SmashPhil / Vehicle-Framework

Core mod for Vehicles
Other
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[Compatibility bug] With Vanilla classical, Caravans can clean, and probably any other mod might have a problem that adds timed actions on world map. (Forbidden Mod Removed) #200

Open Raxon93 opened 1 day ago

Raxon93 commented 1 day ago

Bug description

The road building from Vanilla classical bugs out. The icons dissapear but no road building happens.

For caravans can clean, The clean icon simply does not appear when using any vehicle caravan. Which is sad since its the only way you could clean up oceans near your colony.

To Reproduce bug With Vanilla classical

  1. Have Vehicle Framework

  2. Have any Vehicle mod

  3. Have Vanilla Classical

  4. Have Road Building Researched

  5. Have any Vehicle

  6. Make any vehicle caravan

  7. Try to build road on world map

  8. !!!Road building buttons dissapear as if they have started building the road but no Road building happens.!!!

To Reproduce bug With Vanilla classical

  1. Have Vehicle Framework

  2. Have any Vehicle mod

  3. Have Caravans Can Clean

  4. Have any Vehicle

  5. Make any Vehicle Caravan

  6. !!!Start clean button is not visible on world map!!! (it should be visible regardless of pollution level. If there is no pollution then greyed out.

Extra Info Other mods with time based actions on the world map might also have a problem How ever the road building from rimroads, and all related ancestors work fine.

Raxon93 commented 1 day ago

I am guessing the issues with all these mods are related. (Expects a normal caravan, but reads something else) That is my best guess. No red error occours though. Maybe they check for caravan stopped tag, but gets vehicle caravan stopped tag instead. So its stuck in believing its a moving caravan?

Raxon93 commented 1 day ago

I have a workaround fix idea Since normal caravans work as intended. My first thought was to split the vehicle caravan so atleast i could drop some pawns off to do timed actions (Clean up, build roads, etc.) Which also does not work. You cannot drop off pawns from a vehicle for some reason, not even passangers. You also cannot split into multiple vehicle caravans if you have more than one vehicle. All vehicle occupants are just greyed out. You can however merge Normal and Vehicle caravans into mixed caravans, and mixed caravans can have non vehicle occupants split from the group. Mixed caravans still count as vehicle caravans, so no timed actions are possible. They would also be slow, which is expected.

So anyway, the idea for the workaround fix is to be able to split vehicle caravans away from the vehicle. Just leaving the car on the world map, and make them unable to move. And you can merge with it later. And when you remerge you can choose the drivers and passangers again.

This would also fix the problem with vanilla outposts bug i read earlier. Vehicles would stay on the world map to be left there or retrieved as needed, and Pawns and items would not be lost, as they joined the camp as a normal caravan.

Screenshot 2024-10-16 214150

Raxon93 commented 22 hours ago

Screenshot 2024-10-16 220251 Found new compatibility bug, From Vanilla classical.

It gives a build tab on the world map, to show road building speed. The vehicles shows up on the prisoners on slaves tab, and you can banish them there. It Banishes everyone in the vehicle. Not game breaking, but dont press it.

Raxon93 commented 22 hours ago

After messing around i found out that in the pawns tab i can remove pawns from drivers, and passengers seats, making it possible to Split Vehicle caravans into a Vehicle and a normal caravan. The Vehicle caravan must still have have it least one pawn in connected to it. Not perfect, but i can at least taxi people to work sites.

Now if only there was no limit and i could park the vehicle.

Raxon93 commented 22 hours ago

Also a Loading menu tip about this would be awesome.

SmashPhil commented 22 hours ago

Just an FYI but 'stashing' vehicles (what you described by leaving behind the vehicle(s) on the world map) is already a feature. It's currently disabled on the release version since it needed more testing, but on unstable-build it's enabled and it will be out in the next update.

Raxon93 commented 21 hours ago

Great. Where can i get to the unstable branch?

SmashPhil commented 21 hours ago

https://github.com/SmashPhil/Vehicle-Framework/tree/feature/unstable-testing

There has been no compatibility fix for VE Classical yet though, keep that in mind.

Raxon93 commented 21 hours ago

Luckly Rimroads also works while using VE Classical. They add the same feature, but dont actually interfere with each other, and rimroads works good. And the other bug is not that mayor. I will run another test to see if people not driving or being passangers are deleted or not. Should be fine.

SmashPhil commented 21 hours ago

Actually, it would be a good idea to hold off until a full build for unstable goes out. I post them in my discord server, I have some bugfixes not yet pushed that you'll need if you want to play on the latest of unstable.

Raxon93 commented 21 hours ago

I gave unstable a whirl, but i did not find a "stash vehicle" Function. Also played around with control type and navigation settings. and tried splitting from vehicle. It did not work. I dont think it had anything do do with it.

Returning to stable.

SmashPhil commented 20 hours ago

image

Like I said though, it would be a good idea to hold off for now until a full build goes up on the discord server. Or until I push an update on steam.