
Last update: 20.10.25.
Reason: Update mod to version: 20.10.25
This mod is a framework for modders to use to create vehicles. This mod does not include any vehicles on its own.

This framework treats all vehicles equally. This means there is no mechanical difference between land, sea, and aerial type vehicles other than certain configurations in the def.

Vehicles have their own health system that is split up among components. These components make up the health of the entire vehicle and may link to specific behavior (eg. tires could affect movement speed if damaged). Components are split into 2 categories: External and Internal
External components have physical hitboxes on the vehicle. This means vehicles can be strategically hit from certain sides to try and hit weaker parts of the vehicle, or hit the engine.
Internal components have no hitbox and will only be damaged if an external component with 0 health is hit and is “penetrated.” Pawns may also take damage if the vehicle is penetrated.
Vehicles use their own pathfinding. This means you can configure custom pathfinding for any of your vehicles and they will not interfere with each other.
On top of this, vehicles also use multi-cell pathfinding meaning they will take their hitbox into account when calculating their path to a location. This means vehicles won’t be fitting through tiny 1x1 doors or sitting on top of your walls.

This framework comes with 3 shaders that allow vehicles to be masked with patterns and skins. These are handled automatically as long as you have the appropriate mask textures and have also assigned the shader type in the graphic data. Patterns and skins are also shared across all vehicles unless defined to only be usable by (or exclude) certain vehicles. This means you don’t have to create any patterns in order for people to paint the vehicles you create and any patterns / skins you do create will be usable by vehicles from other mods. This shared system adds a wide variety of customization for players without requiring extra work from modders. The framework itself includes more than a dozen that you can use for reference.
Vehicles can be attached with turrets. These differ from vanilla and do not use the verb system, however they also do not have hardcoded positions meaning they can be offset to any point on the vehicle. Turrets can also be attached to other turrets, allowing them to rotate around the axis of rotation when the parent turret also rotates. A good example of this is a mounted machine gun atop a tank’s main turret. There are a few other options for modders as well, including but not limited to projectile offsetting for alternating barrels, overheating mechanics, recoil, custom projectile flags at runtime (eg. faster projectile speed that is separate from the projectile def such as high velocity mortar rounds), and more.

Aerial vehicles use a separate skyfaller launching system that gives a lot more freedom to how the animations and restrictions are handled. With this in mind, animations can be created per-vehicle and per-launch operation. If the default launch protocol classes aren’t enough for what you have in mind, you can expand on the ones I’ve created. Classes like these are always set up to be easily expanded upon. Launch protocols are split into ‘launching’ and ‘landing’ which allows you to create separate animations for both sequences. The ones provided with the framework are listed above.
All vehicle animations can be opened in-game within the animation editor that comes with the framework. The editor includes a line graph and preview window that allows you to tweak the animation without having to reboot the game over and over. Launch protocol animations can also throw flecks across the animation lifetime for visual effects.
Vehicles can overlay separate graphics on top of the vehicle texture that aren’t turrets. A good example would be a helicopter and its rotors. The graphic overlay system is also set up to be expanded upon, as the only ones the framework includes right now are Static and Rotating (which directly hooks up to the propeller takeoff class).
This framework includes a very intricate mod settings page which is designed to bridge the gap between modder and player. The general settings cover most vehicle-wide mechanics while the vehicle settings are generated at runtime for each vehicle def. Tweaking the balance of vehicles does not require xml patches as it can be done in the mod settings. Any vehicles created by modders will be picked up and given its own entry in the list. If you create your own ThingComp or even your own VehicleDef subclass you can use the PostToSettings attribute which will tell the framework to add it to the settings page and serialize it to the config file should it be modified.

There are going to be incompatibilities with a lot of mods due to how much has to be changed in order to incorporate vehicles. I don’t intend on leaving it this way and many incompatibilities have already been fixed so if you do run into a very obvious incompatibility please report it so I can fix it promptly.
Multiplayer
RimThreaded
CAI5000
New Features
- Vehicles now give comfort when pawns are inside. This is configurable per vehicle but will default to 50% for roles, and 15% when inside cargo.
Additionally, when in a vehicle caravan, bedrolls will be prioritized by pawns outside of the vehicle first. If there are still bedrolls available, pawns inside vehicles will take whichever provides greater comfort between the role they occupy and bedrolls available.
Additional Changes
- Fuel icon now uses icon of fuel type instead of hardcoded Chemfuel icon.
Bug Fixes
- Caravan formations for vehicle caravans loading more items than requested.
- Pawns loading items into vehicle entered infinite loop when unable to place item in vehicle.
- Feature flag restrictions not applying to patch operations, enabling options for features still in alpha.
- Doctors inside vehicles not tending to other pawns when in a caravan.
- Pawns inside vehicle caravans not using bedrolls to rest.
- Aerial vehicles not being able to land at Escape Ship map.
- Animals in boats throwing errors while fishing due to missing skill tracker.
- Changing seats in a vehicle caravan would sometimes result in duplicate or missing entry in colonist bar.
- Setting up a camp would fail to remove the caravan on the world map in some cases, leaving behind a ghost caravan.
- Loading mechs and animals via instant reform would add them to cargo, overencumbering the vehicle.
- Vehicle pathing not deregistering itself on rotation from regions, resulting in errors for job scanning.
- Targeting for landing threw errors when targeting out of bounds.
- Targeting for landing would continue after switching maps.
- Targeting would persist when reloading a save, throwing errors until canceling the targeter.
13.10.25 (1.4-1.6)
v1.6.2136
29.08.25 (1.4-1.6)
Notes
Hotfix for issues related to patch 2088.
Changes
- Re-enabled Load Pawn gizmo. After some feedback regarding the lack of options for loading mechs and prisoners, I will temporarily be enabling the gizmo while the Load Cargo dialog undergoes its rework. I have also added animals, mechs, and prisoners do the list of pawns the Transfer to Vehicle gizmo will show on.
- Added scenario part for starting with vehicles.
Bug Fixes
- Default pattern for GUI rendering attempted to set pattern properties even when the vehicle did not use the appropriate shader.
- Cargo loading would only subtract 1 count after loading a stack.
- Assign Seat dialog would attempt to sort on unnamed pawns like those from AutoCleaner.
- Deferred grid generation would get requests before initialization. This primarily applies to scenarios with starter vehicles.
- Man in Black event would trigger if remaining pawns were inside vehicles.
- VehicleTurret pre-render step not taking invisible turrets into account.
- Vehicle collisions would not take friendly fire chance into account, being unable to run over non-hostile pawns.
25.08.25 (1.4-1.6)
Changes
- Added restrictions to when Load Pawn gizmo should show on an entity.
- Disabled feature where vehicles could travel at nighttime. Colonists will stop to rest like vanilla caravans.
Bug Fixes
- Certain upgrades from mods like SOS2 would fail to load correctly from a save.
- Trading animals would not remove them from the vehicle caravan, resulting in infinite trades.
- Vehicles would be unable to path through tight corridors that were equal in width to the vehicle.
- Recovering stashed vehicles with more pawns than roles would remove pawns from caravan and not reassign.
- Exiting to main menu when world was still generating vehicle path chunks would fail to cancel the task.
- Loading cargo would attempt to reload the turret even with no ammunition filter.
- Some caravan actions like trade requests were duplicated, resulting in double acceptance / rewards.
- Cargo distribution for caravan formation wouldn't prioritize available vehicles.
- Vehicle icons would draw offset or scaled in various ways from render texture blit. Switched back to Graphics-based rendering and added shader clipping.
- Vehicle turrets from upgrades didn't recache their root positions, resulting in projectiles launching from vehicle center.
- Vehicle turret layering in icons not applied correctly.
- Upgrade nodes would not reset color for the next node, resulting in batches of nodes being darkened after a disabled node.
- Prisoners would be distributed to vehicle roles they cannot perform, breaking the colonist bar if downed.
- Hyperlinks in vehicle info card would overlap.
Compatibility
- Constructoids were unable to deconstruct vehicles.
- Aerial vehicle flight animations started from surface tile position for SOS2 space objects.
- Parties or other misc. gatherings with Orion's Hospitality enabled would attempt to invite vehicles to join in, throwing errors until the gathering ended.
04.08.25 (1.4-1.6)
02.08.25 (1.4-1.6)
13.07.25 (1.4-1.6)
07.08.24 (1.4-1.5)
03.08.24 (1.4-1.5)
23.06.24 (1.4-1.5)
07.06.24 (1.4-1.5)
11.04.24 (1.4)
22.12.23 (1.4)
06.11.23 (1.4)
Notes
Hotfix for bugs related to last patch and fire mechanics.
02.11.23 (1.4)
19.09.23 (1.4)
07.09.23 (1.4)
24.08.23 (1.4)
v1.5.1356
Notes
This update comes with some critical bugfixes to pathfinding and regions. Your vehicles shouldn't have any problems going through garages, and they definitely won't be pathfinding over walls anymore.
Next update will be focusing on everything related to Vehicle Caravans. I understand they're not perfect right now, so next update should alleviate that.
Bug Fixes
- Fixed bug where vehicles weren't triggering path recalculation when moving
- Fixed bug where path grids were only updating for vehicle region owners, allowing some vehicles to path over walls.
- Fixed bug where even-width vehicles (eg. 2x4) would get stuck when stopped near a wall.
- Fixed thread safety issues related to pulling thing lists during region recaching and pathfinding.
- Fixed bug where defining a vehicle turret without a shaderType would throw an exception on startup.
- Fixed bug where path grids wouldn't update when setting terrain via devmode.
- Fixed bug where vehicle caravans wouldn't render fuel gizmos for multiple vehicles in a caravan.
- Fixed bug where loading an older save with a vehicle on the world map (with turrets) would throw an exception upon returning.
Performance Changes
- Async actions are now pooled
- ThingList snapshots are now pooled
Compatibility Fixes
- Roads of the Rim
- Dynamic Trade interface
Additional Changes
- Added default 'Vehicles' tab for modders. Use this instead of creating a dozen different designation categories.
- Changed even-width vehicles from rounding up for region padding. 2xN vehicles can now fit through 2-cell gaps, rather than requiring 3.
- DamageDefs that aren't meant to harm health no longer damage vehicles (EMP, Smoke, Extinguish, etc.)
19.08.23 (1.4)
10.08.23 (1.4)
07.08.23 (1.4)
04.08.23 (1.4)
File info