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Poll

What vehicle do you want me to add?

Wheelbarrow/Wagon
- 15 (20.5%)
Sedan/Car/SUV
- 12 (16.4%)
Real vehicles?
- 14 (19.2%)
Motorcycle
- 22 (30.1%)
Red Alert vehicles?
- 8 (11%)
Comment on the forum.
- 2 (2.7%)

Total Members Voted: 41


Pages: [1] 2 3 ... 25

Author Topic: [1.0] (WIP) Yes, Vehicles, Finally! - Stuck on 1.0, "flex tape" won't work.  (Read 55574 times)

NinjaSiren

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    [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

    Screenshots:

    Tank vs Mercenary


    Raid with AFVs (Machine Gun equipped)


    Defending base with all vehicles


    Raid defeated


    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
    • Steam Workshop: Link

    Rimsenal Pack

    Project Red Horse Pack

    Haineko's Tinkering (If you want to use Polarisbloc mod pack with CE)
    • Steam Workshop: Link

    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:
    • First knowing what ammo the weapon, then install the weapon on to your vehicle of choice.
    • Right click the vehicle then select reload.
    • Make sure you got enough ammo for it.

    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:
    • Tank
    • APC
    • Truck
    • ATV
    • Cart

    With 7 types of vehicular weapons:
    • Rail Cannon
    • Tank Cannon
    • Artillery Cannon
    • Naval Cannon
    • Burst Cannon
    • Machine Cannon
    • Machine Gun

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

    Installation:
    • Make sure that you have JecsTools installed.
    • Extract and copy the contents in the Mods folder.
    • Enjoy!

    Mod Load Order (follow this):
    • Core
    • JecsTools
    • Combat Extended
    • Other mods...
    • Yes Vehicles Framework
    • Yes, Vehicles, Finally!

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

    Example:



    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:
    • If your goal is caravanning, load the driver into the vehicles first, then create the caravan with one colonist outside the vehicle.
    • The Vehicles Mod cannot be removed from a saved game.
    • AI factions may be able to use vehicles in raids, caravans, and bases.
    • This mod is compatible with existing saves, it does not require you to start a new game.
    • The Vehicles Mod requires the JecsTools Library and the Yes Vehicles Framework in order to work.
    • Compatible with the latest Combat Extended and Run and Gun.

    Incompatible Mods (until further notice):
    • Tenants - Causes compatibility bugs with Vehicle Framework when tenants spawn in with vehicles.
    • Achtung! - Causes conflict with Vehicle Framework if Hospitality is also installed.
    • Rimworld of Magic - Conflict with Vehicle Framework where there are stats or needed information by Rimworld of Magic that vehicles don't have.

    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.


    Supports with Combat Extended: Fast Track!
    « Last Edit: April 01, 2020, 01:47:21 PM by NinjaSiren »
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    NinjaSiren

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    Changelogs
    v0.3

    - Fixed serious bug Rimworld.ThingDefGenerator_Corpses.CalculateMarketValue (Verse.ThingDef raceDef).
    - Fixed visual bugs.
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    SargBjornson

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    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

    NinjaSiren

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    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.
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    NinjaSiren

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    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.
    « Last Edit: February 26, 2019, 01:16:15 PM by NinjaSiren »
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    NinjaSiren

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    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.
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    Deer87

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    Does this mean, that the mod works, except for the weapons?

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

    makute

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    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.
    Logged

    Anomaly

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    Good stuff. It always seemed odd that I can build power armor and a frikkin space ship but I cant make a truck.
    Logged

    NinjaSiren

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    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.
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    NinjaSiren

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    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.
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    Deer87

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    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.
    Logged

    NinjaSiren

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    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.
    Logged
    [v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

    whiskydan

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    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...

    Logged

    kaptain_kavern

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    I may dream about herds of jeeps tonight ...  ;D
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