RimWorld

RimWorld

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Vehicle Map Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
14.494 MB
13 Feb @ 2:29am
26 Nov @ 4:50pm
147 Change Notes ( view )

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Vehicle Map Framework

In 1 collection by LS
VMF Mods
8 items
Description
Caution
This was not created by the author of Vehicle Framework, but is my complete personal work, not belonging to any team. Therefore, please be careful not to report bugs in this mod to Vehicle Framework.
This mod draws another map that moves on top of the map and interacts with each other, which is an unprecedented challenge in the past. The scope of the impact is more extensive than one might imagine, and many bugs and incompatibilities are to be expected.

Caution2
The maximum number of maps in RimWorld is 128, and that includes the maps that will be added by this mod. Don't overbuild vehicles that have map!

Caution3
The namespace is VehicleInteriors*, a remnant of the provisional name Vehicle Interior Framework used during development. However, a mod with the same name as the development name appeared later (after being renamed), which has caused some confusion. Sorry about that.
* It has now been converted to the VehicleMapFramework.

Overview
This mod is a framework mod for vehicles using Vehicle Framework to put a map on vehicle which floors and buildings can be constructed.

The base map and vehicle map interact with each other, and bullets and explosions can hit across the map. In addition, most jobs performed by pawns automatically support map traversal, allowing them to haul and craft items back and forth between each.

The mod itself does not include vehicles with map. Check out the collection below.
https://steamproxy.com/sharedfiles/filedetails/?id=3426513565
But some buildings dedicated to vehicles with map will be added.

Buildable Upgrades
It is a system that allows upgrading of vehicle status and crew slots through construction; it is a version of the Vehicle Framework's upgrade system that can be freely customized using space on the vehicle map.







Difference between "Cargo Capacity" and "Maximum Payload"
The framework calculates the weight of the container inside the vehicle and the weight of the objects on the vehicle map separately; the “ Cargo Capacity” status present in the Vehicle Framework affects the speed of the vehicle, but there is no limit to the volume of the cargo. For upgrade relevance and realism, the weight of things on the vehicle map is accounted for in the “ Maximum Payload” status and multiplied by a separately calculated impact factor on the vehicle's speed. This specification may be changed to something simpler.

Map Interconnection






Others




Restrictions
*For performance and drawing range (camera height) considerations, vehicles with map cannot be placed on another vehicle map.
*Due to RimWorld's map count limit, raiders are currently set up to not be able to use vehicles with map.

*Using this mod with both ReGrowth 2 and Smart Farming will cause an error. ReGrowth 2 has incorporated Smart Farming functionality, causing the same patch to be applied twice, resulting in the VMF patch failing at that location. There is no problem if it is either one.
*This mod supports only the original version of Pick Up And Haul.

FAQ
CE?
Supported. Please let me know if you experience any problems due to CE updates, etc.

MultiPlayer?
I don't know. Maybe not.

How will it affect performance?
I think it has decent impact, because this mod patches extensively on the game. It has not yet been tested in a large colony.
I will do some benchmarking.
I have not seen any noticeable performance issues in my environment ......, but if there is a lot of negative feedback about this, I will do whatever it takes to improve performance. I don't want to waste the effort I have put into this mod so far.
The latest update has improved that quite a bit.

What is Planet Drawing Mode?
This feature is designed to enhance the appearance of the vehicle map when it is displayed during caravanning. It does not affect the caravan specifications. It can be turned off in the settings.

Trees displayed on top of vehicles are obstructive
I recommend disabling the Perspective Trees option in ReGrowth 2.

Credits
People who helped me
Chinese Traditional Translation: alicezuber
Chinese Simplified Translation: gaogzs
PUAH and VFE Shield Patch: Moriarty

GitHub[github.com]
CC BY-NC-SA 4.0[creativecommons.org]

For Modders
https://github.com/oelsart/VehicleMapFramework/wiki

For Testers
[Dev] Vehicle Map Framework

About Bug Reports

Please be sure to include the HugsLib log with your bug report, regardless of whether or not there is an error log. This helps us to identify conflicts and other information. For reports, questions, and suggestions, Discord is most convenient.
Discord[discord.gg]
Popular Discussions View All (15)
6
7 Oct @ 12:07am
Problem with gravship
qsy
2
30 Oct @ 10:58pm
error
Rean·Schwarzer
15
16 Mar @ 2:00pm
Problem when entering/leaving vehicle map
Dark Luminary
721 Comments
grauf 9 hours ago 
This mod is already fantastic, I'm really excited to do a pirate galleon playthrough with the ocean expansion.
jaeger972 21 hours ago 
Ooh that's cool. I'm currently making a mod that mimics the IsPlayerHome overwrite when no permanent settlement is present. So all quests show up even if you only have a vehicle map.
LS  [author] 22 hours ago 
@jaeger972
Even when the gravship switches to vehicle mode and only people are on it, the quest map remains intact. I'm currently developing the ocean expansion, which includes both the quests and the ambushes on the temporary map.
jaeger972 29 Nov @ 10:49pm 
Does the gravship still make the map valid for quests and stuff when it's in vehicle mode?
And do you think you can make quests work on temporary maps similar to how odyssey does it?
LS  [author] 26 Nov @ 4:57pm 
@Shortwave Antenna
Updated because it was an issue requiring immediate fix.
Lightning strikes on the vehicle map will not cease entirely from now on, but the chance of occurrence will be significantly reduced based on the size ratio of the vehicle map relative to a standard map size of 200x200.
I've also added compatibility with Rimatomics, but let me know if any issues arise.
Shortwave Antenna 26 Nov @ 7:22am 
when a map vehicle is in a caravan, the weather on its map would sometimes be thunder storm, and the lightings will repeatedly hit the vehicle for the map is very small, dealing damage to vehicle parts, hurting the passengers and repeatedly setting buildings on it on fire. this problem can be very annoying at times
Shortwave Antenna 25 Nov @ 7:44am 
@LS thanks, you are truly awesome
LS  [author] 25 Nov @ 4:59am 
@Shortwave Antenna
Certain mod-made turrets may require compatibility patches. Requests are welcome. I'll address them.
Shortwave Antenna 25 Nov @ 3:54am 
is it possible to make mod turrets, like those in rim atomics, compatible with vmf? rim atomics turrets when built on vehicle maps can aim, but cant actually fire, due to the target being "out of range" while it clearly isnt, and while vanilla turrets are working fine on the same vehicle map
LS  [author] 24 Nov @ 4:49pm 
@Salep
1. If any pawn of its faction is on the vehicle map, it behaves like a normal vehicle.
2. Yes.
3. Of course.