vehicles required ammo even without CE, so as to encourage pawns to leave the vehicle or at least stop firing from safety once they exhaust their ammunition."
- For the meantime, I will try to add ammo loading onto vehicles when CE is enabled.

"Maybe also adding traps that will disable vehicles as an avenue to explore in the future?"
- Hmm...
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Tocato on August 20, 2019, 05:40:10 AM
nice
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on August 20, 2019, 06:02:00 AM
hi,

may i ask for a status of mod? last time it was unplayable, how its now? also, do they run like animals? or standing in one place when not used, as it should. i waiting for this mod!

regards
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 20, 2019, 07:28:40 AM
Yes, the mod is playable and the vehicles are standing as expected.

NinjaSiren, can you make dead vehicles deconstructable or disassembleable? At the moment, I have a whole cemetery of dead vehicles and pawns do not repair them, so I would like to at least return some of the resources and clean the map.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on August 20, 2019, 07:51:18 AM
hell yeah! its time to start new game :D
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 20, 2019, 10:32:47 AM
Manifest.xml file is broken. It has non-closing li tags, also has an invalid manifestUri link and the ModManager mod marks [O21] Vehicle Framework as not loaded, although it is installed, just the wrong name is written in the manifest file.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 20, 2019, 01:04:02 PM
Manifest.xml file is broken. It has non-closing li tags, also has an invalid manifestUri link and the ModManager mod marks [O21] Vehicle Framework as not loaded, although it is installed, just the wrong name is written in the manifest file.

Ill fix this cant remember the manifestUri of this mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 20, 2019, 01:05:23 PM
Yes, the mod is playable and the vehicles are standing as expected.

NinjaSiren, can you make dead vehicles deconstructable or disassembleable? At the moment, I have a whole cemetery of dead vehicles and pawns do not repair them, so I would like to at least return some of the resources and clean the map.

oh ok, ill try to treat them as mechanoids. maybe ill find an xml code for it, ie recipe?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 20, 2019, 03:16:54 PM
oh ok, ill try to treat them as mechanoids. maybe ill find an xml code for it, ie recipe?

Maybe it's better just to deconstruct them in place? It will just look strange if a single pawn drags an entire tank across the entire map to the table. Especially if he goes through the door with the vehicle.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on August 20, 2019, 04:08:24 PM
Does it look more strange when a single pawn drags a centipede around or an elephant ?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 20, 2019, 04:39:52 PM
And for me it also looks strange. I wish there was a mod that would allow to butcher large animals and deconstruct large mechanoids right in place and patched butchering and disassembling bills so that they concern only small animals and mechanoids.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 21, 2019, 07:52:13 AM
v0.8b

- Added new tank weapon, Artillery Cannon.
- Added carts for tribal traders, peaceful visits, and settlements.
- Fixed minor bug: specialDisplayRadius errors for all the weapons.
- Fixed possibly the Manifest and ModSync xml files.
- Changed some details on the CE patch.
- Nerfed abit of weapon accuracy percentages.

No download yet.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: PM_ME_NAKED_SINGULARITIES on August 21, 2019, 10:35:43 AM
For CE users should we still stick to using 0.7e for now?

edit: Also being able to deconstruct "dead" vehicles would be awesome!  ;D
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 21, 2019, 10:45:09 AM
For CE users should we still stick to using 0.7e for now?

edit: Also being able to deconstruct "dead" vehicles would be awesome!  ;D

You can go to v0.8b, but make sure you don't use Polarisbloc and Rimsenal mods.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 21, 2019, 11:50:22 AM
Just updated the .zip file, I found an error on one of my patch xml files, simple error! Fixed now
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on August 23, 2019, 05:05:49 AM
May I assume one needs to start a New Game for the mod to work? How safe is to add it to an existing world?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 24, 2019, 12:57:48 PM
May I assume one needs to start a New Game for the mod to work? How safe is to add it to an existing world?

I have tested it on my game some of my saves gets horrible some will work. But its most inclined to do a new game.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on August 24, 2019, 07:15:20 PM
I see. Will give a try on my current run thought.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 25, 2019, 08:31:24 AM
People seems to like real vehicles more. I may make a separate mod based from this mod for those real life vehicles and military vehicles.

This mod is based from generic vehicle types.

I might make first, tank mods where per mod is equal to a specific tank per country and era. Ie. WW1 British Tanks, or Cold War Soviet Tanks.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on August 25, 2019, 09:01:23 AM
I allways wondering how these WW1 tank's made it to Rimworld !
Some some Elon Musk guy put them at the same cyro sleep spaceship like the crashlanding pawns ? :-)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 26, 2019, 12:57:28 PM
v0.8b1

- Added Naval Cannon. (Dual 280mm cannon for Combat Extended)
- Added new Combat Extended only ammo types. (88mm, 120mm, and 280mm)

No downloads for v0.8b1 yet. (Too small amount of changes to be a downloadable release)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: ProfZelonka on August 27, 2019, 03:17:21 AM
A wagon and a Tesla is all the "cars" you need for Rimworld.  ;) ;D
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 27, 2019, 08:20:02 AM
I noticed that when the raiders drop in transport capsules, vehicles also arrive in capsules. But they stand still, they do not have a driver and a gunner and are simply useless on the battlefield. Probably they should just be excluded from these types of raids, and it is strange to see how tanks arrive on capsules for one person.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 27, 2019, 11:21:20 AM
I noticed that when the raiders drop in transport capsules, vehicles also arrive in capsules. But they stand still, they do not have a driver and a gunner and are simply useless on the battlefield. Probably they should just be excluded from these types of raids, and it is strange to see how tanks arrive on capsules for one person.

Found a solution for the meantime. (Making a new <kindDef> for combat on the Core/Defs/FactionDefs/Faction_Misc.xml file, per faction type.)

Ie. Either PatchOperationAdd or PatchOperationInsert where <disallowStages> field will be the drop pods.

Basically, no vehicle will be spawned when raid or siege is drop pod based.

Either way I'll gonna patch for the meantime that, thank you.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 27, 2019, 11:24:26 AM
A wagon and a Tesla is all the "cars" you need for Rimworld.  ;) ;D

I might decide to make a separate mod from this mod for real vehicles and medieval vehicles. (With exception of the cart.) I'll try to update and include the mod, [A17] Tools for Haul just for and only the cart.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 28, 2019, 05:24:30 PM
About the balance. The values ​​of the DPS (Damage Per Second) are very strange in vehicle weapons. Here is a screenshot of the Weapon Stats mod.
With Combat Extended:
https://i.imgur.com/vDf03jz.png
Without Combat Extended:
https://i.imgur.com/H6Eqtvn.jpg
As you can see, the DPS values ​​for machine gun, machine cannon and burst cannon are very large and exceed other weapon's DPS by several and tens of times. For the test, I created a truck without CE and attached a machine gun to it and spawned a mechanoid raid for 5000 points. Result: one machine killed all mechanoids and did not even get hurt at all. Screenshot:
https://i.imgur.com/pGK1SZI.jpg
Also with the CE, the DPS values ​​of rail and tank cannons are very low, but you can see it yourself in the Weapon Stats mod, I just have to scroll too much and take screenshots for them.

And market value for all vehicle weapons is very high and it is very easy to cheat, simply mass-producing such weapons and selling them to traders and getting tons of silvers.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 28, 2019, 09:14:07 PM
There seems to be a problem with raids that spawn carts. When this happens, the game freezes and I have to close it. I tried to launch the save before this time, but this constantly happens after some time. Luckily, I found in output_data file a thousand messages something about the cart. After comparing the vehicle files in the mod, I found this line in the file PawnKinds_Cart.xml
Code: [Select]
<combatPower>0</combatPower>After setting this to 25, I launched the save and the raid with the cart spawned normally. So there may be a problem with this line or with other mods that affect the mechanics of the raids, because it seems that without changing this line the game generates carts endlessly.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 29, 2019, 12:28:37 AM
There seems to be a problem with raids that spawn carts. When this happens, the game freezes and I have to close it. I tried to launch the save before this time, but this constantly happens after some time. Luckily, I found in output_data file a thousand messages something about the cart. After comparing the vehicle files in the mod, I found this line in the file PawnKinds_Cart.xml
Code: [Select]
<combatPower>0</combatPower>After setting this to 25, I launched the save and the raid with the cart spawned normally. So there may be a problem with this line or with other mods that affect the mechanics of the raids, because it seems that without changing this line the game generates carts endlessly.

Carts are not yet allowed to be added in raids or caravans. I intentionally disabled carts for others to use.

Check Patches/Raids_Patches.xml, I intentionally disabled carts on enemies or allies. Your faction for the meantime are the only ones to use carts for the meantime.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 29, 2019, 12:32:59 AM
About the balance. The values ​​of the DPS (Damage Per Second) are very strange in vehicle weapons. Here is a screenshot of the Weapon Stats mod.
With Combat Extended:
https://i.imgur.com/vDf03jz.png
Without Combat Extended:
https://i.imgur.com/H6Eqtvn.jpg
As you can see, the DPS values ​​for machine gun, machine cannon and burst cannon are very large and exceed other weapon's DPS by several and tens of times. For the test, I created a truck without CE and attached a machine gun to it and spawned a mechanoid raid for 5000 points. Result: one machine killed all mechanoids and did not even get hurt at all. Screenshot:
https://i.imgur.com/pGK1SZI.jpg
Also with the CE, the DPS values ​​of rail and tank cannons are very low, but you can see it yourself in the Weapon Stats mod, I just have to scroll too much and take screenshots for them.

And market value for all vehicle weapons is very high and it is very easy to cheat, simply mass-producing such weapons and selling them to traders and getting tons of silvers.

I'm leaving the values for the meantime, as I don't know exactly what values I will put.

The real life comparisons of the weapons mentioned. I will use them as a benchmark to change the values.

For the selling values, I might end up leaving it or decreasing it abit. Or I'll add additional components for making one weapon.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 29, 2019, 01:27:41 AM
Carts are not yet allowed to be added in raids or caravans. I intentionally disabled carts for others to use.

Check Patches/Raids_Patches.xml, I intentionally disabled carts on enemies or allies. Your faction for the meantime are the only ones to use carts for the meantime.

But I saw how the Rimsenal faction spawned with ATV cars with carts attached to them. And I am launching the latest version of the mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Skynert on August 29, 2019, 05:14:17 AM
How I can repair vechicle?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 29, 2019, 07:06:09 AM
How I can repair vechicle?

Its automatic, when a vehicle is damaged, its being fixed automatically by your pawns.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 29, 2019, 07:21:54 AM
Carts are not yet allowed to be added in raids or caravans. I intentionally disabled carts for others to use.

Check Patches/Raids_Patches.xml, I intentionally disabled carts on enemies or allies. Your faction for the meantime are the only ones to use carts for the meantime.

But I saw how the Rimsenal faction spawned with ATV cars with carts attached to them. And I am launching the latest version of the mod.

Wait, rimsenal faction, really? I found that I coded for tribals can use ATV with carts.

Ill see what I can do to remove that for the meantime. :3
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 29, 2019, 08:34:05 AM
v0.8b2

- Added new raid strategies with no drop pods for vehicles only. (Fixes enemy raids with vehicles with no driver/passenger/gunner when its on drop pods.)
- Fixed raids patches for the new strategies.
- ATV with carts can only appear with tribal peaceful, trader, and settlement events and locations.

No downloads yet, but incoming this end of the month.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on August 30, 2019, 04:27:22 AM
No downloads yet, but incoming this end of the month.
Thanks a lot for your hard work mate :)

BTW, what are your plans on making the vehicles guns use the expendable ammo from CE?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 30, 2019, 06:56:30 AM
I'll try to code C# for that. Or try to add the ammo as something to install on the vehicle.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on August 30, 2019, 07:05:30 PM
is vehicle ammo installation only planned for the CE version?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: AllisonIsLivid on August 30, 2019, 07:16:15 PM
Oh, you know what I'd love to see? A patrol boat. I don't know how or if it would be possible to restrict a vehicle to water tiles only, on either the tactical or the world maps, but that would be so cool, and potentially it could make island colonies viable for a change.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Skynert on August 31, 2019, 04:24:57 AM
Oh, you know what I'd love to see? A patrol boat. I don't know how or if it would be possible to restrict a vehicle to water tiles only, on either the tactical or the world maps, but that would be so cool, and potentially it could make island colonies viable for a change.

There is mod travel throug water
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Skynert on August 31, 2019, 05:23:02 AM
I think I have bug. I was attacked by pirates with several tanks and apc. They start to  attack and sudennly stop. They start fleeing. Tanks stay and even dont shoot at me. Now enemy raids are boring, becouse they dont even come near my frontline. They just stop and flee after few seconds
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on August 31, 2019, 05:31:32 AM
I confirm the bug, I had several such situations
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 31, 2019, 05:49:31 AM
I confirm the bug, I had several such situations

That most likely a bug of the Vehicle AI. It's a framework bug from the [O21] Vehicle Framework. Nothing of me to fix.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on August 31, 2019, 07:35:43 AM
is vehicle ammo installation only planned for the CE version?

Ill try to include it in one mod, no CE or non-CE version.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: sidfu on September 01, 2019, 10:50:12 AM
what u do is xpath for any xmo changes needed for CE then for code u have to so similar if it finds CE it changes code to do this or that. u dont realy need a CE specfic but more of the code for it. u can also put in maybe a options menu for it.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 01, 2019, 11:19:52 PM
what u do is xpath for any xmo changes needed for CE then for code u have to so similar if it finds CE it changes code to do this or that. u dont realy need a CE specfic but more of the code for it. u can also put in maybe a options menu for it.

Don't worry I am not making a CE version. It will be in one mod.

It's just that I need to "bridge" [O21] Vehicle Framework and Combat Extended. The code used for making the weapon installation in my mod uses the vehicle framework's code.

I am looking into the vehicle framework codes and to make other items other than the weapons allowable to be "installed" into the vehicles.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on September 02, 2019, 04:37:20 AM
is vehicle ammo installation only planned for the CE version?

Ill try to include it in one mod, no CE or non-CE version.
nice! I was worried itd be too easy to drive in with a vehicle and just own everyone.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 02, 2019, 08:38:28 AM
what u do is xpath for any xmo changes needed for CE then for code u have to so similar if it finds CE it changes code to do this or that. u dont realy need a CE specfic but more of the code for it. u can also put in maybe a options menu for it.

I also don't want to xpath ammo changes. This will change many other mods and may break your game and mods. That's why I decided to make my own separate ammo types for combat extended.

The ammo for combat extended will be only a one-time addition. no more patches for it.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: iLumiX on September 04, 2019, 09:26:25 AM
I installed your mod, and everything seems to work... But I can't assemble vehicle parts. I don't know why, but if it helps, here are my game logs https://gist.github.com/e4ffc3c298372e3c619605a5c72135c0

This is also my modlist.

<?xml version="1.0" encoding="UTF-8"?>

-<ModsConfigData>

<version>1.0.2282 rev726</version>


-<activeMods>

<li>Core</li>

<li>RIMMSAssemble-master</li>

<li>Hugslib</li>

<li>JecsTools-1.1.0.15</li>

<li>-O21-Vehicle-Framework-0.3.1</li>

<li>CombatExtended-master</li>

<li>Yes, Vehicles, Finally!</li>

<li>Multiplayer</li>

<li>1508850027 RimHUD</li>

<li>EdB Prepare Carefully</li>

<li>1552507180 Psychology</li>

<li>730936602 Achtung!</li>

<li>761219125 Defensive Positions</li>

<li>761421485 Allow Tool</li>

<li>848972794 Realistic Rooms</li>

<li>867467808 Camera+</li>

<li>927155256 Simple sidearms</li>

<li>946390822 ResearchPal</li>

<li>AvoidFriendlyFire</li>

<li>WorkTab-master</li>

<li>1446523594 Dubs Mint Menus</li>

<li>1444153939 [L]MoreDetailBody</li>

<li>1421806244 Simple Bulk Cooking</li>

<li>1356838246 Share The Load</li>

<li>1319782555 Snap Out!</li>

<li>1098354593 Animals Logic</li>

<li>Gloomy Vanilla</li>

<li>Gloomy Hair</li>

<li>Gloomy Face [1.0]</li>

<li>Gloomy Dress</li>

<li>ShowHair</li>

<li>Facial Animation</li>

<li>Apparello</li>

<li>725956940 Expanded Prosthetics and Organ Engineering</li>

<li>1569605867 [NL] Custom Portraits</li>

<li>1544345184 Ceiling Light [1.0]</li>

<li>1470065926 [SYR] Set Up Camp</li>

<li>1467764609 Search and Destroy</li>

<li>1454024362 More Faction Interaction</li>

<li>1372003680 Replace Stuff</li>

<li>1316142788 Gear Up And Go</li>

<li>CombatExtendedGuns-master</li>

<li>1845399472 [CP] Get to the Chopper! - Helicopters [1.0]</li>

<li>1714753342 [JPT] Soft Warm Beds - No Hospitality</li>

<li>RunAndGun-1.1.5</li>

<li>Third Reich - Uniforms</li>

<li>[T] MoreFloors</li>

<li>DeepOreIdentifier-master</li>

<li>1206975223 [1.0] Tend Whenever</li>

<li>1203903378 1.0 - Imprisonment On The Go! (Make Pawns Prisoners Without Beds)</li>

<li>Veinminer-R1.0-master</li>

<li>BetterPawnControl-2.0.0</li>

</activeMods>

</ModsConfigData>
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 04, 2019, 09:37:32 AM
I installed your mod, and everything seems to work... But I can't assemble vehicle parts. I don't know why, but if it helps, here are my game logs https://gist.github.com/e4ffc3c298372e3c619605a5c72135c0

This is also my modlist.

<?xml version="1.0" encoding="UTF-8"?>

-<ModsConfigData>

<version>1.0.2282 rev726</version>


-<activeMods>

<li>Core</li>

<li>RIMMSAssemble-master</li>

<li>Hugslib</li>

<li>JecsTools-1.1.0.15</li>

<li>-O21-Vehicle-Framework-0.3.1</li>

<li>CombatExtended-master</li>

<li>Yes, Vehicles, Finally!</li>

<li>Multiplayer</li>

<li>1508850027 RimHUD</li>

<li>EdB Prepare Carefully</li>

<li>1552507180 Psychology</li>

<li>730936602 Achtung!</li>

<li>761219125 Defensive Positions</li>

<li>761421485 Allow Tool</li>

<li>848972794 Realistic Rooms</li>

<li>867467808 Camera+</li>

<li>927155256 Simple sidearms</li>

<li>946390822 ResearchPal</li>

<li>AvoidFriendlyFire</li>

<li>WorkTab-master</li>

<li>1446523594 Dubs Mint Menus</li>

<li>1444153939 [L]MoreDetailBody</li>

<li>1421806244 Simple Bulk Cooking</li>

<li>1356838246 Share The Load</li>

<li>1319782555 Snap Out!</li>

<li>1098354593 Animals Logic</li>

<li>Gloomy Vanilla</li>

<li>Gloomy Hair</li>

<li>Gloomy Face [1.0]</li>

<li>Gloomy Dress</li>

<li>ShowHair</li>

<li>Facial Animation</li>

<li>Apparello</li>

<li>725956940 Expanded Prosthetics and Organ Engineering</li>

<li>1569605867 [NL] Custom Portraits</li>

<li>1544345184 Ceiling Light [1.0]</li>

<li>1470065926 [SYR] Set Up Camp</li>

<li>1467764609 Search and Destroy</li>

<li>1454024362 More Faction Interaction</li>

<li>1372003680 Replace Stuff</li>

<li>1316142788 Gear Up And Go</li>

<li>CombatExtendedGuns-master</li>

<li>1845399472 [CP] Get to the Chopper! - Helicopters [1.0]</li>

<li>1714753342 [JPT] Soft Warm Beds - No Hospitality</li>

<li>RunAndGun-1.1.5</li>

<li>Third Reich - Uniforms</li>

<li>[T] MoreFloors</li>

<li>DeepOreIdentifier-master</li>

<li>1206975223 [1.0] Tend Whenever</li>

<li>1203903378 1.0 - Imprisonment On The Go! (Make Pawns Prisoners Without Beds)</li>

<li>Veinminer-R1.0-master</li>

<li>BetterPawnControl-2.0.0</li>

</activeMods>

</ModsConfigData>

Try placing this mod as the last mod loaded, and I knew there is a possible conflict between Achtung and [O21] Vehicle Framework that this mod needs to work.

Link of the conflict:
https://github.com/neronix17/-O21-Vehicle-Framework/issues/9

And I don't know if this mod works with multiplayer mod? Have you tested it with multiplayer? Just curious, I wanted to play with my friend with this mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 04, 2019, 01:54:57 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 04, 2019, 02:15:13 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?

When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 04, 2019, 02:50:22 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: iLumiX on September 04, 2019, 03:18:34 PM
I have disabled Achtung and put your mod last on my mod list but it is still not working.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 04, 2019, 09:29:46 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

Sorry, we cannot circumvent that yet. That issue is part of [O21] Vehicle Framework that this mod needs to work.

It is written in the codes of [O21].
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 04, 2019, 09:36:42 PM
I have disabled Achtung and put your mod last on my mod list but it is still not working.

Try disabling multiplayer mod. Or can you give to me a copy of your mod folder I'll try to play Rimworld with it and test where the bug is.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 05, 2019, 03:29:08 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

Sorry, we cannot circumvent that yet. That issue is part of [O21] Vehicle Framework that this mod needs to work.

It is written in the codes of [O21].

What if i manually buff the vehicle's speed through the mod files. Is that possible?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 05, 2019, 07:05:50 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

Sorry, we cannot circumvent that yet. That issue is part of [O21] Vehicle Framework that this mod needs to work.

It is written in the codes of [O21].

What if i manually buff the vehicle's speed through the mod files. Is that possible?

You can, but you still need 1 pawn outside the vehicle. Will it change caravan speeds?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 05, 2019, 08:38:27 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

Sorry, we cannot circumvent that yet. That issue is part of [O21] Vehicle Framework that this mod needs to work.

It is written in the codes of [O21].

What if i manually buff the vehicle's speed through the mod files. Is that possible?

You can, but you still need 1 pawn outside the vehicle. Will it change caravan speeds?

I'm currently testing it. Right now my pawn kinda can't assemble the truck, the build bar on the crate just doesn't fill.

Edit: I was able to build the truck and i've concluded that in order to get a speed above 30-40 you need to increase the speed by a ludicrous amount and pick the right pawn to walk alongside it. It's doable tho and it works for me since i tend to handicap myself when i do this sort of modifications.

File:       <MoveSpeed>50.5</MoveSpeed>
In-game: 705
Average speed with pawn: 36-50
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 06, 2019, 09:52:45 AM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

Sorry, we cannot circumvent that yet. That issue is part of [O21] Vehicle Framework that this mod needs to work.

It is written in the codes of [O21].

What if i manually buff the vehicle's speed through the mod files. Is that possible?

You can, but you still need 1 pawn outside the vehicle. Will it change caravan speeds?

I'm currently testing it. Right now my pawn kinda can't assemble the truck, the build bar on the crate just doesn't fill.

Edit: I was able to build the truck and i've concluded that in order to get a speed above 30-40 you need to increase the speed by a ludicrous amount and pick the right pawn to walk alongside it. It's doable tho and it works for me since i tend to handicap myself when i do this sort of modifications.

File:       <MoveSpeed>50.5</MoveSpeed>
In-game: 705
Average speed with pawn: 36-50

705 squares per ticks, wow that's a big number. Im guessing it's too fast in the zoomed in (ie. Bases, outposts.)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 06, 2019, 10:35:17 AM
Why not just use the giddy up and send a rider with a horse to the caravan?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 06, 2019, 12:25:54 PM
So i made an account just to ask this: I'm trying to form a caravan with my truck loaded with three of my colonists but when i go to select the route after selecting the truck in the form caravan window it says "you must assign at least one non downed colonist vehicle". What am i doing wrong?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

That's what i've been doing. It's sad to see the tiles per day go down from 88 when i add someone on foot. Anyway to circumvent that?
When make sure you got 1 colonist not inside the vehicle in the caravan. Vehicles are considered animals when in caravans. Makes sure as well as undraft the vehicle before doing caravans.

Sorry, we cannot circumvent that yet. That issue is part of [O21] Vehicle Framework that this mod needs to work.

It is written in the codes of [O21].

What if i manually buff the vehicle's speed through the mod files. Is that possible?

You can, but you still need 1 pawn outside the vehicle. Will it change caravan speeds?

I'm currently testing it. Right now my pawn kinda can't assemble the truck, the build bar on the crate just doesn't fill.

Edit: I was able to build the truck and i've concluded that in order to get a speed above 30-40 you need to increase the speed by a ludicrous amount and pick the right pawn to walk alongside it. It's doable tho and it works for me since i tend to handicap myself when i do this sort of modifications.

File:       <MoveSpeed>50.5</MoveSpeed>
In-game: 705
Average speed with pawn: 36-50

705 squares per ticks, wow that's a big number. Im guessing it's too fast in the zoomed in (ie. Bases, outposts.)

Not really since it boils down to 25-35 when there is someone on foot and terrain penalties. Maybe up to 40 on roads. Still good tho.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 07, 2019, 03:55:05 AM
I was wondering, to add abit of complexity in the weapons and vehicle production. (ie. to make a vehicle, you will need to make the following items first before assembling: (engine, wheels, etc.)  ???
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on September 07, 2019, 04:22:58 AM
Personaly i wouldn't like it.
You can produce weapon at once too, without crafting parts first (like Hardcore SK modpack).

Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 07, 2019, 05:03:05 AM
Personaly i wouldn't like it.
You can produce weapon at once too, without crafting parts first (like Hardcore SK modpack).

So its better off not adding additional parts? Ie. almost instant production.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on September 07, 2019, 06:33:45 AM
IMO, yes.
Nothing against when you made a version with parts and i don't think it is to much trouble to made a simple one too. So people can decide.
But wouldn't you need for each vehicle a different engine, wheels,gearbox,....
Or do you want modular setup. Then you need at example multiple engine's for a vehicle.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on September 07, 2019, 08:50:39 AM
Or do you want modular setup. Then you need at example multiple engine's for a vehicle.
That kind of customization would be really cool. Like, giving the player the chance to choose which weapon mount on a vehicle. Maybe heavier guns and armor could make them slower, and viceversa.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 07, 2019, 12:13:25 PM
Or do you want modular setup. Then you need at example multiple engine's for a vehicle.
That kind of customization would be really cool. Like, giving the player the chance to choose which weapon mount on a vehicle. Maybe heavier guns and armor could make them slower, and viceversa.

Closer to this modular setup, ie. multiple parts per vehicle.

And it looks like neronix17 did alot of updates on the vehicle framework! Love it!

[O21] Vehicle Framework fixes and updates so far:

v0.4

v0.4.2

v0.4.3

Basically, this mod is now compatible with Allow Tool and Ignite Everything.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 07, 2019, 12:38:07 PM
v0.8b3 (Mini-patch #1)


No downloads yet!
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 07, 2019, 01:04:24 PM
v0.8b.2


Link: Download (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/download/v0.8b2/Yes.Vehicles.Finally.v0.8b2.zip)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on September 07, 2019, 01:45:56 PM
  • Vehicles now reset faction when downed, though if the enemy leaves before it is downed it will remain owned by them, and I'm working on having it claimable by the player when in that state.
this mod is now compatible with... ...Ignite Everything.
Witness me!! :D
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 07, 2019, 05:34:46 PM
To add defs to Combat Expanded, it is possible using LoadOnDemand.dll. Read this topic:
https://ludeon.com/forums/index.php?topic=49088.0
There is no need to require players to copy files to the Combat Extended folder themselves. When you make a release in Steam, the players most likely will not read the description completely and will assume that they have installed the mod completely at the touch of a button, and will massively complain about a broken CE, it is better to avoid this.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 07, 2019, 08:05:21 PM
To add defs to Combat Expanded, it is possible using LoadOnDemand.dll. Read this topic:
https://ludeon.com/forums/index.php?topic=49088.0
There is no need to require players to copy files to the Combat Extended folder themselves. When you make a release in Steam, the players most likely will not read the description completely and will assume that they have installed the mod completely at the touch of a button, and will massively complain about a broken CE, it is better to avoid this.

It won't break CE.
Remember all those xpaths and the PatchOperationFindMod. It just adds 3 new ammo one time patch.

But I'll look into this.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on September 08, 2019, 06:33:16 PM
Personaly i wouldn't like it.
You can produce weapon at once too, without crafting parts first (like Hardcore SK modpack).

So its better off not adding additional parts? Ie. almost instant production.
maybe that can be a side mod, custom car mods - mod, 'pimp my ride' edition :D
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 09, 2019, 01:12:36 AM
Personaly i wouldn't like it.
You can produce weapon at once too, without crafting parts first (like Hardcore SK modpack).

That can be ok as well :3
So its better off not adding additional parts? Ie. almost instant production.
maybe that can be a side mod, custom car mods - mod, 'pimp my ride' edition :D

Hmmm....
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 09, 2019, 10:42:11 AM
To add defs to Combat Expanded, it is possible using LoadOnDemand.dll. Read this topic:
https://ludeon.com/forums/index.php?topic=49088.0
There is no need to require players to copy files to the Combat Extended folder themselves. When you make a release in Steam, the players most likely will not read the description completely and will assume that they have installed the mod completely at the touch of a button, and will massively complain about a broken CE, it is better to avoid this.

Hjkma, I just did LoadOnDemand, i just hotfixed the current new version.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 10, 2019, 07:41:28 PM
Has anyone encountered a glitch when at quest enemy camps, when there are enemy vehicles there, then as soon as pawns shoot at them, the map becomes dark and nothing is visible on it?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 11, 2019, 12:42:51 AM
Has anyone encountered a glitch when at quest enemy camps, when there are enemy vehicles there, then as soon as pawns shoot at them, the map becomes dark and nothing is visible on it?

That's something, I'll check on it. Have you checked the log file what caused it?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 11, 2019, 09:35:44 AM
Yes, here is the log: https://gist.githubusercontent.com/HugsLibRecordKeeper/06eb65fae20f872862efbc7cafaf2fea/raw/41b6d94c49f47e107e7f37284497a304fedfdb62/output_log.txt

Error when it started:
Code: [Select]
Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at Verse.GlowFlooder.InitStatusesAndPushStartNode (System.Int32& curIndex, IntVec3 start) [0x00000] in <filename unknown>:0
  at Verse.GlowFlooder.AddFloodGlowFor (Verse.CompGlower theGlower, UnityEngine.Color32[] glowGrid) [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Play:Update()
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 11, 2019, 11:18:46 AM
Yes, here is the log: https://gist.githubusercontent.com/HugsLibRecordKeeper/06eb65fae20f872862efbc7cafaf2fea/raw/41b6d94c49f47e107e7f37284497a304fedfdb62/output_log.txt

Error when it started:
Code: [Select]
Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at Verse.GlowFlooder.InitStatusesAndPushStartNode (System.Int32& curIndex, IntVec3 start) [0x00000] in <filename unknown>:0
  at Verse.GlowFlooder.AddFloodGlowFor (Verse.CompGlower theGlower, UnityEngine.Color32[] glowGrid) [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Play:Update()

can I check your Yes, Vehicles, Finally!/Defs/ThingDefs_Races/*.xml files?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 11, 2019, 11:38:56 AM
Attached files.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 13, 2019, 02:32:36 AM
Yes, here is the log: https://gist.githubusercontent.com/HugsLibRecordKeeper/06eb65fae20f872862efbc7cafaf2fea/raw/41b6d94c49f47e107e7f37284497a304fedfdb62/output_log.txt

Error when it started:
Code: [Select]
Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at Verse.GlowFlooder.InitStatusesAndPushStartNode (System.Int32& curIndex, IntVec3 start) [0x00000] in <filename unknown>:0
  at Verse.GlowFlooder.AddFloodGlowFor (Verse.CompGlower theGlower, UnityEngine.Color32[] glowGrid) [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0
  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
  at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
  at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Play:Update()

can I check your Yes, Vehicles, Finally!/Defs/ThingDefs_Races/*.xml files?

I checked it, the CompGlower is not there that will not cause any of the bugs. I guess a new bug from the vehicle framework? Still checking what causes it.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 13, 2019, 10:46:10 PM
Could you please add an option to disable or just remove entirely the "Colonist has left the vehicle due to low needs"? I can't strech enough how utterly annoying it is when my caravan gets ambushed and then i try to resume the trip just to have that message pop up even when the colonist is all green.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 13, 2019, 11:51:10 PM
This is hardcoded in the framework. You can use a C# compiler, go to the source folder, find the file CompProperties_Vehicle.cs and set the variable 'ejectIfBelowNeedPercent' to 0f, compile the code and replace the dll, then this will at least simplify your problem. Or you can completely disable the rejecting code, if your C# skills can handle it.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 14, 2019, 12:46:40 PM
Could you please add an option to disable or just remove entirely the "Colonist has left the vehicle due to low needs"? I can't strech enough how utterly annoying it is when my caravan gets ambushed and then i try to resume the trip just to have that message pop up even when the colonist is all green.

The answer of your question is this:

This is hardcoded in the framework. You can use a C# compiler, go to the source folder, find the file CompProperties_Vehicle.cs and set the variable 'ejectIfBelowNeedPercent' to 0f, compile the code and replace the dll, then this will at least simplify your problem. Or you can completely disable the rejecting code, if your C# skills can handle it.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on September 15, 2019, 09:13:30 AM
hi,

i cant assemble parts... progress bar is showing up but its 0% all the time. i had it in 0.7e ver and in newest one. i dont use CE

edit: also i have seen raid with ATV and truck without drivers... is this feature or bug?
edit2: does vehicle might be broken like any other machinery in rimworld? cuz im using Fluffy Breakdowns and i can see how slowly his maintenance is droping...

System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>c__Iterator0.MoveNext () <0x0026d>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator1.MoveNext () <0x00443>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator0.MoveNext () <0x001ce>
at RimWorld.Storyteller.StorytellerTick () <0x00105>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 15, 2019, 01:45:38 PM
hi,

i cant assemble parts... progress bar is showing up but its 0% all the time. i had it in 0.7e ver and in newest one. i dont use CE

edit: also i have seen raid with ATV and truck without drivers... is this feature or bug?
edit2: does vehicle might be broken like any other machinery in rimworld? cuz im using Fluffy Breakdowns and i can see how slowly his maintenance is droping...

System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>c__Iterator0.MoveNext () <0x0026d>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator1.MoveNext () <0x00443>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator0.MoveNext () <0x001ce>
at RimWorld.Storyteller.StorytellerTick () <0x00105>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

try to overwrite files or delete previous files and recopy the new one. And make sure this mod is the last mod you got in your mod load order.

edit: Bug.
edit2: if you install fluffy, it will breakdown. but its not yet fully implemented.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 15, 2019, 01:49:50 PM
Could you please add an option to disable or just remove entirely the "Colonist has left the vehicle due to low needs"? I can't strech enough how utterly annoying it is when my caravan gets ambushed and then i try to resume the trip just to have that message pop up even when the colonist is all green.

The answer of your question is this:

This is hardcoded in the framework. You can use a C# compiler, go to the source folder, find the file CompProperties_Vehicle.cs and set the variable 'ejectIfBelowNeedPercent' to 0f, compile the code and replace the dll, then this will at least simplify your problem. Or you can completely disable the rejecting code, if your C# skills can handle it.

I hace zero C# Skills but i'll try. Will Notepad++ do the job?
Edit: This is before i touched the file and it keeps happening even after changing it to 0 or 0.0. I am not sure how to compile it in the compiler i found nor what dll i am supossed to replace. Those are the needs of the guy i'm trying to make the driver.

Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on September 15, 2019, 02:42:42 PM
try to overwrite files or delete previous files and recopy the new one. And make sure this mod is the last mod you got in your mod load order.

edit: Bug.
edit2: if you install fluffy, it will breakdown. but its not yet fully implemented.
i did it, didnt work, also mod is at the very bottom of my mod list
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 15, 2019, 03:48:34 PM
Potato211, you must compile a dll called O21VehicleFramework.dll and put it in the Mods\[O21] Vehicle Framework\Assemblies\ folder, replacing the existing file there. This is done through Visual Studio or any existing C# compiler, no text editors are suitable here.

In case you still have difficulty compiling, here is a modified dll with variable that I set to 0.01f, just to avoid starvation if I forget the pawns in the vehicles. Just keep in mind that I'm not going to upload a new modified dll, every time as soon as the framework update comes out, you have to do it yourself.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on September 15, 2019, 03:58:25 PM
Potato211, you must compile a dll called O21VehicleFramework.dll and put it in the Mods\[O21] Vehicle Framework\Assemblies\ folder, replacing the existing file there. This is done through Visual Studio or any existing C# compiler, no text editors are suitable here.

In case you still have difficulty compiling, here is a modified dll with variable that I set to 0.01f, just to avoid starvation if I forget the pawns in the vehicles. Just keep in mind that I'm not going to upload a new modified dll, every time as soon as the framework update comes out, you have to do it yourself.
or maybe talk to mod author to address that issue?

question from me and observation.
only driver can be part of caravan? as when i formed caravan and uploaded pawns inside as passengers, APC was waiting for them to be unloaded in order to move from map. also while forming caravan, APC with driver moved to storage for items, it wasnt waiting at caravan gather point.
and using all pawns in APC makes travel faster on world map?

ps. i have to admit that low needs thing is really annoing

regards
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Potato211 on September 15, 2019, 08:19:47 PM
Potato211, you must compile a dll called O21VehicleFramework.dll and put it in the Mods\[O21] Vehicle Framework\Assemblies\ folder, replacing the existing file there. This is done through Visual Studio or any existing C# compiler, no text editors are suitable here.

In case you still have difficulty compiling, here is a modified dll with variable that I set to 0.01f, just to avoid starvation if I forget the pawns in the vehicles. Just keep in mind that I'm not going to upload a new modified dll, every time as soon as the framework update comes out, you have to do it yourself.

I'll look into it and i appreciate the assist. Thanks-

Edit: Well it is harder than i thought. Guess i'll have to ditch the truck since i can't load any colonist into it even when they are all green.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: omatkoicorko on September 16, 2019, 06:34:05 AM
log that i have posted yesterday in some point cause freezes as game is counts this over and over. after i destroyed vehicle via dev mode, everything started to work normally

edit: mod combat readiness do not work well with vehicles, after i removed it, game works even smoother ;P
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 16, 2019, 01:41:55 PM
log that i have posted yesterday in some point cause freezes as game is counts this over and over. after i destroyed vehicle via dev mode, everything started to work normally

edit: mod combat readiness do not work well with vehicles, after i removed it, game works even smoother ;P

I'll check that mod out. I'll try to add compatibility as much as possible.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 17, 2019, 05:23:30 PM
Raiders (this time the Spacer pirates) still use carts.
https://i.imgur.com/xG7hsXw.png
And if I did not set the combat power to 25, then the game would hang endlessly during the raid generation.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 18, 2019, 04:10:30 AM
Raiders (this time the Spacer pirates) still use carts.
https://i.imgur.com/xG7hsXw.png
And if I did not set the combat power to 25, then the game would hang endlessly during the raid generation.

Welp, i'll just add combat power to all vehicles now.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Napple on September 19, 2019, 07:08:08 PM
I got this error which appears in the log every few seconds when I built one of the vehicles and had it assembled. It does mention something about marvs combat readiness check

System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.StorytellerComp_OnOffCycle/<MakeIntervalIncidents>c__Iterator0.MoveNext () <0x0026d>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator1.MoveNext () <0x00443>
at RimWorld.Storyteller/<MakeIncidentsForInterval>c__Iterator0.MoveNext () <0x001ce>
at RimWorld.Storyteller.StorytellerTick () <0x00105>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

I also get this error whenever I select the vehicle and right click something. I think this one is conflict with hospitality.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Hospitality.WorkGiver_Recruiter.ShouldSkip (Verse.Pawn,bool) <0x00034>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch3 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x01a82>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch5 (UnityEngine.Vector3,Verse.Pawn) <0x0036b>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e7>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002ab>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

And this error happens whenever I right click the vehicle itself, I think it has something to do with A rimworld of magic

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/WorkGiver_Tend_Patch.Postfix (Verse.Pawn,bool&) <0x0001a>
at (wrapper dynamic-method) RimWorld.WorkGiver_Tend.HasJobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x001df>
at RimWorld.WorkGiver_TendOther.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00032>
at RimWorld.WorkGiver_TendOtherUrgent.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00032>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch3 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x0054b>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch5 (UnityEngine.Vector3,Verse.Pawn) <0x0036b>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e7>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002ab>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


And the errors seem to stop me from using a vehicle at all.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on September 19, 2019, 07:34:07 PM
Napple, if you have a Discord, then you can report these errors to the author of the Vehicle framework. It’s just that the mod’s author himself can’t fix anything here, he just uses the framework. Go to https://discordapp.com/invite/sApZcRS, go to the channel #bug-reports-vehicles and report these errors. Do not forget to attach also Hugslib logs, they are important for developer.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 19, 2019, 10:57:20 PM
Any mods that gets errors that is related to the [O21] Vehicle Framework, please contact neronix17 on discord or github! I just use his incredible mod framework for rimworld vehicles.

As of now, [O21] Vehicle Framework does have issues with:

So therefore, this mod will also have issues with the following mods.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Napple on September 19, 2019, 11:47:24 PM
I have hospitality, what the hack, and rimworld of magic in my modlist. Looks like there might be a compatibility issue with Marv's combat readiness check mod as well.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on September 22, 2019, 08:06:25 AM
I have hospitality, what the hack, and rimworld of magic in my modlist. Looks like there might be a compatibility issue with Marv's combat readiness check mod as well.

Most of the current issues are non-critical issues, where vehicles may still work.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Napple on September 22, 2019, 08:05:34 PM
I Figured out the mod which was stopping me from using vehicles at all. it's the verb expansion framework mod.

System.NullReferenceException: Object reference not set to an instance of an object
at VerbExpansionFramework.VEF_Comp_Pawn_RangedVerbs.AtLeastOnePawnHasRangedVerb () <0x000c5>
at VerbExpansionFramework.VEF_Comp_Pawn_RangedVerbs/<CompGetGizmosExtra>d__4.MoveNext () <0x00042>
at Verse.ThingWithComps/<GetGizmos>c__Iterator1.MoveNext () <0x0019e>
at Verse.Pawn/<GetGizmos>c__Iterator2.MoveNext () <0x001c4>
at System.Collections.Generic.List`1<Verse.Gizmo>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Gizmo>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Gizmo> (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x00070>
at TD_Enhancement_Pack.StopGizmo.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn) <0x00136>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch17 (object) <0x000ad>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x0024f>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Vehicular_Zombicide on October 01, 2019, 01:31:05 PM
Would it be possible to add a ship vehicle that can only move on coastal and water tiles?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on October 02, 2019, 09:17:33 PM
Couple questions
1. How big of a room should I have to build a garage that can hold all of my vehicles for this mod, keeping in mind where you plan to take it in the future. I build in mountains so it's important to plan ahead of time.

2. What are the dimensions of most of the vehicles? Also, will they need big hallways to pass through or will 1x1 suffice as all pawns use?

3. Do you have a discord?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on October 02, 2019, 10:57:54 PM
Couple questions
1. How big of a room should I have to build a garage that can hold all of my vehicles for this mod, keeping in mind where you plan to take it in the future. I build in mountains so it's important to plan ahead of time.

2. What are the dimensions of most of the vehicles? Also, will they need big hallways to pass through or will 1x1 suffice as all pawns use?


Each creature takes only 1x1 and for them the size of the rooms and the corridor does not matter. Here is the proof: https://i.imgur.com/1vPiKNz.png

You can plan garages based on the visual size of the vehicle, for example 6x5 (including the walls) should be enough so that there is space between the vehicle and it do not overlap the walls.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on October 05, 2019, 12:41:50 AM
Couple questions
1. How big of a room should I have to build a garage that can hold all of my vehicles for this mod, keeping in mind where you plan to take it in the future. I build in mountains so it's important to plan ahead of time.

2. What are the dimensions of most of the vehicles? Also, will they need big hallways to pass through or will 1x1 suffice as all pawns use?


Each creature takes only 1x1 and for them the size of the rooms and the corridor does not matter. Here is the proof: https://i.imgur.com/1vPiKNz.png

You can plan garages based on the visual size of the vehicle, for example 6x5 (including the walls) should be enough so that there is space between the vehicle and it do not overlap the walls.
Hmmmm looks like the vehicles are 3x1? Might not even need a bigger building than 10x10 room at best then. unless future expansions plan different vehicles or customizations for storage purposes
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on October 05, 2019, 01:17:47 AM
Hmmmm looks like the vehicles are 1x2?
No, they are 1x1, you can build a 3x3 wall around them.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on October 05, 2019, 08:05:00 AM
You need to differ between space they need to move, and visual space.
Like Hjkma said before ALL pawn, even the biggest ones, only use 1x1 space for moving.
But the visual can be shown that they are much bigger (like some workbenches too).
You can press any vehicle into a 1x1 garage, but it would look awful when it overlap with the walls (That's why i think the grafic should be press into a 1x1 too, but then it doesn't look that good anymore).
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Ruisuki on October 05, 2019, 03:48:22 PM
You need to differ between space they need to move, and visual space.
Like Hjkma said before ALL pawn, even the biggest ones, only use 1x1 space for moving.
But the visual can be shown that they are much bigger (like some workbenches too).
You can press any vehicle into a 1x1 garage, but it would look awful when it overlap with the walls (That's why i think the grafic should be press into a 1x1 too, but then it doesn't look that good anymore).
yeah the moving space sounds like its the usual 1 tile, but the graphic dimensions look like id say 3x1
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: PM_ME_NAKED_SINGULARITIES on October 06, 2019, 04:28:52 PM
Getting this error when selecting a vehicle and no menu options (like load/unload driver) appear.

Code: [Select]
System.InvalidOperationException: Comparison threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GizmoGridDrawer.<DrawGizmoGrid>m__0 (Verse.Gizmo lhs, Verse.Gizmo rhs) [0x00000] in <filename unknown>:0
  at Verse.GenCollection+<SortStable>c__AnonStoreyA`1[Verse.Gizmo].<>m__0 (Pair`2 lhs, Pair`2 rhs) [0x00000] in <filename unknown>:0
  at System.Array.qsort[Pair`2] (Verse.Pair`2[] array, Int32 low0, Int32 high0, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at System.Array.Sort[Pair`2] (Verse.Pair`2[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at System.Array.Sort<Verse.Pair`2<Verse.Gizmo, int>> (Verse.Pair`2<Verse.Gizmo, int>[],int,System.Comparison`1<Verse.Pair`2<Verse.Gizmo, int>>) <0x00102>
at System.Collections.Generic.List`1<Verse.Pair`2<Verse.Gizmo, int>>.Sort (System.Comparison`1<Verse.Pair`2<Verse.Gizmo, int>>) <0x0002c>
at Verse.GenCollection.SortStable<Verse.Gizmo> (System.Collections.Generic.IList`1<Verse.Gizmo>,System.Func`3<Verse.Gizmo, Verse.Gizmo, int>) <0x00450>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00185>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x007aa>

Out Put file: https://www.dropbox.com/s/5zi2zakms0v3c15/output_log.txt?dl=0 (https://www.dropbox.com/s/5zi2zakms0v3c15/output_log.txt?dl=0)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 09, 2019, 09:26:30 AM
You need to differ between space they need to move, and visual space.
Like Hjkma said before ALL pawn, even the biggest ones, only use 1x1 space for moving.
But the visual can be shown that they are much bigger (like some workbenches too).
You can press any vehicle into a 1x1 garage, but it would look awful when it overlap with the walls (That's why i think the grafic should be press into a 1x1 too, but then it doesn't look that good anymore).
yeah the moving space sounds like its the usual 1 tile, but the graphic dimensions look like id say 3x1

Graphic dimensions is around 3 or 3.5 by 2, collision size is 1x1, make a garage around 4x2.5 or larger.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 09, 2019, 09:36:15 AM
Getting this error when selecting a vehicle and no menu options (like load/unload driver) appear.

Code: [Select]
System.InvalidOperationException: Comparison threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GizmoGridDrawer.<DrawGizmoGrid>m__0 (Verse.Gizmo lhs, Verse.Gizmo rhs) [0x00000] in <filename unknown>:0
  at Verse.GenCollection+<SortStable>c__AnonStoreyA`1[Verse.Gizmo].<>m__0 (Pair`2 lhs, Pair`2 rhs) [0x00000] in <filename unknown>:0
  at System.Array.qsort[Pair`2] (Verse.Pair`2[] array, Int32 low0, Int32 high0, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at System.Array.Sort[Pair`2] (Verse.Pair`2[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at System.Array.Sort<Verse.Pair`2<Verse.Gizmo, int>> (Verse.Pair`2<Verse.Gizmo, int>[],int,System.Comparison`1<Verse.Pair`2<Verse.Gizmo, int>>) <0x00102>
at System.Collections.Generic.List`1<Verse.Pair`2<Verse.Gizmo, int>>.Sort (System.Comparison`1<Verse.Pair`2<Verse.Gizmo, int>>) <0x0002c>
at Verse.GenCollection.SortStable<Verse.Gizmo> (System.Collections.Generic.IList`1<Verse.Gizmo>,System.Func`3<Verse.Gizmo, Verse.Gizmo, int>) <0x00450>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00185>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x007aa>

Out Put file: https://www.dropbox.com/s/5zi2zakms0v3c15/output_log.txt?dl=0 (https://www.dropbox.com/s/5zi2zakms0v3c15/output_log.txt?dl=0)

What's your mod load order? Mods? and did the game freaked out visually, like the menu or GUI flickers? Or the game just plays like nothing happened?

Can you show me some screenshots? I have less mods than you have I seem to see. (I only have 167 mods installed, and 129 active.)

Here's my current mods and load order: Link (https://gist.github.com/NinjaSiren/f1e8c2c34a487be02ce92d3a9635459f)

Lastly, what is your current version of this mod? The error looks like the specialDisplayRadius for weapons that was fixed at version 0.8 onwards of this mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 09, 2019, 09:51:16 AM
From the votes, looks like the motorcycle is the next vehicle to be made!  ;)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: demeggy on October 12, 2019, 08:45:12 AM
Could you please update the initial thread with any recent media (screenshots, videos etc) - as at this time, it's a chore to scroll through so many pages of comments for any sort of idea how this looks or works.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Obibun on October 15, 2019, 01:46:19 PM
Hey guys.. is there any way to disable other factions appearing with vehicles?

Because right now I have identified that the mod will *always* crash when guests arrive using Hospitality Mod (haven't been raided with vehicles yet, but can 100% confirm that any guests arriving crash the game)

It doesn't really make sense that the mods would conflict, with the exception that I assume either Vehicles or Hospitality are trying to spawn the group at the same time and coming into contact with eachother / crashing.

Mod load order doesn't affect this. Whether one is first or the other, issue persists.. and would likely take some special fixing. In the meantime can I disable other factions appearing with vehicles? Which code would I need to delete to get rid of this?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Tocato on October 15, 2019, 02:33:58 PM
Hm it would be a problem if tribals showed up with cars
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on October 15, 2019, 04:51:09 PM
This is strange, my guests never appear with vehicles and Hospitality and Yes Vehicles go together without problems. Maybe a different mod is conflicting or older versions of the mods cause this problem.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on October 15, 2019, 05:04:51 PM
Because right now I have identified that the mod will *always* crash when guests arrive using Hospitality Mod (haven't been raided with vehicles yet, but can 100% confirm that any guests arriving crash the game)
I think it would be more helpful if you would safe the logfile from after a crash so the modauthor can take a look.
Don't forget to include the modlist since Hjkma don't got any problems with Hospitality.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Obibun on October 16, 2019, 07:04:08 PM
This is strange, my guests never appear with vehicles and Hospitality and Yes Vehicles go together without problems. Maybe a different mod is conflicting or older versions of the mods cause this problem.

I spent quite a bit of time trying out different combinations and load orders. Most recent version of Hospitality, and most recent version of this Vehicles mod.. so it's not older versions. I also don't have a lot of mods (some people here have like a hundred.. I have maybe ten or fifteen loaded, and they're mostly really simple mods that don't conflict with anything)

Everything works perfectly fine, except for I would get random, predictable crashes. For example on 2nd of Fall at 9am, each time, every time, completely reproduceable.

If I took out the vehicles mod, guests would arrive at that exact time of the crash after reloading and waiting for it. Consistently.

If I took out the guests mod, it wouldn't crash because guests wouldn't be arriving.

But the two together would consistently crash the mod at whatever time it had decided guests were going to show up. It took me until fall of the first year to figure this out, because until then I had sent guests away (no beds for them).

I even went through, disabled the vehicles mod, had the guests arrive, then saved it, went back, turned vehicles back on and reloaded.. and everything was fine. Until the next set of guests of course, where it would crash again.

So it's definitely, 110% related to the guests spawning in.

How do I post a crash log? I'll repeat it and post one.



EDIT - This is all I get from output_log.txt

"Loading game from file Autosave-2 with mods Core, JecsTools, HugsLib, [O21] Vehicle Framework, [SYR] Set Up Camp, Color Coded Mood Bar, FishIndustry, Realistic Rooms, [KV] Faction Control - 1.0, MendAndRecycle, [KV] RimFridge - 1.0, [XND] Proper Shotguns, Vanilla Furniture Expanded - Medical Module, RimQuest, Doors Expanded, Wall Light, Show Draftees Weapon, RimCities, Vanilla Fences, RimHUD, Hospitality, Accurate Mortars, CustomDeathRandomness, Yes, Vehicles, Finally!
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Platform assembly: C:\Users\Adam\Desktop\RW\RimWorld.v1.0.2408\RimWorldWin64_Data\Managed\Mono.Security.dll (this message is harmless)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 16336.
Total: 123.786598 ms (FindLiveObjects: 0.975100 ms CreateObjectMapping: 1.107600 ms MarkObjects: 121.676903 ms  DeleteObjects: 0.026300 ms)"

That was after loading the save and hitting fast forward for half a day until the guests "arrived" (at which point it stops responding and Windows exits)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Obibun on October 16, 2019, 08:16:08 PM
I just started a new game and tested it with ONLY the following mods (in this order)

 Core, HugsLib, JecsTools,  [O21] Vehicle Framework, Hospitality, Yes, Vehicles, Finally!

And I still receive a crash when guests arrive.

This is running Rimworld 1.0.2408 with all mods as updated as possible.

I am absolutely convinced that Hospitality is conflicting with Vehicles. Maybe the only reason it is working for others is because they are using outdated versions of the mods / outdated RimWorld, not sure.. everything I have is perfectly up to date.



EDIT:

So I rolled back the Vehicles mod to version 0.7e, just out of curiosity. Now guests arrive fine and there are no crashes. So best I can deduce is that between the 0.7e release and the latest release, something added is conflicting with Hospitality mod? Possibly the new ATV with cart/wagon and the way it is set to spawn?

Best I can do guys. It's somewhere to look anyway. I'm just going to play with 0.7e for now I guess. I will start a new game and actually try to get far and see if there are any other issues (hopefully not! lol)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Hjkma on October 17, 2019, 08:01:57 AM
Well, I had a problem with cart, the raiders spawned with this vehicle and caused endless freezing. I reported this 2 months ago and indicated how to fix the error:
https://ludeon.com/forums/index.php?topic=48126.msg463555#msg463555
Since then I have a fixed file and there were no problems further. It is sad that the developer did not seem to bother to fix it in the github version.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 18, 2019, 05:24:01 AM
Could you please update the initial thread with any recent media (screenshots, videos etc) - as at this time, it's a chore to scroll through so many pages of comments for any sort of idea how this looks or works.

 :)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 18, 2019, 05:32:55 AM
Well, I had a problem with cart, the raiders spawned with this vehicle and caused endless freezing. I reported this 2 months ago and indicated how to fix the error:
https://ludeon.com/forums/index.php?topic=48126.msg463555#msg463555
Since then I have a fixed file and there were no problems further. It is sad that the developer did not seem to bother to fix it in the github version.

***UPDATE***
v0.8b2 Patch #1: Fixes the cart-Hospitality problem.
Link (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.8b2-p1)

Sorry for the absence, I am kinda on my university thesis/research making a game for android mobile phones. I might still be busy doing university work, but I still do look on this forum and github time to time.

I am allowing Hjkma to be a contributor to the Github page :3 Hjkma, if there is anything you want to add on the mod, please send me your github username or email so I can add you as a contributor.

Or to everyone who wants to be a contributor, please submit to me your github username or email. I will still be looking onto this mod for the foreseeable future. (PS: I am now playing Starsector.)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: nikeshaa on October 18, 2019, 05:32:31 PM
https://youtu.be/UAqht69NDOA
How to sit in car?
What's wrong?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 19, 2019, 07:05:10 AM
https://youtu.be/UAqht69NDOA
How to sit in car?
What's wrong?

It seems your gameplay has some mods needs to be re-ordered? Make sure this mod is the last one to be loaded in the mod load order, and make sure you have [O21] and JecsTools installed.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: calebelt on October 19, 2019, 12:35:29 PM
Very good mod. You huge thank you, that not abandoned. There are a couple of questions.
1. A vehicle can be sent to a caravan only in the company of a person who is walking. It is possible to do so didn't need escort?
2. When the caravan returns to the base, the vehicle behaves like an animal and runs independently around the base unloading things, and then stops. Can this behavior be removed? The truck must be driven by a driver.
3. It is not good that the vehicle occupies one cell. You can call in the door, and generally run through the rooms of the base. It's strange, especially when raiders drive tanks into narrow passages. Maybe it is possible to increase the occupied area?
4. Need help? I don't know how to make mods for rimworld. But if you can make just one truck without bugs, it will be one of the best mods. I can make the necessary drawings. Or something.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 19, 2019, 12:42:26 PM
Very good mod. You huge thank you, that not abandoned. There are a couple of questions.
1. A vehicle can be sent to a caravan only in the company of a person who is walking. It is possible to do so didn't need escort?
2. When the caravan returns to the base, the vehicle behaves like an animal and runs independently around the base unloading things, and then stops. Can this behavior be removed? The truck must be driven by a driver.
3. It is not good that the vehicle occupies one cell. You can call in the door, and generally run through the rooms of the base. It's strange, especially when raiders drive tanks into narrow passages. Maybe it is possible to increase the occupied area?
4. Need help? I don't know how to make mods for rimworld. But if you can make just one truck without bugs, it will be one of the best mods. I can make the necessary drawings. Or something.

1. Not yet possible.
2. No, does not happen even with or without a driver.
3. Will try to fix the collision box.
4. I need good pixel/graphics artist for this.  But I am currently ok with the current graphics.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: calebelt on October 19, 2019, 04:36:26 PM
You can see how it is done here.
Giddy-up! - https://ludeon.com/forums/index.php?topic=37323.0
A truck is an animal that doesn't move without a rider and only eats gasoline when it moves.
And caravan easy to create. You simply choose the riders for the animals.
Giddy-up! Mechanoids - Very similar to a tank. But riding mechanoids is weird. I think people who can build an interstellar ship can do something on wheels.
As it is made it is possible to look in source files.
Everything else you have come up perfectly. I tried a tank against bandits and it was very realistic. But the cost of machines very a small. I would increase the amount of resources.
Thank you for answering and you are interested in developing this mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 21, 2019, 12:08:39 PM
You can see how it is done here.
Giddy-up! - https://ludeon.com/forums/index.php?topic=37323.0
A truck is an animal that doesn't move without a rider and only eats gasoline when it moves.
And caravan easy to create. You simply choose the riders for the animals.
Giddy-up! Mechanoids - Very similar to a tank. But riding mechanoids is weird. I think people who can build an interstellar ship can do something on wheels.
As it is made it is possible to look in source files.
Everything else you have come up perfectly. I tried a tank against bandits and it was very realistic. But the cost of machines very a small. I would increase the amount of resources.
Thank you for answering and you are interested in developing this mod.

I don't want it this to use the Giddy-up yet for this mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 21, 2019, 06:46:33 PM
Hey I just started using this mod, tried looking through this to get an idea of whats going on but couldnt really find anything, so i managed to obtain an enemies APC, however i only managed to get it to fire once, and now it simply wont fire, i even changed the equipted weapon and no dice, i loaded the mod list in the suggested order so no idea if there might be a mod conflict or if something just broke.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 21, 2019, 07:10:25 PM
Exception ticking APC1793689 (at (90, 0, 117)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Tested it in development mode and this is the error that comes up when it tries to fire, as for the load order i tested it with only the mods core, hugs lib, jecstools, [o21]vehicleframework,combat extended,yes, vehicles finally!, and run and gun, the same error comes up even with only those mods
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 23, 2019, 03:46:50 AM
Exception ticking APC1793689 (at (90, 0, 117)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Tested it in development mode and this is the error that comes up when it tries to fire, as for the load order i tested it with only the mods core, hugs lib, jecstools, [o21]vehicleframework,combat extended,yes, vehicles finally!, and run and gun, the same error comes up even with only those mods

run and gun should be above yes vehicles
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 23, 2019, 06:40:16 PM
still getting the same error
Quote
Exception ticking APC38776 (at (111, 0, 145)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
as for my mod load order
(its a long one)
core
HugsLib
Neutramine Synthesis
Simple sidearms
Children, school and learning
Harvest Organs Post Mortem
Base Robots Expansion
Base Robots
Arctic SE Hauling Bot
Arctic SE Cleaning Bot
Gems [v1.0]-LinkableDoors
Less Arbitrary Surgery
In-wall coolers and vents [1.0]
[SYR] Prosthetic Table
[FSF] Vanilla Bionics Expansion
Wall Light
Meals On Wheels
[FSF] No Default Sheld Storage
Mass Graves
PrisonerRansom
A Dog Said... Animal Prosthetics
Expanded Prothetics and Organ Engineering
Misc. Training
Fluffy Breakdowns
RT Fuse
Work Tab
Animal Tab
Colony Manager
Medical Tab
Relations Tab
Skilled Stonecutting
ResearchPal
[KV] RimFridge - 1.0
[1.0] Rimcuisine 2 Core
[1.0] Rimcuisine 2 Meals and Munchies
[1.0] Rimcuisine 2 Bottling and Booze
[1.0] Rimcuisine 2 Smokes and Shrooms
[1.0] Rimcuisine 2 All Plants All Biomes Optional Patch
The Zerg!
Collapser
[SYR] Prosthetic Icons
Simply More Bridges
Replace Stuff
Use Bedrolls
Anesthetic Gun Mod [1.0]
Hospitality
Dubs Mint Menus
Pharmacist
Better ModMismatch Window
LifeSupport
Power++
EdB Prepare Carefully
JecsTools
[O21] Vehicle Framework
Combat Extended
Yes,Vehicles, Finally!
RunAndGun
Rimsenal
Rimsenal + Combat Extended Compatability Patch
Camping Stuff
[SYR] Set Up Camp
Smart Medicine
Clear The Stockpiles
[SYR] Individuality
Please Haul Perishables
Snow Clearance Sanity
Roads of the Rim

Not sure if its cause it might be further back in the load order, if i screwed up some other placement, or if there is an incompatable mod in there somewhere.

Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 25, 2019, 10:00:11 AM
still getting the same error
Quote
Exception ticking APC38776 (at (111, 0, 145)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch2 (object) <0x0007a>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
as for my mod load order
(its a long one)
core
HugsLib
Neutramine Synthesis
Simple sidearms
Children, school and learning
Harvest Organs Post Mortem
Base Robots Expansion
Base Robots
Arctic SE Hauling Bot
Arctic SE Cleaning Bot
Gems [v1.0]-LinkableDoors
Less Arbitrary Surgery
In-wall coolers and vents [1.0]
[SYR] Prosthetic Table
[FSF] Vanilla Bionics Expansion
Wall Light
Meals On Wheels
[FSF] No Default Sheld Storage
Mass Graves
PrisonerRansom
A Dog Said... Animal Prosthetics
Expanded Prothetics and Organ Engineering
Misc. Training
Fluffy Breakdowns
RT Fuse
Work Tab
Animal Tab
Colony Manager
Medical Tab
Relations Tab
Skilled Stonecutting
ResearchPal
[KV] RimFridge - 1.0
[1.0] Rimcuisine 2 Core
[1.0] Rimcuisine 2 Meals and Munchies
[1.0] Rimcuisine 2 Bottling and Booze
[1.0] Rimcuisine 2 Smokes and Shrooms
[1.0] Rimcuisine 2 All Plants All Biomes Optional Patch
The Zerg!
Collapser
[SYR] Prosthetic Icons
Simply More Bridges
Replace Stuff
Use Bedrolls
Anesthetic Gun Mod [1.0]
Hospitality
Dubs Mint Menus
Pharmacist
Better ModMismatch Window
LifeSupport
Power++
EdB Prepare Carefully
JecsTools
[O21] Vehicle Framework
Combat Extended
Yes,Vehicles, Finally!
RunAndGun
Rimsenal
Rimsenal + Combat Extended Compatability Patch
Camping Stuff
[SYR] Set Up Camp
Smart Medicine
Clear The Stockpiles
[SYR] Individuality
Please Haul Perishables
Snow Clearance Sanity
Roads of the Rim

Not sure if its cause it might be further back in the load order, if i screwed up some other placement, or if there is an incompatable mod in there somewhere.

Yes vehicles should be the last mod, or maybe there is an incompatible mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 25, 2019, 05:16:34 PM
Ok so I have no idea whats up, i cut out all the other mods other than mods listed in the opening page, this is the current load list and i am still getting the same result

Core
hugslib
jecstools
vehicle framework
combat extended
runandgun
yes,vehicles, finally!

exactly in that order and i am still getting the same error
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: andanteinblue on October 27, 2019, 06:21:20 AM
I was delighted to see this mod's been updated to 1.0.  But running it for the first time, vehicles with a driver loaded does not seem to want to move (even after Drafting it, right clicking anywhere simply causes the vehicle to become undrafted).  Anyone know what is wrong?  I've checked the load order, and I do not use CE.

More than that, I seem to be able to tell a vehicle to melee attack targets via the "Melee Attack" command button, and it continues to do it even after the driver leaves the vehicle.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 27, 2019, 01:37:50 PM
https://www.dropbox.com/s/m7forkngycykw1i/vehicles%20test.txt?dl=0

ok so since this isnt getting us anywhere this is the entire thing that developement mode gives me when i try to do the test, i will try and get some others from the original game i started with, as i do remember it firing at least once but then not working at all afterwards
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Nate_Ment on October 27, 2019, 02:02:07 PM
Hey, I just got so far in my playthrough to actually try this.
I can craft the parts but pawns aren't able to assemble it.

here's the log entry it generates:
Exception in SetupToils for pawn Giggles driver=JobDriver_AssembleVehicle (toilIndex=-1) driver.job=(CompVehicle_Assemble (Job_4665397) A=Thing_Vehicle_TankParts2220176) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at CompVehicle.JobDriver_AssembleVehicle+<MakeNewToils>d__12.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0

Also, just to try and run the least circles, I DO have jectstools and the vehicle framework, early in the load order, both are most recent versions.
I use the latest vehicle mods as well.
PFA the modsconfig xml.
I'm really interested in this stuff, I already got my ass kicked by a tank raid. I'd also like to kick some raider / mech ass with tanks n stuff.

Thanks in andvance!
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 27, 2019, 05:03:01 PM
I figured out the problem, you NEED to put combat extended AFTER yes vehicles, otherwise the bullets do not generate to be fired, i had to get advice from the rimworld discord and some trial and error, might want to update the mod loading order on the front page.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on October 29, 2019, 04:19:51 AM
otherwise the bullets do not generate to be fired
What do you mean? I load Yes, Vehicles after CE and just got a caravan with an APC mow down a few Lancers for me.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 29, 2019, 08:07:26 PM
Well i kept getting an error and the only time it didnt occur was after i changed the load order, no idea why it worked but that is my hypothesis
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on October 30, 2019, 04:39:10 AM
Weird. Perhaps there is a third mod interacting with Yes, Vehicles and CE.

On a different note: I just installed RimCities (https://steamcommunity.com/workshop/filedetails/?id=1775170117) and found that most of the APC's and tanks defending the cities are manned by other APC's and tanks, Matrioska style. Maybe is a strange interaction between the pawn pool the city spawing rutine uses and the vehicles themself being basicaly modified living beings. Could be possible to include a check so that only regular human pawns can spawn inside vehicles?

Also, it would be cool if vehicles were affected from EMP weapons, disabling them for a few seconds.

Thanks a lot.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on October 30, 2019, 06:43:13 AM
I narrowed it down to using only the mods that were recommended in the first place so its not one of the numerous other mods i have, not sure why, but moving it worked and cleared up all the problems so *shrug*
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 30, 2019, 07:29:02 AM
I am still looking on mods that will cause problems with this mod.

Looks like RimCities has a bug with this, isn't it?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 30, 2019, 07:33:24 AM
Hey, I just got so far in my playthrough to actually try this.
I can craft the parts but pawns aren't able to assemble it.

here's the log entry it generates:
Exception in SetupToils for pawn Giggles driver=JobDriver_AssembleVehicle (toilIndex=-1) driver.job=(CompVehicle_Assemble (Job_4665397) A=Thing_Vehicle_TankParts2220176) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at CompVehicle.JobDriver_AssembleVehicle+<MakeNewToils>d__12.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0

Also, just to try and run the least circles, I DO have jectstools and the vehicle framework, early in the load order, both are most recent versions.
I use the latest vehicle mods as well.
PFA the modsconfig xml.
I'm really interested in this stuff, I already got my ass kicked by a tank raid. I'd also like to kick some raider / mech ass with tanks n stuff.

Thanks in andvance!

Try playing with only the recommended, optional and compatible mods with yes, vehicles and Framework. And if this fixes the bug, try slowly increase your amount of mods.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on October 30, 2019, 07:43:05 AM
Here is my ModsConfig.xml at AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
This is all of my mods installed that currently works both with non-critical/crashy bugs with Yes, Vehicles, Finally!

Still testing more mods.

  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>WhatTheHack-1.2.7</li>
    <li>JecsTools</li>
    <li>-O21-Vehicle-Framework-</li>
    <li>CombatExtended</li>
    <li>GiddyUpCore-1.1.6</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyupBattleMounts-1.1.2</li>
    <li>GiddyUpMechanoids-1.1.1</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_Incidents</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_EndGame</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator Urban</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_XPatches_CE</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_CE_Patch</li>
    <li>RImsenal_Feral_CE_Patch</li>
    <li>Rimsenal_Federation_CE_Patch</li>
    <li>Rimsenal_Security_CE_Patch</li>
    <li>Rimsenal_Vanilla_CE_Patch</li>
    <li>Moody</li>
    <li>RimHUD</li>
    <li>TilledSoil</li>
    <li>RunAndGun-1.1.5</li>
    <li>FishingNets</li>
    <li>Gloomy Hair</li>
    <li>Gloomy Face</li>
    <li>BetterLoading</li>
    <li>BetterMiniMap-1.0.0</li>
    <li>Increased Stack</li>
    <li>Share The Load - Release</li>
    <li>RimWorld-MendAndRecycle-master</li>
    <li>AvoidFriendlyFire</li>
    <li>MoreDetailBody</li>
    <li>Lovely Hair Style</li>
    <li>Color Coded Mood Bar</li>
    <li>Electric Stonecutting Table</li>
    <li>SaveStorageSettings</li>
    <li>WorkTab</li>
    <li>Blueprints</li>
    <li>FollowMe</li>
    <li>AnimalTab</li>
    <li>Pharmacist</li>
    <li>MedicalTab</li>
    <li>RelationsTab</li>
    <li>StuffedFloors</li>
    <li>ModManager</li>
    <li>AreaUnlocker</li>
    <li>ResearchTree</li>
    <li>ColonyManager</li>
    <li>BirdsAndBees</li>
    <li>Furnace</li>
    <li>Rimkit-1.4.763</li>
    <li>Dubs Skylights</li>
    <li>Dubs-Paint-Shop-1.0.208</li>
    <li>Dubs-Mint-Menus-1.2.346</li>
    <li>FluffyBreakdowns</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs-Mint-Minimap-1.1.109</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>Spotted</li>
    <li>DeepRim</li>
    <li>RimCities Mod</li>
    <li>RimQuest</li>
    <li>AllowTool</li>
    <li>Hospitality</li>
    <li>Rimefeller</li>
    <li>Rimatomics</li>
    <li>RuntimeGC</li>
    <li>Ceiling Light</li>
    <li>PowerLogic</li>
    <li>Smart-Speed-2.01</li>
    <li>RimworldSwimming-1.0.0</li>
    <li>Glass&amp;Lights</li>
    <li>RemoteTech</li>
    <li>Smoked-Meat</li>
    <li>Panzer Muffalo</li>
    <li>More Furniture</li>
    <li>Realistic Rooms</li>
    <li>SimpleSidearms</li>
    <li>Roads of the Rim</li>
    <li>Faction Discovery</li>
    <li>AnimalCollabProj</li>
    <li>Advanced Biomes</li>
    <li>MizuMod-1.7.2-pre2</li>
    <li>Smokeleaf_Industry-1.14a</li>
    <li>Fences And Floors</li>
    <li>Expanded Incidents</li>
    <li>Resource Replicator</li>
    <li>EdBPrepareCarefully</li>
    <li>Rah's Bionics and Surgery Expansion 2.0</li>
    <li>NoRandomConstructionQuality-1.0</li>
    <li>More Faction Interaction</li>
    <li>AdjustableTradeShips</li>
    <li>CentralizedClimateControl</li>
    <li>Rimworld-Shields</li>
    <li>Vegetable Garden</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Canning</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Garden_Drinks_Bulk</li>
    <li>VGP_Garden_Dyes</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Fabric</li>
    <li>VGP_Medicine</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Resources</li>
    <li>VGP_Trees_Flowers</li>
    <li>Yes, Vehicles, Finally!</li>
  </activeMods>
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Deathreaper15 on November 03, 2019, 05:04:53 PM
Ok so i am doing a multiplayer game with a friend, and he has me using a ton of mods so no idea where a conflict is, however something is throwing a ton of shade in the way of yes vehicles, and a bunch of errors is popping up in regards to the framework, and i cant really make sense of the error so posting the log.
https://gist.github.com/e060971ece6e6e97080b0f08ee9005d7
The error is at the end of the log in particular, referencing 021VehicleFramework.Harmony

Able to make any sense out of it?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 04, 2019, 05:07:52 AM
Ok so i am doing a multiplayer game with a friend, and he has me using a ton of mods so no idea where a conflict is, however something is throwing a ton of shade in the way of yes vehicles, and a bunch of errors is popping up in regards to the framework, and i cant really make sense of the error so posting the log.
https://gist.github.com/e060971ece6e6e97080b0f08ee9005d7
The error is at the end of the log in particular, referencing 021VehicleFramework.Harmony

Able to make any sense out of it?

I did made some sense on some of it!

Multiple compatibility issues of the Tenants mod with Vehicle Framework, like hundreds of them, usually denoting either initializing compatibility, generating pawns, or connected with children in-game.

I have never tested this mod or any vehicle mod so far that is connected with [O21] Vehicle Framework with Multiplayer or the Tenants mod. I'm guessing few of the tenants in your gameplay keeps spawning vehicles with pawns (adult or children) inside but just before they spawn it bugs out because of a compatibility with the Tenants mod.

So far as I know, Vehicles in this mod is treated as an animal/pet by the game. An animal/pet that needed pawns inside to move it. (Though there are instances that no pawns inside, but the vehicle still works.)

Try disabling the Tenants mod to maybe lessen or reduce the amounts of errors as of now, you can also contact neronix17 on Rimworld Discord or Github.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on November 04, 2019, 05:37:49 AM
Multiple compatibility issues of the Tenants mod with Vehicle Framework, like hundreds of them, usually denoting either initializing compatibility, generating pawns, or connected with children in-game.

Vehicles in this mod is treated as an animal/pet by the game. An animal/pet that needed pawns inside to move it. (Though there are instances that no pawns inside, but the vehicle still works.)
So, something similar to what I found a while ago, isn't it?:
On a different note: I just installed RimCities (https://steamcommunity.com/workshop/filedetails/?id=1775170117) and found that most of the APC's and tanks defending the cities are manned by other APC's and tanks, Matrioska style.

I can send an error log if needed.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: windupHero on November 04, 2019, 08:19:51 PM
I was delighted to see this mod's been updated to 1.0.  But running it for the first time, vehicles with a driver loaded does not seem to want to move (even after Drafting it, right clicking anywhere simply causes the vehicle to become undrafted).  Anyone know what is wrong?  I've checked the load order, and I do not use CE.

More than that, I seem to be able to tell a vehicle to melee attack targets via the "Melee Attack" command button, and it continues to do it even after the driver leaves the vehicle.

I'm having the exact same issue as Andante above. Drafting works but giving an order undrafts immediately and throws a log error (something related to workgivers, I've unloaded the mod so can't copy the exact error). Vehicles can still be assembled, work for caravanning, and can move while drafted using the melee attack button (even without drivers, like Andante) but cannot be directly commanded.
The original error pointed to the mod Train Combat. When I removed Train Combat, it pointed to Achtung!. When I removed Achtung, it pointed to Orion's Hospitality. At this point I decided those mods were worth more than vehicles and quit trying, but it seems to be something to do with mods trying to add worktypes to vehicles as if they were human pawns. I couldn't begin to guess if this is fixable on your end or if it'd need done on the other mods' ends.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 05, 2019, 10:16:20 AM
Multiple compatibility issues of the Tenants mod with Vehicle Framework, like hundreds of them, usually denoting either initializing compatibility, generating pawns, or connected with children in-game.

Vehicles in this mod is treated as an animal/pet by the game. An animal/pet that needed pawns inside to move it. (Though there are instances that no pawns inside, but the vehicle still works.)
So, something similar to what I found a while ago, isn't it?:
On a different note: I just installed RimCities (https://steamcommunity.com/workshop/filedetails/?id=1775170117) and found that most of the APC's and tanks defending the cities are manned by other APC's and tanks, Matrioska style.

I can send an error log if needed.

Yeah that bug with RimCities where a vehicle is manned by another vehicle bug. I am looking on to that.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 05, 2019, 10:20:09 AM
I was delighted to see this mod's been updated to 1.0.  But running it for the first time, vehicles with a driver loaded does not seem to want to move (even after Drafting it, right clicking anywhere simply causes the vehicle to become undrafted).  Anyone know what is wrong?  I've checked the load order, and I do not use CE.

More than that, I seem to be able to tell a vehicle to melee attack targets via the "Melee Attack" command button, and it continues to do it even after the driver leaves the vehicle.

I'm having the exact same issue as Andante above. Drafting works but giving an order undrafts immediately and throws a log error (something related to workgivers, I've unloaded the mod so can't copy the exact error). Vehicles can still be assembled, work for caravanning, and can move while drafted using the melee attack button (even without drivers, like Andante) but cannot be directly commanded.
The original error pointed to the mod Train Combat. When I removed Train Combat, it pointed to Achtung!. When I removed Achtung, it pointed to Orion's Hospitality. At this point I decided those mods were worth more than vehicles and quit trying, but it seems to be something to do with mods trying to add worktypes to vehicles as if they were human pawns. I couldn't begin to guess if this is fixable on your end or if it'd need done on the other mods' ends.

Please check this link for current Vehicle Framework mod incompatibility: https://github.com/neronix17/-O21-Vehicle-Framework/issues

Please try also to put Yes, Vehicles, Finally! mod to the last mod in the mod load order.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: windupHero on November 05, 2019, 09:40:32 PM


Please check this link for current Vehicle Framework mod incompatibility: https://github.com/neronix17/-O21-Vehicle-Framework/issues

Please try also to put Yes, Vehicles, Finally! mod to the last mod in the mod load order.

I checked your link and saw the issue posted between Hospitality and Achtung!. I removed Hospitality, but it seems the issue also exists between Achtung! and Combat Training (by Bohedo on Steam, but the code says it's by Kriil). Removed Combat Training, leaving Achtung active, and the issue is resolved. Thank you very much for your speedy reply!
As a side note, I caravanned to an enemy base as a test and noted that there wasn't one single defender outside an APC. That is, with a base of 20 enemy pawns, there were 10 APCs with full crew defending and not a single enemy on foot. Is this by design or should that be reduced some? Maybe a setting to affect enemy vehicle chance is possible?

Posted below is the log error involving Combat Training and Achtung! I assume the issue isn't related to this mod at all, but since I've got it maybe it will provide some insight.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at KriilMod_CD.WorkGiver_TrainCombat.ShouldSkip (Verse.Pawn,bool) <0x00029>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch2 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x01a61>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch0 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch2 (UnityEngine.Vector3,Verse.Pawn) <0x00336>
at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist) <0x001a9>
at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist) <0x00020>
at AchtungMod.Tools.Do<AchtungMod.Colonist> (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,System.Action`1<AchtungMod.Colonist>) <0x00097>
at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,UnityEngine.Vector3) <0x000bf>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x001a6>
at AchtungMod.Controller.HandleEvents () <0x000a6>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00048>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x0001c>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00029>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002a6>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 06, 2019, 02:12:16 AM


Please check this link for current Vehicle Framework mod incompatibility: https://github.com/neronix17/-O21-Vehicle-Framework/issues

Please try also to put Yes, Vehicles, Finally! mod to the last mod in the mod load order.

I checked your link and saw the issue posted between Hospitality and Achtung!. I removed Hospitality, but it seems the issue also exists between Achtung! and Combat Training (by Bohedo on Steam, but the code says it's by Kriil). Removed Combat Training, leaving Achtung active, and the issue is resolved. Thank you very much for your speedy reply!
As a side note, I caravanned to an enemy base as a test and noted that there wasn't one single defender outside an APC. That is, with a base of 20 enemy pawns, there were 10 APCs with full crew defending and not a single enemy on foot. Is this by design or should that be reduced some? Maybe a setting to affect enemy vehicle chance is possible?

Posted below is the log error involving Combat Training and Achtung! I assume the issue isn't related to this mod at all, but since I've got it maybe it will provide some insight.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at KriilMod_CD.WorkGiver_TrainCombat.ShouldSkip (Verse.Pawn,bool) <0x00029>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch2 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x01a61>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch0 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch2 (UnityEngine.Vector3,Verse.Pawn) <0x00336>
at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist) <0x001a9>
at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist) <0x00020>
at AchtungMod.Tools.Do<AchtungMod.Colonist> (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,System.Action`1<AchtungMod.Colonist>) <0x00097>
at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,UnityEngine.Vector3) <0x000bf>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x001a6>
at AchtungMod.Controller.HandleEvents () <0x000a6>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00048>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x0001c>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00029>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002a6>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

I am using Hospitality, I am not experiencing errors with Hospitality. Try downloading the latest version of Vehicle Framework.

And the latest version of Yes, Vehicle, Finally!
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: windupHero on November 06, 2019, 08:56:06 PM
The error isn't technically with Hospitality but with Achtung! in conjunction with Hospitality or Train Combat (and presumably other mods). Running any of the three alone with Y,V works fine, but enabling either of the latter WITH Achtung causes the error. I just prefer to keep Achtung over the other two.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 07, 2019, 04:27:39 AM
The error isn't technically with Hospitality but with Achtung! in conjunction with Hospitality or Train Combat (and presumably other mods). Running any of the three alone with Y,V works fine, but enabling either of the latter WITH Achtung causes the error. I just prefer to keep Achtung over the other two.

So basically, Achtung! and/or Train Combat will cause errors? Is Train Combat mod a mod about combat training? XD
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on November 07, 2019, 05:32:32 AM
Just want to add that I do not run Achtung!, Hospitality nor Train Combat, but I get the same issue where NPC vehicles (even those spawned via dev mode) are crewed by regular pawns and vehicles. I first noticed this when I entered a city from RimCities.

Said city had no defenses other than turrets and a frigging lot of tanks and APCs roaming the streets. I can provide some logs after I get back at home.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 07, 2019, 09:24:19 AM
Just want to add that I do not run Achtung!, Hospitality nor Train Combat, but I get the same issue where NPC vehicles (even those spawned via dev mode) are crewed by regular pawns and vehicles. I first noticed this when I entered a city from RimCities.

Said city had no defenses other than turrets and a frigging lot of tanks and APCs roaming the streets. I can provide some logs after I get back at home.

From what I knew, I also experienced it once (no RimCities included) Where a vehicle was spawned in with a vehicle inside it. It seems that the game's code decided to read my XMLs connected to raids, towns, cities, and caravans spawning vehicles very weirdly. (matryoshka-style)

I will leave that weird vehicle inside a vehicle bug for the meantime (also for unintended funny moments.)

Sure please, you can send me the log file. It feels like RimCities needs more defences and somewhat abit of organization on the generation. Yes, Vehicles, Finally! kinda added mobile defences for such cities (even though it might be not enough, usually.)

Have anyone found a tank with the naval or artillery cannons on cities? Have you decided to attack one and the tanks wreck havoc on the buildings in the city?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: makute on November 07, 2019, 11:01:55 AM
Sure please, you can send me the log file.
https://gist.github.com/HugsLibRecordKeeper/1e180d48cddf9ff9657fdedb7b3b94f1
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: windupHero on November 07, 2019, 02:48:16 PM
The error isn't technically with Hospitality but with Achtung!...

So basically, Achtung! and/or Train Combat will cause errors? Is Train Combat mod a mod about combat training? XD

I can't find the right words to explain it but the error seems to come from Achtung! interacting with certain other mods, those two simply being the only ones I've got on my list.
Train Combat adds an entirely new worktype (that you can set as priorities, like haul, cook, etc) focused on using training dummies to improve combat skills. Several mods add training dummies that give experience in certain ways, TC is unique in the added worktype to prioritize training.
Hospitality adds the Entertain worktype, which gives a clue that the error might be Achtung trying to add these new worktypes to vehicles, but the confusing part is that those aren't the only mods I have that add worktypes and the others have no problem with Achtung (Guards for Me, Prison Labor, Split Harvesting/Sowing, Zipangu pack, etcetera).
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: Canute on November 07, 2019, 03:18:44 PM
Since you mention the new worktype, i think you mean Combat Training (https://steamcommunity.com/sharedfiles/filedetails/?id=1542761308&searchtext=Train+Combat) not Train Combat ! :-)
Hospitality add a new worktype too.

Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: windupHero on November 08, 2019, 07:31:55 PM
Since you mention the new worktype, i think you mean Combat Training (https://steamcommunity.com/sharedfiles/filedetails/?id=1542761308&searchtext=Train+Combat) not Train Combat ! :-)
Hospitality add a new worktype too.

That's exactly the one. Oddly enough the error log refers to it as Train Combat
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: SaitoYui on November 18, 2019, 03:29:05 AM
I spawned in vehicles using dev mode, bolted on some weapons using Character Editor, and for some reason the game suddenly stopped letting me spawn in all vehicles. Whenever I do so, either by trying a spawn via Dev Mode, or asking one of my colonists to assemble the parts box, I get the following error and the vehicle fails to appear.
https://pastebin.com/mXXgbpBe

Reloading back to previous saves before I did this doesn't seem to fix this. I'll continue to gather more info, and see if this persists after a restart.

On a side note, I've yet to see anyone so far actually use vehicles against me. I even ran a test with hundreds of thousand-point raids. However, I have seen Glitterworld Fox folk carrying vehicle-mounted weapons. Seeing a dude with a giant tank cannon was a fun sight.

Modlist: https://pastebin.com/x3UuwFbs
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 20, 2019, 05:34:34 AM
I spawned in vehicles using dev mode, bolted on some weapons using Character Editor, and for some reason the game suddenly stopped letting me spawn in all vehicles. Whenever I do so, either by trying a spawn via Dev Mode, or asking one of my colonists to assemble the parts box, I get the following error and the vehicle fails to appear.
https://pastebin.com/mXXgbpBe

Reloading back to previous saves before I did this doesn't seem to fix this. I'll continue to gather more info, and see if this persists after a restart.

On a side note, I've yet to see anyone so far actually use vehicles against me. I even ran a test with hundreds of thousand-point raids. However, I have seen Glitterworld Fox folk carrying vehicle-mounted weapons. Seeing a dude with a giant tank cannon was a fun sight.

Modlist: https://pastebin.com/x3UuwFbs

I will download your mods installed and test it. I'll see if its a mod conflict. Will keep you posted when I find something.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 25, 2019, 12:14:21 PM
I spawned in vehicles using dev mode, bolted on some weapons using Character Editor, and for some reason the game suddenly stopped letting me spawn in all vehicles. Whenever I do so, either by trying a spawn via Dev Mode, or asking one of my colonists to assemble the parts box, I get the following error and the vehicle fails to appear.
https://pastebin.com/mXXgbpBe

Reloading back to previous saves before I did this doesn't seem to fix this. I'll continue to gather more info, and see if this persists after a restart.

On a side note, I've yet to see anyone so far actually use vehicles against me. I even ran a test with hundreds of thousand-point raids. However, I have seen Glitterworld Fox folk carrying vehicle-mounted weapons. Seeing a dude with a giant tank cannon was a fun sight.

Modlist: https://pastebin.com/x3UuwFbs

I will download your mods installed and test it. I'll see if its a mod conflict. Will keep you posted when I find something.

What The Hack!? is an incompatible mod currently.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: alvar on November 26, 2019, 09:41:07 AM
Do you guys know what do i have to edit to mod the vehicles fuel consumption, carrying capacity and so? ive edited the Races_Vehicles Defs but it doesnt show up ingame

thanks
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 26, 2019, 10:37:06 AM
Do you guys know what do i have to edit to mod the vehicles fuel consumption, carrying capacity and so? ive edited the Races_Vehicles Defs but it doesnt show up ingame

thanks

Hi there, why? Is it too low or fuel consumption is too fast?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on November 30, 2019, 08:46:01 AM
Looks like there is some weird new compatibility errors with Combat Extended. I am finding the cause currently.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on December 01, 2019, 10:09:25 AM
Looks like there is some weird new compatibility errors with Combat Extended. I am finding the cause currently.
(Fixed)

v0.8b2 Patch #2


GitHub: Link (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/download/v0.8b2-p2/Yes.Vehicles.Finally.v0.8b2.Patch2.zip)
Nexus Mods: Link (https://www.nexusmods.com/rimworld/mods/305?tab=files)
Rimworld Base: Link (https://rim-world.com/vehicles-mod/)
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on December 03, 2019, 05:10:29 AM
I spawned in vehicles using dev mode, bolted on some weapons using Character Editor, and for some reason the game suddenly stopped letting me spawn in all vehicles. Whenever I do so, either by trying a spawn via Dev Mode, or asking one of my colonists to assemble the parts box, I get the following error and the vehicle fails to appear.
https://pastebin.com/mXXgbpBe

Reloading back to previous saves before I did this doesn't seem to fix this. I'll continue to gather more info, and see if this persists after a restart.

On a side note, I've yet to see anyone so far actually use vehicles against me. I even ran a test with hundreds of thousand-point raids. However, I have seen Glitterworld Fox folk carrying vehicle-mounted weapons. Seeing a dude with a giant tank cannon was a fun sight.

Modlist: https://pastebin.com/x3UuwFbs

I will download your mods installed and test it. I'll see if its a mod conflict. Will keep you posted when I find something.

What The Hack!? is an incompatible mod currently.

Character Editor causes a non-critical conflict with [O21] Vehicle Framework, especially with Hospitality.

Looks like Character Editor has multiple mod conflicts, ever since I tried using it, multiple errors had appeared in-game.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on December 07, 2019, 01:18:43 PM
MOD DEVELOPMENT UPDATE: Weapon Balancing

It seems I see some comments of this mod from other websites that call for weapon balancing especially the machine gun and cannon.

Yes, their damage is kinda overpowered in the vanilla standpoint (no CE). I am fixing the weapon unbalance and will nerf most weapons.

No CE mod:
- Machine Gun (Real-world: 7.62mm): will have similar damage and range to the LMG.

- Machine Cannon (Real-world: 20-40mm): will have 2-3x range from the LMG, and will have 2-3x the damage of the LMG.

- Burst Cannon (Real-world: 40-88mm): will have 5-7x the range of the LMG, and will have 6-8x the damage of the LMG. Explosive/fragmenting projectile.

- Tank Cannon (Real-world: 88-120mm): will have 2x the range and damage of the Burst Cannon. Explosive/fragmenting projectile.

- Rail Cannon (Real-world: 88mm): will have 1.5-1.75x damage and 2x range from the Tank Cannon. Dense/Sabot projectile.

- Naval Cannon (Real-world: 200mm+): will have 4-6x damage and 4x range from the Tank Cannon. Explosive projectile.

- Artillery Cannon (Real-world: 155mm): will have the same range as a mortar turret, but with a damage of 5% less from a mortar.

With CE:
All weapons will follow the similar ranges as no CE, but will use the rounds of it's Real-world counterpart.

And might add the idea of "vehicular manslaughter" ie. kill someone by slamming the vehicle towards it.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: omatkoicorko on December 31, 2019, 11:32:39 AM
so i can download newest version [v0.8b.2] and it will work with and without CE?
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Divenity on January 02, 2020, 03:22:54 PM
Could we get some way to have the vehicles pick up objects? It's currently impossible to load gear into the vehicles and have it stay there, for instance if I wanted to have some meds or spare ammo for my soldiers always stored in a vehicle (or ammo for the vehicle itself, if and when we ever get CE ammo usage for vehicles implemented), it's currently impossible... The only way to load gear into them is when caravanning and pawns will auto unload all of it the moment you're back on your home tile.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 06, 2020, 05:47:21 AM
so i can download newest version [v0.8b.2] and it will work with and without CE?

Yes v0.8b.2 is available through GitHub, Rimworld Base, and Nexus. The next update will be coming though, (Balancing update).

Please download v0.8b.2 Patch #2 for the latest CE or CE Fast Track compatibility fix.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 06, 2020, 05:50:24 AM
Could we get some way to have the vehicles pick up objects? It's currently impossible to load gear into the vehicles and have it stay there, for instance if I wanted to have some meds or spare ammo for my soldiers always stored in a vehicle (or ammo for the vehicle itself, if and when we ever get CE ammo usage for vehicles implemented), it's currently impossible... The only way to load gear into them is when caravanning and pawns will auto unload all of it the moment you're back on your home tile.

I am checking into that. I really wanted it to be part of the vehicle framework, but looks like neronix17 the author of the Rimworld Vehicle Framework is silent and looks like he's no longer on the project.

I will bring the idea of bringing cargo to vehicles.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: omatkoicorko on January 18, 2020, 01:06:44 PM
hi,

pirate truck had inside two pirate tanks ;) quite a surprise
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Hjkma on January 19, 2020, 01:04:18 AM
I think it’s possible to reload weapons on vehicles with Combat Extended. You will need to enable the "CombatExtended.CompProperties_AmmoUser" tag in the CE patch and load the appropriate ammo on the vehicles and a menu will allow rearm. Or remove the weapon from the vehicle, equip and reload and install it back.

upd. I also made a couple of tweaks and balance adjustments and made a pull request on the Github, waiting for NinjaSiren to consider and merge, if there is no objection from him.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 20, 2020, 01:42:58 PM
I think it’s possible to reload weapons on vehicles with Combat Extended. You will need to enable the "CombatExtended.CompProperties_AmmoUser" tag in the CE patch and load the appropriate ammo on the vehicles and a menu will allow rearm. Or remove the weapon from the vehicle, equip and reload and install it back.

upd. I also made a couple of tweaks and balance adjustments and made a pull request on the Github, waiting for NinjaSiren to consider and merge, if there is no objection from him.

upd. I also made a couple of tweaks and balance adjustments and made a pull request on the Github, waiting for NinjaSiren to consider and merge, if there is no objection from him. 

:D Thanks, ill merge it. Have you tested your edits in-game, no major errors?

I think it’s possible to reload weapons on vehicles with Combat Extended. You will need to enable the "CombatExtended.CompProperties_AmmoUser" tag in the CE patch and load the appropriate ammo on the vehicles and a menu will allow rearm. Or remove the weapon from the vehicle, equip and reload and install it back.

I left it on the codes for the vehicles, problem is even with the ammo_user code, vehicle framework is actually not "compatible" better term not coded for combat extended.

Pawns does not load automatically the ammo to the vehicle (like turrets), and you can only use the weapons if you are on a caravan. But when you are on your base, you cannot use your weapons because they cannot be loaded up.

You can try to remove the <!--li </li--> and replace it with <li </li> around the ammo_user code on the vehicles (Patches/CE_Patches.xml), the code is there, it's just deactivated and converted as a comment on the code until I find a way to make automated ammo loading or manual ammo loading (while in base.) I left it with a note in the code saying: <!-- Leaving this here in case of weapon ammo limits. -->
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Hjkma on January 20, 2020, 10:13:01 PM
:D Thanks, ill merge it. Have you tested your edits in-game, no major errors?
Yes, tested in the game, no errors
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 21, 2020, 12:44:33 PM
:D Thanks, ill merge it. Have you tested your edits in-game, no major errors?
Yes, tested in the game, no errors

Nice! Thank you!
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Errant Singularity on January 23, 2020, 12:04:00 AM
This might be a dumb question but... How do I get a driver and gunner into my vehicles? Selecting a pawn and right clicking on the tank does nothing, drafting them only gives the option to melee it.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: ShadowRun on January 23, 2020, 01:49:17 AM
This might be a dumb question but... How do I get a driver and gunner into my vehicles? Selecting a pawn and right clicking on the tank does nothing, drafting them only gives the option to melee it.

There should be a button for select driver and gunner when you select the vehicle (must belong to your faction, won't work on other's even unmanned vehicle). Select gunner only avaible after you installed the weapon on the vehicle tho. Mod conflict might prevent these buttons from appearing, as far as I know the Zombieland mod did that.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 23, 2020, 02:34:56 AM
This might be a dumb question but... How do I get a driver and gunner into my vehicles? Selecting a pawn and right clicking on the tank does nothing, drafting them only gives the option to melee it.


Can you screenshot the issue? select the tank (Left click), then find the "select a driver", and "select a gunner" option.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 23, 2020, 02:36:20 AM
This might be a dumb question but... How do I get a driver and gunner into my vehicles? Selecting a pawn and right clicking on the tank does nothing, drafting them only gives the option to melee it.

There should be a button for select driver and gunner when you select the vehicle (must belong to your faction, won't work on other's even unmanned vehicle). Select gunner only avaible after you installed the weapon on the vehicle tho. Mod conflict might prevent these buttons from appearing, as far as I know the Zombieland mod did that.

Wait, Zombieland? sad. ill find out why its causing it.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Ronivan on January 23, 2020, 11:37:36 AM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Aronia on January 23, 2020, 01:01:22 PM
You know what wuld be cool? An integration with Giddy-up!Caravans. So that the person outside the vehicle (required to avoid the Everyone is downed error) could be loaded inside by assigning them to "mount" the car.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: omatkoicorko on January 24, 2020, 08:16:17 AM
hi,

just got attacked by civil APC each with machine gun and machine cannon... ultra fast indeed, no to mention that ultra dmg 150 per shot and destroyed everything... all def that i ahd. only one APC so arent guns too OP now? i mean burst of 300 bullets every .30 of second is out of any control
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Divenity on January 24, 2020, 02:00:36 PM
hi,

just got attacked by civil APC each with machine gun and machine cannon... ultra fast indeed, no to mention that ultra dmg 150 per shot and destroyed everything... all def that i ahd. only one APC so arent guns too OP now? i mean burst of 300 bullets every .30 of second is out of any control

I agree with that. I personally went in and nerfed the crap out of them in my files...

The burst cannon for example, I nerfed down to ~200 rounds per minute with a 6 shot burst, and gave it a small, weak explosion with a couple pieces of shrapnel (through combat extended, I believe I changed the ammo type to 25x137mmNATO and added the explosive properties of 25×40mm grenades to it, as it had none), the intent was to emulate the auto cannons used on most modern APCs like the Bradley and LAV-25, which use the 25x137mm M242 Autocannon.

Each individual shot still hits pretty hard if it hits directly, but it fires far fewer of them, and an indirect hit only does minor damage. Feels much more balanced now than when it was just vomiting bullets out at 3000RPM.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Aronia on January 24, 2020, 06:45:40 PM
Yup, machine guns are an insane overkill. They just destroy everything in sight. Taking on a psychic ship single-handedly? Why not, we have machine guns now! That's probably true for the other weapons in this mod, too, but I can only speak for what I've tried myself.
I also gave them to two of my pawns as weapons and found out that I couldn't unequip them. The "drop the weapon" command just does nothing, and if I try to equip a different gun, the pawn just picks it up and… and… the weapon disappears! The machine gun stays equipped.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Errant Singularity on January 25, 2020, 05:33:55 AM
Here's a screenshot of me having selected the tank.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 25, 2020, 01:21:04 PM
v0.83
Modifications contributed by Hjkma/Taranchuk


GitHub: Link (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.83)
Nexus Mods: Link (https://www.nexusmods.com/rimworld/mods/305?tab=files)
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Divenity on January 25, 2020, 02:01:58 PM
How does this work exactly because I'm not seeing any options to load things into the vehicles.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 26, 2020, 02:52:10 AM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 26, 2020, 02:59:19 AM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.

That's what sad about it. Try using Giddy up for that one colonists. It actually works.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 26, 2020, 03:00:07 AM
You know what wuld be cool? An integration with Giddy-up!Caravans. So that the person outside the vehicle (required to avoid the Everyone is downed error) could be loaded inside by assigning them to "mount" the car.

Hmm...
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 26, 2020, 03:02:35 AM
Yup, machine guns are an insane overkill. They just destroy everything in sight. Taking on a psychic ship single-handedly? Why not, we have machine guns now! That's probably true for the other weapons in this mod, too, but I can only speak for what I've tried myself.
I also gave them to two of my pawns as weapons and found out that I couldn't unequip them. The "drop the weapon" command just does nothing, and if I try to equip a different gun, the pawn just picks it up and… and… the weapon disappears! The machine gun stays equipped.

That is one bug that I may leave but try to fix the cannot remove issue. Placing tank cannon on your pawn.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Divenity on January 26, 2020, 03:03:59 AM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.


I must have a conflicting mod then because I got nothing.
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 26, 2020, 03:05:22 AM
Here's a screenshot of me having selected the tank.

You don't have all of the HUD. Try clean install the mod, and enable Dev Mode or send me your log file.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 26, 2020, 03:06:25 AM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.


I must have a conflicting mod then because I got nothing.

Have you downloaded the new version, 0.83? Do you use Achtung?
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Divenity on January 26, 2020, 03:27:17 AM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.


I must have a conflicting mod then because I got nothing.

Have you downloaded the new version, 0.83? Do you use Achtung?

Ok, I found the problem, or not quite problem but maybe just misunderstanding.

The gun already had ammo in it so I didn't get the option, I was under the impression we'd be able to load ammo into the vehicle, not just reload the magazine.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 26, 2020, 03:37:33 AM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.


I must have a conflicting mod then because I got nothing.

Have you downloaded the new version, 0.83? Do you use Achtung?

Ok, I found the problem, or not quite problem but maybe just misunderstanding.

The gun already had ammo in it so I didn't get the option, I was under the impression we'd be able to load ammo into the vehicle, not just reload the magazine.

It's both placing the ammo into the vehicle then reloading the weapon. I think the weapon auto-reloads while in combat, just make sure you got the ammo in the vehicle.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Divenity on January 26, 2020, 02:18:17 PM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.


I must have a conflicting mod then because I got nothing.

Have you downloaded the new version, 0.83? Do you use Achtung?

Ok, I found the problem, or not quite problem but maybe just misunderstanding.

The gun already had ammo in it so I didn't get the option, I was under the impression we'd be able to load ammo into the vehicle, not just reload the magazine.

It's both placing the ammo into the vehicle then reloading the weapon. I think the weapon auto-reloads while in combat, just make sure you got the ammo in the vehicle.

I'm unable to load extra ammo into the vehicle, they only put ammo in the magazine.

I'm guessing there's no way to just let pawns load any item into the vehicle (or just let the vehicle pick it up, so long as it's crewed, they already do this when forming caravans, would probly be the easiest way)? Would be useful for other things, carrying extra ammo for not only it's own weapon but passengers' weapons as well, medical supplies, etc.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 27, 2020, 06:28:40 AM
How does this work exactly because I'm not seeing any options to load things into the vehicles.

Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.


I must have a conflicting mod then because I got nothing.

Have you downloaded the new version, 0.83? Do you use Achtung?

Ok, I found the problem, or not quite problem but maybe just misunderstanding.

The gun already had ammo in it so I didn't get the option, I was under the impression we'd be able to load ammo into the vehicle, not just reload the magazine.

It's both placing the ammo into the vehicle then reloading the weapon. I think the weapon auto-reloads while in combat, just make sure you got the ammo in the vehicle.

I'm unable to load extra ammo into the vehicle, they only put ammo in the magazine.

I'm guessing there's no way to just let pawns load any item into the vehicle (or just let the vehicle pick it up, so long as it's crewed, they already do this when forming caravans, would probly be the easiest way)? Would be useful for other things, carrying extra ammo for not only it's own weapon but passengers' weapons as well, medical supplies, etc.

or just let the vehicle pick it up, so long as it's crewed
That kinda looks weird.

I'm unable to load extra ammo into the vehicle, they only put ammo in the magazine.
When you do caravans, you can bring extra ammo via the caravan menu.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Hjkma on January 27, 2020, 07:07:14 AM
I will soon add the ability to load things into vehicles as soon as I figure out the work system in RimWorld. So far, I manage to teleport things directly to the vehicle's inventory, but I want the pawns to do this on their own.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 27, 2020, 07:28:29 AM
I will soon add the ability to load things into vehicles as soon as I figure out the work system in RimWorld. So far, I manage to teleport things directly to the vehicle's inventory, but I want the pawns to do this on their own.

 :D
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Divenity on January 27, 2020, 12:54:27 PM
I will soon add the ability to load things into vehicles as soon as I figure out the work system in RimWorld. So far, I manage to teleport things directly to the vehicle's inventory, but I want the pawns to do this on their own.

When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Hjkma on January 28, 2020, 09:56:43 AM
When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
Thanks for the advice. It helped in the development! I made a pull request to the repo, which adds a feature to load things into the vehicles. It adds a gizmo and by clicking you open a window where you can choose things to be loaded. Unfortunately, I can’t draw out information about the mass capacity and the mass usage of the vehicle, it’s too difficult for me. But if anyone wants to try to do this, then the repo has open source code.
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: Divenity on January 28, 2020, 09:04:43 PM
When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
Thanks for the advice. It helped in the development! I made a pull request to the repo, which adds a feature to load things into the vehicles. It adds a gizmo and by clicking you open a window where you can choose things to be loaded. Unfortunately, I can’t draw out information about the mass capacity and the mass usage of the vehicle, it’s too difficult for me. But if anyone wants to try to do this, then the repo has open source code.

It works perfect!
Title: Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
Post by: NinjaSiren on January 29, 2020, 03:15:58 AM
When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
Thanks for the advice. It helped in the development! I made a pull request to the repo, which adds a feature to load things into the vehicles. It adds a gizmo and by clicking you open a window where you can choose things to be loaded. Unfortunately, I can’t draw out information about the mass capacity and the mass usage of the vehicle, it’s too difficult for me. But if anyone wants to try to do this, then the repo has open source code.

It works perfect!

 :D Thank you, remember this is an open mod everyone can do suggestions and contribute. "Community mod"
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: NinjaSiren on January 29, 2020, 11:44:38 AM
v0.83.2
Modifications contributed by Hjkma/Taranchuk and the community.


Update Combat Extended or Combat Extended: Fast Track.

GitHub: Link (https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.83.2)
Nexus Mods: Link (https://www.nexusmods.com/rimworld/mods/305?tab=files)
Rimworld Base: Link (https://rimworldbase.com/vehicles-mod/)
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Psithen on January 30, 2020, 01:16:23 PM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.

That's what sad about it. Try using Giddy up for that one colonists. It actually works.

How were you able to get caravan to work? i have no option to mount vehicles in the caravan dialog like with other "animals"
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: NinjaSiren on January 30, 2020, 01:22:27 PM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.

That's what sad about it. Try using Giddy up for that one colonists. It actually works.

How were you able to get caravan to work? i have no option to mount vehicles in the caravan dialog like with other "animals"

If you got older version, please update to the latest. And maybe you got mod incompatibility. What mods you use?
Title: Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
Post by: Psithen on January 30, 2020, 01:49:25 PM
This is a great mod, a shame it require one colonist to be outside during Caravan travel, since the vehicles itself are much more faster. It would drastically reduce the travel time.

That's what sad about it. Try using Giddy up for that one colonists. It actually works.

How were you able to get caravan to work? i have no option to mount vehicles in the caravan dialog like with other "animals"

If you got older version, please update to the latest. And maybe you got mod incompatibility. What mods you use?

I am up to date, as for incompatibility Im not using anything specifically listed as incompatible by either mods. I'll try to look around and see what the issue is
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: Psithen on January 30, 2020, 02:23:55 PM
Yeah I took out every mod and this is my mod list right now

Core
HugsLib
JecsTools
Giddy-up! Core
Giddy-up! Battle Mounts
Giddy-up! Ride and Roll
Giddy-up! Caravan
[021] Vehicle Framework
Yes, Vehicles, Finally!

And still cant mount while forming caravan for any vehicle
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: Hjkma on January 30, 2020, 02:29:38 PM
There is no option to mount vehicles in the caravan window. You load the crew into the vehicle through the buttons in the bottom panel when you select the vehicle in the map.
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: Psithen on January 30, 2020, 02:39:53 PM
Yes, for normal caravaning but giddy up allows you to ride animals in caravan which is what i was assuming ninja was talking about.

I was trying to "ride" the vehicle to not be limited in speed by a slow walking pawn
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: Hjkma on January 30, 2020, 02:50:20 PM
Vehicles are not animals, so this is not possible. What Ninja said is about including an animal and a rider in a caravan for a speed bonus, if you use GiddyUp mods.
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: Psithen on January 30, 2020, 02:51:35 PM
yeah i figured as much, just poorly worded i guess
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: Illusiveman92 on January 31, 2020, 09:26:26 AM
First off all I really like you mod. The absence of vehicles, ships etc. has been paining me since I first launched Rimworld and "Yes, Vehicles, Finally" gives us a way to move large quantities of goods across the globe. I'm sad that the caravan problem hasn't been solved but I had a couple of thoughts. Feel free to shoot them down but I don't like leaving things unsaid.

Is it possible for a temporary colonist with arcotech legs to spawn which we can then use as the outside passenger  so the speed won't be 35 tiles a day but more like a hundred? Alternatively is it possible to just temporarily increase the speed of the outside passenger with some kind of CAR-avan buff that makes his top speed equal the car's for the duration of the trip? I feel like this would be easier to solve than getting that outside passenger to be in the car. Just sharing thoughts though, I don't actually know what I'm talking about but I was curious. I'll be upgrading one of my pawns with arcotech legs to see if the caravan speed increases.
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: NinjaSiren on February 01, 2020, 07:27:32 AM
First off all I really like you mod. The absence of vehicles, ships etc. has been paining me since I first launched Rimworld and "Yes, Vehicles, Finally" gives us a way to move large quantities of goods across the globe. I'm sad that the caravan problem hasn't been solved but I had a couple of thoughts. Feel free to shoot them down but I don't like leaving things unsaid.

Is it possible for a temporary colonist with arcotech legs to spawn which we can then use as the outside passenger  so the speed won't be 35 tiles a day but more like a hundred? Alternatively is it possible to just temporarily increase the speed of the outside passenger with some kind of CAR-avan buff that makes his top speed equal the car's for the duration of the trip? I feel like this would be easier to solve than getting that outside passenger to be in the car. Just sharing thoughts though, I don't actually know what I'm talking about but I was curious. I'll be upgrading one of my pawns with arcotech legs to see if the caravan speed increases.

What we can do is increase the vehicle speed slightly so it will speed up vehicles in caravans, but will not make raids too hard because of enemies using fast vehicles. I originally set it on the fast mode before, but I needed it to slow down because of increased difficulty of defending bases with speedy tanks.
Title: Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
Post by: NinjaSiren on February 03, 2020, 10:40:14 AM
EMERGENCY BUG FIX
v0.83.3

Links:
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: PM_ME_NAKED_SINGULARITIES on February 12, 2020, 09:19:02 AM
Just a heads up, the author of O21 Vehicle framework: https://github.com/neronix17/-O21-Vehicle-Framework (https://github.com/neronix17/-O21-Vehicle-Framework) is in the process of rewriting the xml code from scratch. It may be worth getting in touch with them to see what changes might need to be made to this mod.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on February 12, 2020, 09:30:36 AM
Just a heads up, the author of O21 Vehicle framework: https://github.com/neronix17/-O21-Vehicle-Framework (https://github.com/neronix17/-O21-Vehicle-Framework) is in the process of rewriting the xml code from scratch. It may be worth getting in touch with them to see what changes might need to be made to this mod.

I'll just read and understand what will the changes be. I'll update this mod whenever he updates it.

He states that: "The XML is going to change, as the whole mod is being rewritten from scratch to fix issues in the old code, so your mod will break, your mod will have issues. Especially when you say you're going to come talk to me about an issue you or one of your users has then proceed NOT to do so and leave the blame on me as if it's my fault you can't figure out some of the basic issues in your own XML."

I know it's Yes, Vehicles, Finally! Because this is the other mod that uses his mod outside of [O21] group. I know my XML codes, they should work as intended with the limitations of the "fixed issues of the old Jecrell codes." So I don't know why, as most of the bugs people complain on my side are bugs written from the C# codes of the framework (reading from ILSpy and the source materials).

Especially, the "non-downed colonist issue" as there is no code from my XML, me nor Hjkma wrote. As this is a bug from the dependency: https://github.com/neronix17/-O21-Vehicle-Framework/issues/7 (That's why I advised people to use Giddy-up.)

I am just here to add additional vehicles, basic base vehicle (truck, tank, etc.) with weapons installed on it.

He states that:  "especially as a modder and adding it as a dependency for some foolish reason, is about the dumbest thing you can do next to asking about CE compatibility."

Ok so it's not a dependency, but why did you placed this on the page? Vehicle Framework for Rimworld Mods

I understand the CE compatibility, as this only on my side. I don't have a grudge or mad about the "dependency" author but I just want to make sure that people who wants vehicles in the game, might be this mod or his mod happy, as this has been need and want by Rimworld players.

A comment by Zero-Requiem22 on the Combat Extended: Fast Track issues for the [O21] Halo mod by neronix17:
https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/issues/274#event-3000112884

Lastly, I know I have made multiple mistakes on this mod, multiple errors, a lot of full mod crashes, a lot of CE compatibility changes, and a lot of red errors on other people's games. I have fixed almost all of the major errors and minor errors with this mod, with CE or not. But people still complain about people of things that I don't have the know how to change it, the XML codes cannot fix it. Sorry for the rant.

Will update anything whenever. 
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on February 12, 2020, 01:40:58 PM
v0.83.4
The Major Update patch.

- From now on, Yes Vehicles Finally will no longer be dependent on [O21] Vehicle Framework. An included "Yes Vehicles Framework" will be required and is included on the latest downloads.

Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: xylr on March 21, 2020, 06:22:48 PM
Any news on a 1.1 update for this?
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: neronix17 on April 01, 2020, 12:17:07 PM
Any news on a 1.1 update for this?

That'd require me to make the vehicle code functional again...hah...no it's time for a new foundation to be built instead of strapping duct tape to the old broken one.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: NinjaSiren on April 01, 2020, 01:40:50 PM
Any news on a 1.1 update for this?

That'd require me to make the vehicle code functional again...hah...no it's time for a new foundation to be built instead of strapping duct tape to the old broken one.

Basically, what Neronix said, the 1.1 update made sure that this mod is stuck on 1.0. Using "flex tape" to patch the problem is no longer a good thing.

PS: Have a nice day, and be safe everyone from the human malware.

I am currently making a mod for the game, Starsector for the meantime. I am trying to grasp and re-learn C#, (Starsector is running on Java, that's why I can easily code to it.) And I don't know all of Rimworld's internal codes for imports and references. I will first re-learn C#, then check the hell out of Rimworld's codes.
Title: Re: [1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Post by: xylr on April 03, 2020, 06:02:05 PM
Any news on a 1.1 update for this?

That'd require me to make the vehicle code functional again...hah...no it's time for a new foundation to be built instead of strapping duct tape to the old broken one.

I can agree that vehicles weren't exactly perfect in their previous state.  All I wanted to hear was that vehicles in general were still a thing that'd be happening in the far future.