Mod articles
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Custom Recipes
You must "opt-in" to custom recipes now. In Config Manager, you can toggle on custom recipes for each vehicle. This is so that changes to vehicle recipes by vehicle developers will automatically take effect for users that don't use custom recipes. I added a text file in the recipes folder to explain this. I hope this doesn't create a great deal of confusion.
Breaking Changes (why we went from 1.7.x to 1.8.x)
I refactored the DockingBay component for ease of use and to better work with ModVehicles. It's more customizable now too.
ModVehicle.OnVehicleDocked and ModVehicle.OnPlayerDocked had a redundant argument removed.
Fixes and Features:
Improve counting of storage containers, especially for the Crush which has... -
All fixes this week:
Fix some error messages referring to the wrong method name.
Relax some error messages that were previously (and unnecessarily) filling up the log.
Add a url, so that Config Manager can take you directly to the VF nexus page (cool!).
Material Reactor fix: save current power levels even when there's nothing inside the reactor.
Material Reactor fix: always allow new items to be added when space is available.
Audio fix: spread engine and autopilot sounds equally to both ears.
Fix an issue with buildable objects sometimes becoming "un-anchored" inside submarines.
Fix an issue where vehicle unlocks display multiple times.
Ensure encyclopedia entries are unlocked if the vehicle is unlocked.
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Fix: prevent entry into the Lava Castle moongate (the vertical forcefield that blocks Seamoth entry and behind which the Player can breathe and walk).
Fix: storage counting issues: modular storage containers (especially Better Vehicle Storage upgrades) would be wrongly counted for the storage HUD element
Fix: modular storage save/load issues. Previously, modular storage (especially Better Vehicle Storage upgrades) would not save and load correctly.
Fix: VF upgrades unlock, by default, with the mobile vehicle bay instead of the modification station.
Fix: on reload, upgrades would be "added twice," sometimes leading to bad counting
Fix: can no longer enter scuttled submersible-type vehicles
Fix: magnet boots no longer have save/load issues (but will detach... -
A few fixes and features, and several internal changes.
Feature: New "Material Reactor" component. It can be setup to take any inventory item and consume it for power, like a nuclear reactor or bioreactor. See the Abyss vehicle for an example of a bioreactor-style Material Reactor.
Fix: VF Fabricator fixes: fix the collider, so it can't be placed out of bounds or overlap weirdly with other buildables. It can't be built on top of other buildables any more either.
Fix: Seamoth toggle action fix: toggle upgrades for the seamoth didn't work correctly. They only activated once when toggled. Now they should activate regularly and consume power normally.
Fix: config issue where autopilot voices were not ready when configs were being built.
Feature: upgr... -
Wow! this is a pretty dramatic update!
Configuration Options
VF no longer uses Nautilus for its configuration options. That means you won't find them in the "mod options menu" anymore (pause menu > options > mods).
VF now uses Configuration Manager. So, you'll hit F5 at any time to configure its options.
The primary reason for this change is that Configuration Manager allows me to add config options dynamically. That means I can offer per-vehicle configuration settings
Check out the menu now to see an option category for every vehicle you have installed. You can change the autopilot voice and engine sounds for each vehicle, and you can also configure the autopilot and engine volume for each vehicle
You can also check out the new Impul... -
A lot of things changed a lot inside Vehicle Framework, but there aren't many things that will be plainly visible during gameplay.
Fixes:
Some patches were replaced to be more compatible with other mods.
Fix bugs regarding vehicle lights. Sometimes lights would be in the incorrect state, or a control panel button would report the light state incorrectly.
Features:
New depth module icons
New Console Commands!
Console Commands:
"givevfupgrades" - give the player all the VF upgrades for ModVehicles
"givevfseamothupgrades" - give the player all the VF upgrades for the seamoth
"givevfprawnupgrades" - give the player all the VF upgrades for the prawn
"givevfcyclopsupgrades" - give the p... -
Feature: Change most on-screen messages to a PDA-style. No longer will these messages appear on the side of the screen in plain white text. Instead, they'll appear in the normal bottom-of-the-screen PDA window that appears with most messages.
Fix: stabilize some save/load mechanics for storage. Read on:
The Odyssey in particular has experienced a lot of issues about storage going missing. This update and the most recent update to the Odyssey should resolve that. You can read about the Odyssey-side issue in an article on the Odyssey page. I think that fix alone will resolve most of the issues, but there's another (potential) issue resolved with today's VF update.
Previously, VF would reload your interior storage containers by remembering where in the w... -
Fixes
Better compatibility with The Silence leviathan. Previously, when the Silence should insta-kill the player and their vehicle, the player would not be killed.
Add gamepad trigger config for headlights. Nautilus doesn't support analog controls in its config options.
Drone Station only becomes unlockable/available if a Drone vehicle is installed. Without any Drone mod installed, the Drone Station should not appear or be unlocked.
Developer Features
`ModVehicleEngine` has been abstracted into `VFEngine,` from which `ModVehicleEngine` now inherits. This allows for easier customization of how VF vehicles can move and rotate. Existing vehicles and engines should be unaffected.
A new `SurfaceVessel` Engine has been added. Vehicles with this e... -
Fixes:
Fix vehicles falling immediately after being triggered through the Mobile Vehicle Bay.
Fix engine power cost calculations (deltaTime and fixedDeltaTime mismatch).
Save and Reload Moonpool color changing (wasn't saved before).
Fix upgrade proxy bugs. Some vehicles are setup to cause upgrade models to appear and disappears as upgrades are added and removed. See the Odyssey for an example.
Mod Compat:
VF no longer prevents the SnapBuilder "extended build range" option.
Fix sea-level calculations (better compat with mods such as this one).
Features:
Let Vehicle Acceleration Modifiers have deeper integration with VF vehicles.
Developer Features:
New AssetBundleInterface.... -
Fixes
Ensure Cyclops upgrades are unlocked automatically (when appropriate).
Fix bad counting of Cyclops upgrades.
Better compatibility with MoreCyclopsUpgrades.
Better support for using architect teleportals in VF vehicles.
Better compatibility with Deathrun Remade. The "exit vehicle" energy cost should only be incurred when you actually exit a VF vehicle now. No longer is that cost incurred while trying to use the autopilot to level out a submarine, for example.
Less log spam regarding Cyclops upgrades.
Fix magnet boot issue with saving and reloading while attached to a Cyclops.
Fix typo in Cyclops upgrades stating they are Prawn upgrades.
Features
Support for visually renaming vehicles in the Moonpool (vehi... -
Fixes
Enroll vehicles sooner. This means vehicles will try to reload their contents from file before they do most other things. I hope this works out so that storage contents are misplaced less frequently.
Better compat with Submersed VR. Previously, certain vehicles would brick the user interface. Shout outs to a certain VR user who provided me with invaluable feedback, so that we could fix this issue together.
Add a temporary fix for the broken crafting trees in Nautilus-33. This is not a VF problem to fix, but Nautilus is very slow moving, so I went ahead. I'll remove this fix if Nautilus resolves its breaking change.
Fix upgrades being bumped too frequently (simple but harmless bad logic on my part).
Features:
Passive Upgrades ar... -
Fixes:
Fix vehicle engines sometimes being wrongly unavailable.
Fix exosuit throwing errors on arm usage when no module slot was active.
Issue log warning about broken ping instances. When one ping instance is broken, some HUD pings will not be displayed. Not sure why some get broken.
Remedy color picker issues (occasionally disappears). Still not sure why this ever happens, but if you find it missing, try exiting and entering the vehicle.
Clarify "force arms compat" tooltip to indicate what are the real "dangers." Spoiler: there aren't really any.
Demote json warnings to debug log statements. These happen when VF hasn't taken action on a save file before, which it will do in order to display vehicle sprites on the main menu save card.
Vehic... -
Fixes:
When stopping drone control, ensure the player's state is normal. Especially if the player was sitting in a chair.
Color pickers will now scale correctly
Fix freeze time errors on game reload. This has to do with pausing audio during game-pause.
If a vehicle dies for any reason while docked, the dock should eject the vehicle automatically.
On reload, sometimes two vehicles would be docked into a moonpool. This would happen even with two seamoths, so it's a base-game bug. That shouldn't happen anymore.
Not all docking and undocking procedures capture the player. For example, if I bumped a Cricket into the moonpool by swimming into it, it would "undock" me into the moonpool too.
Magnet boots will activate on reload, so that if a vehicle... -
Fixes:
Upgrades can now be clicked to add and remove them from vehicles! No more requirement to click-and-drag!
VF audio will now be paused when the game is paused.
Prawn upgrades can once again be activated by clicking their slot number on the keyboard.
All variants of an upgrade will be unlocked at once. Previously, some variants would never be unlocked.
Arm alternate-use previously required a "frame perfect" input of two button presses (alt-use and arm-use). Now you can simply hold the alt-use button while you activate the arm to use its alternate functionality.
Players in chairs in VF submarines can now look up and down.
Creature eggs saved/loaded into VF storage will no longer be bricked.
Prevent VF vehicles from moving through ve... -
Fixes:
Vehicles would not have their names saved in all ways. On reload, the sprite on the HUD that appears when the vehicle is at distance would return to the default name. Now, custom names should be saved everywhere.
Fix some harmless PlaceTool errors from spamming the log.
Fix Submarine jitter when automatically returning to level and still moving.
Fix hard-locking bug when vehicles were stopped abruptly while a camera was being used.
Fix arm upgrades sometimes not disappearing.
Fix arm upgrades throwing errors when not being used.
Fix Vehicles can't be built in shallow water (can be built anywhere now, ha ha).
Fix vehicle sprites not appearing in the Beacon Manager tab of the PDA.
Fix submarines being docked while the player... -
Bug Fixes:
Fix issues with beginning to pilot vehicles while the HUD is disabled.
Fix harmless errors (log spam) regarding Vehicle.SlotLeftUp and related methods
Fix camera switching when typing in the console
Fix harmless errors (log spam) when using freecam or ghost while piloting a vehicle
Fix vehicles moving when using freecam or ghost while piloting a vehicle
Developer Features:
Every VehiclePart has its own constructor now, so the implementation syntax has been shortened for must use-cases.
Add ModVehicle.Cameras for ease of adding external (or internal) cameras: See the wiki.
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Upgrade Overhaul
Simplify the system for adding new upgrades.
Add greater customization options for new upgrades.
Arm Upgrades are now used like Prawn arms. So you right-click and left-click to use them! (or whatever is the controller version of that)
Add Seamoth and Prawn modules for every added upgrade (unless you opt out of that).
That means every upgrade mod you make goes 3x !!!
Features:
Compatibility with BetterVehicleStorage. Now you can use these advanced storage modules with any VF vehicle!
Fixes:
Upgrades are now unlocked with the Modification Station as intended. Previously they were unlocked with Vehicle Upgrade Console.
Developer Notes:
New method SpriteHelper.GetSpriteR... -
Features:
Allow save/load while piloting. Previously VF didn't allow saving while controlling any vehicle. You could only save while inside a Submarine-type vehicle, but not while controlling it. Now you can save at any time, and if you were piloting a vehicle when you saved, you will load back into controlling that vehicle.
Lava Larva Handling. VF now supports Lava Larvae attaching to vehicles. See Developer Notes for more.
Save/load vehicle names. Now if you rename a vehicle in the moonpool, for example, that name will persist through save/load.
Fixes:
Improved save/load logic. Simplified the code. Hopefully there will be fewer instances of loading old save files with newer versions of VF going awry. Sometimes, for example, no vehicles w... -
Bug Fixes:
Magnet Boots would set the vehicle's parent to null on Detach. But the ModVehicle must remain parented under the SerializerObjects GameObject in order to be saved. As a result, vehicles with Magnet Boots would almost never be correctly saved. This update sets the correct parent, resolving the issue.
Enhancements:
Improved Docking Animations. ModVehicles now use a teleportation strategy to avoid weird animations during docking. The player should correctly track the vehicle during docking and undocking now.
The undocking physics should be normal. ModVehicles should be ejected from docks with the same method Seamoths and Prawns are.
New developer features:
IsPlayerDry renamed to IsUnderCommand. New bool field IsPlayerDry adde... -
Bug Fixes:
Drone Stations built inside a cyclops will often damage that cyclops when it is being piloted.
Submarines will move around and possibly be damaged if the player uses a bed inside the submarine.
The player is fixed in space while piloting a drone. If they are using a drone station inside a submarine, they won't track the movements of that submarine.
Some sprites display incorrectly as solid squares instead of the default sprite.
Drones do not display their crush depths in the HUD.
New features:
Magnet Boots. Vehicles can choose to have magnet boots. A vehicle with magnet boots can attach to different platforms: base, cyclops, or ModVehicle. An attached vehicle will use its platform's power source(s) to recharge its ow...