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Messages - NinjaSiren

#1
Quote from: Ruisuki on April 14, 2022, 02:42:59 AM
Ohhhh snap. Ok so hes making the framework which you are using to implement your own vehicles mod. Then theres the vanilla expanded dudes which are waiting on that to release their own vehicle add on mod. Hard to keep track lol. Is your mod akin to what they are planning?

roughly same, but many of the designs and some code came from original beta version mod from Mason Caboose. I am just updating the mod to work for the latest versions of Rimworld.

Though, I might expand the original idea of tank, APC, truck. and added an ATV and ATV w/wooden cart (also based from another old beta cart mod). And planning to add more vehicles after.
#2
Quote from: Ruisuki on April 11, 2022, 06:06:49 PM
ninjasiren are you smashphil? or are there two modders working on separate massive vehicle mods?

two separate, I also found out Smash's vehicle framework mod. Implemented and running, ironing out some kinks on my side.
#3
Yes, Finally, Finally, there is an incoming update soon! Keeping you all posted!  ;)
#4
Quote from: neronix17 on April 01, 2020, 12:17:07 PM
Quote from: xylr on March 21, 2020, 06:22:48 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.
#5
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.

#6
Quote from: 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 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. 
#7
EMERGENCY BUG FIX
v0.83.3

  • Reverting patched CE Armor ratings. For current bug fix on CE errors.

Links:
#8
Quote from: 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.

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.
#9
Quote from: Psithen on January 30, 2020, 01:16:23 PM
Quote from: NinjaSiren on January 26, 2020, 02:59:19 AM
Quote from: 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.

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?
#10
v0.83.2
Modifications contributed by Hjkma/Taranchuk and the community.


  • Vehicle item inventory selector..
  • Automated/manual loading of items into the vehicle.
  • Fixed emergency error: Graphical errors
  • Fixed emergency error: CE Armor ratings
  • Fixed emergency error: CE patch errors

Update Combat Extended or Combat Extended: Fast Track.

GitHub: Link
Nexus Mods: Link
Rimworld Base: Link
#11
Quote from: Divenity on January 28, 2020, 09:04:43 PM
Quote from: Hjkma on January 28, 2020, 09:56:43 AM
Quote from: Divenity on January 27, 2020, 12:54:27 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!

:D Thank you, remember this is an open mod everyone can do suggestions and contribute. "Community mod"
#12
Quote from: 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.

:D
#13
Quote from: Divenity on January 26, 2020, 02:18:17 PM
Quote from: NinjaSiren on January 26, 2020, 03:37:33 AM
Quote from: Divenity on January 26, 2020, 03:27:17 AM
Quote from: NinjaSiren on January 26, 2020, 03:06:25 AM
Quote from: Divenity on January 26, 2020, 03:03:59 AM
Quote from: NinjaSiren on January 26, 2020, 02:52:10 AM
Quote from: 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.

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.
#14
Quote from: Divenity on January 26, 2020, 03:27:17 AM
Quote from: NinjaSiren on January 26, 2020, 03:06:25 AM
Quote from: Divenity on January 26, 2020, 03:03:59 AM
Quote from: NinjaSiren on January 26, 2020, 02:52:10 AM
Quote from: 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.

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.
#15
Gosh this mod has promise. I was planning to make a Yes, Vehicles, Finally and Giddy-up vehicles for this. If it was ported to v1.0