I am always amazed with the technical quality of current Rimworld vehicle mods. Like, I am pretty sure having moving "multi-tile" pawns was seen as impossible to do, so all vehicle mods would have vehicles with huge textures that only occupied one space. I gotta check out the other vehicle mods myself, but I love how this mod takes full advantage of current tools to make vehicles with tons of features. The creator going through the effort to add customization features and fleshed out upgrades(different textures, sound effects, ANIMATIONS!!, ect...) is baller.
You can thank the modder Smash Phil for that. He's the one who created the Vehicle Framework mod that nearly all vehicle mods use, including the Vanilla Vehicles Expanded series and the shuttles for the latest version of SoS2. Can't wait for the update to his mod that will allow the AI to control vehicles as well.
Your reviews have come a long way in that time dude. Packing solid information, more clearly explaining mechanics and presenting better visuals to match too. Glad that you're covering things like the AOBA mods as they fry my brain. Keep up the awesome work man!
well, motorized is released on a tight schedule, and the description art needs to be redone with rebalanced stats. so It isn't included in the release. X
Nice throwback to old video. But tell us mister are you considering making a review of save our ship 2? I know you're still playing it on streams but it would be a great material for a longer review.
@@Kingallhobos Completely understandable. Maybe consider splitting the material in half or smaller parts. This might help you with massive amount of content and it won't make your channel go dead bc you went on 3 month long project. Off course if that works for you
This mod will be perfect for my next modpack which shall be slow grind to SoS2. Perfect mid-lategame logistic and weapon solution for a long grind and a good complimentary for OP shit in SOS
Great review! Your review of the base mod actually got me to pick it up and I really love it. I wish I could figure out the other mods used in AOBA's screenshots for this mod though, with all the cool steel framework looking stuff around the vehicles.
It's kinda magical in a way how every time you mention the framework it's based on you get it wrong. It's Vehicle Framework, not Vanilla Vehicles Expanded, they aren't the same thing. Also, why would building a vehicle include fuel cost? That makes absolutely no sense when you fuel it after you make the vehicle, the chemfuel used almost certainly represents the tires on the wheeled vehicles since Rimworld doesnt have rubber.
Do you take suggestions for mod reviews form here? And do you do things that are popular like Vanilla Expanded or Alpha Mods, or just more new or nitch things (have some of each that I like and could recommend for review).
Always up for recommendations! However I try to avoid the more popular mods from the vanilla expanded team, there’s a couple of exceptions on this channel but would much rather support smaller mod creators!
@@Kingallhobos Sorry for the delay, IRL stuff and then I forgot. Well, guess that means things like Save Our Ship and Rimworld of Magic are probably also a bit too popular. Though, maybe Vanilla Expanded Mechanoids is nitch enough, especially with Biotech. And if you just meant vanilla expanded things, then those two mentioned earlier, plus the alpha mods (Alpha Animals, Alpha Mechanoids, etc). Some other mods: Revia Race (two versions: a humanoid aliens dependent one and a biotech version that makes it a xenotype): a mod for cute kitsune girls who... are blood thirsty and do human sacrifices to a blood god for power... but those fluffy tails though. Seriously, seems interesting. Another one is the Biotech Expanded mods. Lots of cool stuff there. Especially the mythology one. Rim atomics is a classic (though still catching up on your mod reviews, so sorry if you did that one already). Dragon's Decent is always a fun mod. Haven't gotten to use it much since I usually start in tribal and try to claw my way up to space, but Plasteel Surgery and Reconditioning Pod seem pretty good. Same with Glitternet and Cybernet. Allow Tools is a nice quality of life. Romance on the Rim is an almost go to, in that it lets you have some ideology control over pawn relationships (or not, up to your precepts). There is Snap Out! and Therapy which are good for controlling pawns moods. The first lets pawns assigned to wardening try to snap someone out of a mental break early, and the latter lets them slowly get red of temporary negative mood debuffs (the ones which have timers on them). There is training consoles. Let's paws practice skills to get better of them, in case you don't have the work for them to do. Colony Manager and Worm Manager is pretty good for making your colony more autonomous. Recently found an interesting sounding mod: Stone into Iron: A Hyperweave Adventure. There are things like the Immortality Serum and Immortality Gene mod which let you have highlanders. There is rimfactory, bringing some factorio into your colony. It's really out dated, but Human Hive was definitely an interesting idea. And if you want I could probably give more, or just some more minor ones, like being able to move anima/granule trees and the anomaly monolith, or a mod that makes sure the VE Mechananoids auto-mortars can fire shells from the Gas Traps and Shells mod. Hope any of that was useful or looked interesting.
I'm not gonna put the investment to add this mod to my main save considering Vanilla Vehicles Expanded Warwalkers is planned to be released and I'd rather wait and be patient for a high quality mecha mod instead
i am not familiar with CE at all, like, i am clueless, its not a mod i use unfortunately. Im gonna take a stab in the dark and assume you can see the ammo requirements when you build a vehicle and select it and where the weapon icon is there should be an icon for what it requires to reload it
I dont think chemfuel in the costs would make sense, as they're more mechanoid than vehicle, which I think is the idea... If anything, something like the mechanoid or VRE Android charging stations would make more sense, I think.
Yeah I agree, your idea sound better, but having to charge vehicles would prob alter require it to have totally different from the Vehicle framework stuff, I’d imagine there’s a lot of complicate code and restrictions
Been trying to play with this mod set on CE but I am unable to control any of my pawns and all the mechs do is wander around. Has anyone found a way to make this mod work with ce appropriately?
No idea, I’m not a CE enthusiast, I’d suggest checking out AOBAs discord and asking there and seeing if the developers have any insight, or even better checking in with the CE devs and asking them
I am always amazed with the technical quality of current Rimworld vehicle mods. Like, I am pretty sure having moving "multi-tile" pawns was seen as impossible to do, so all vehicle mods would have vehicles with huge textures that only occupied one space. I gotta check out the other vehicle mods myself, but I love how this mod takes full advantage of current tools to make vehicles with tons of features. The creator going through the effort to add customization features and fleshed out upgrades(different textures, sound effects, ANIMATIONS!!, ect...) is baller.
You can thank the modder Smash Phil for that. He's the one who created the Vehicle Framework mod that nearly all vehicle mods use, including the Vanilla Vehicles Expanded series and the shuttles for the latest version of SoS2.
Can't wait for the update to his mod that will allow the AI to control vehicles as well.
Honestly it’s amazing, makes for the perfect Rimworld gameplay!
Your reviews have come a long way in that time dude. Packing solid information, more clearly explaining mechanics and presenting better visuals to match too. Glad that you're covering things like the AOBA mods as they fry my brain. Keep up the awesome work man!
Cheers buddy, appreciate you, make sure you keep up your good work as well! Love your content as well, always a pleasure to watch! ♥️
well, motorized is released on a tight schedule, and the description art needs to be redone with rebalanced stats. so It isn't included in the release. X
Didn’t know that, thank you for the info!
@@KingallhobosHey, isn't chemfuel used for the vehicle to move not for crafting? I didn't understand
Nice throwback to old video. But tell us mister are you considering making a review of save our ship 2? I know you're still playing it on streams but it would be a great material for a longer review.
I am considering it definitely, it would take up an absolute shed load of my time tho and I’m not sure I want to sacrifice what little time I’ve got 😅
@@Kingallhobos Completely understandable. Maybe consider splitting the material in half or smaller parts. This might help you with massive amount of content and it won't make your channel go dead bc you went on 3 month long project. Off course if that works for you
Automatic Revolver Electromagnetic Slingshot, or A.R.E.S. for short. Ares is the god of war in Greek mythology. 10:05
That makes it so much better, wish I’d noticed that at the time!
I would say the tanks are op vs humans but to be fair I don’t think I could take a tank shell too
Lmao true, not seen a bloke survive a direct tank shot before
@@Kingallhobos Yeah there's one Adam smasher ripoff pawn that I keep using as "test" and the tank oneshotted him
This mod will be perfect for my next modpack which shall be slow grind to SoS2. Perfect mid-lategame logistic and weapon solution for a long grind and a good complimentary for OP shit in SOS
This mod and SOS2 would be mind blowing
Great review! Your review of the base mod actually got me to pick it up and I really love it. I wish I could figure out the other mods used in AOBA's screenshots for this mod though, with all the cool steel framework looking stuff around the vehicles.
I think the steel frame work is from the War thunder mod, I THINK.
@@Kingallhobos I just looked it up and it is! Thank you so much, WOOOOO new playthrough time!
I remember seeing the original artwork post for deadswitch a while ago, so glad it released
Same! So glad to see it as well!
Nice review, very well put together and clear.
Thank you so much!
This guys laugh is infectuous and wholesome.
Thank you so much!
10/10 video and 10/10 review
Thank you so much!
Nice shirt, clever mic placement. Didn’t notice that for a while
Thank you! It was lowkey unintentional but it turned out great!
@@Kingallhobos a happy accident, got a good chuckle out of me
whoa, the vehicles look badass. Awesome mod, and good review :3
Thank you so much!
RH2 weaponsa re good but for ths rimworld style I recomand use GunNut weapons and only RH2 colthing.
Good shout!
I am 100% positive that the spider tank is inspired by Tachikomas from Ghost in the Shell.
I think it is!
chelydridae is the science word for snapping turtle.
Oooo interesting!
It's kinda magical in a way how every time you mention the framework it's based on you get it wrong.
It's Vehicle Framework, not Vanilla Vehicles Expanded, they aren't the same thing.
Also, why would building a vehicle include fuel cost? That makes absolutely no sense when you fuel it after you make the vehicle, the chemfuel used almost certainly represents the tires on the wheeled vehicles since Rimworld doesnt have rubber.
Thank you for the info!
very informative video you make. keep up the good work.
however, maybe you can make a video about the Revia Race mod? it will be very lovely.😊
Thank you! If I see it I’ll check it out!
Do you take suggestions for mod reviews form here? And do you do things that are popular like Vanilla Expanded or Alpha Mods, or just more new or nitch things (have some of each that I like and could recommend for review).
Always up for recommendations! However I try to avoid the more popular mods from the vanilla expanded team, there’s a couple of exceptions on this channel but would much rather support smaller mod creators!
@@Kingallhobos Sorry for the delay, IRL stuff and then I forgot.
Well, guess that means things like Save Our Ship and Rimworld of Magic are probably also a bit too popular. Though, maybe Vanilla Expanded Mechanoids is nitch enough, especially with Biotech. And if you just meant vanilla expanded things, then those two mentioned earlier, plus the alpha mods (Alpha Animals, Alpha Mechanoids, etc).
Some other mods: Revia Race (two versions: a humanoid aliens dependent one and a biotech version that makes it a xenotype): a mod for cute kitsune girls who... are blood thirsty and do human sacrifices to a blood god for power... but those fluffy tails though.
Seriously, seems interesting.
Another one is the Biotech Expanded mods. Lots of cool stuff there. Especially the mythology one.
Rim atomics is a classic (though still catching up on your mod reviews, so sorry if you did that one already).
Dragon's Decent is always a fun mod.
Haven't gotten to use it much since I usually start in tribal and try to claw my way up to space, but Plasteel Surgery and Reconditioning Pod seem pretty good.
Same with Glitternet and Cybernet.
Allow Tools is a nice quality of life.
Romance on the Rim is an almost go to, in that it lets you have some ideology control over pawn relationships (or not, up to your precepts).
There is Snap Out! and Therapy which are good for controlling pawns moods. The first lets pawns assigned to wardening try to snap someone out of a mental break early, and the latter lets them slowly get red of temporary negative mood debuffs (the ones which have timers on them).
There is training consoles. Let's paws practice skills to get better of them, in case you don't have the work for them to do.
Colony Manager and Worm Manager is pretty good for making your colony more autonomous.
Recently found an interesting sounding mod: Stone into Iron: A Hyperweave Adventure.
There are things like the Immortality Serum and Immortality Gene mod which let you have highlanders.
There is rimfactory, bringing some factorio into your colony.
It's really out dated, but Human Hive was definitely an interesting idea.
And if you want I could probably give more, or just some more minor ones, like being able to move anima/granule trees and the anomaly monolith, or a mod that makes sure the VE Mechananoids auto-mortars can fire shells from the Gas Traps and Shells mod.
Hope any of that was useful or looked interesting.
@@Kingallhobos considering the Alpha Implants mod has very little documentation on it's page, a review of that would be pretty appreciated, i feel.
I am waiting for the vehicle framework rework so that enemies can use all the vehicles.
SAME, update will be revolutionary
I'm not gonna put the investment to add this mod to my main save considering Vanilla Vehicles Expanded Warwalkers is planned to be released and I'd rather wait and be patient for a high quality mecha mod instead
Hope you enjoy!
Uh, dat weapon sounds. 😍
Literally so good!
Pardon but what about the Rimthunder vehicle mods?
Those are really good, not something I’ve really delved into honestly
@@Kingallhobos I personally like them, they feel balanced but useful unlike DMS
Could you please explain where you can find out what kind of ammunition these vehicles require? I mean the ammunition from the CE
i am not familiar with CE at all, like, i am clueless, its not a mod i use unfortunately. Im gonna take a stab in the dark and assume you can see the ammo requirements when you build a vehicle and select it and where the weapon icon is there should be an icon for what it requires to reload it
Can I ask you to rewiew The Wings Of Pandora? Seems cool but I dunno
Same author as this one btw
If I see it pop up I’ll check it out
You cant drive army steel apc beacause description says that its unmanned apc so It doesnt need driver
Yeah I kinda say that when I say it’s a robot
Wish it had CE yet. But oh well.
It is now CE compatible, it was updated between recording this video and uploading it 😅
Sadly CE bugs out the pawn and mech movements making it impossible to control them, at least in all my testing.
am i the only person who doesn't know how to paint vehicles? dose
It’s in the bottom left bit when you click in the vehicle it’s a little paintbrush icon!
I dont think chemfuel in the costs would make sense, as they're more mechanoid than vehicle, which I think is the idea...
If anything, something like the mechanoid or VRE Android charging stations would make more sense, I think.
Yeah I agree, your idea sound better, but having to charge vehicles would prob alter require it to have totally different from the Vehicle framework stuff, I’d imagine there’s a lot of complicate code and restrictions
Been trying to play with this mod set on CE but I am unable to control any of my pawns and all the mechs do is wander around. Has anyone found a way to make this mod work with ce appropriately?
No idea, I’m not a CE enthusiast, I’d suggest checking out AOBAs discord and asking there and seeing if the developers have any insight, or even better checking in with the CE devs and asking them
Which mod?
Idk sorry man
Nice ukraine war joke insert😂
Had to whip it out really