"Air-Drops", "Chemical Breakdown and Re-creation", "3D Printing", and more

Current Version: (for 7251) 28 March 2018
Google Drive

Note about this update
Once you “craft the crate” with the flare, you need to (a)ctivate the crate to make it into the “open” version, you can then disassemble ths open version to get the goods.

This is because of a recent update where items remember what they were crafted with, so dissassembling the crates would yield a flare, this is a wonky workaround for now, i just wanted to keep the mod available for people to use. Thanks.

Past version (for 4157) (0.C-8877-ga44b390)
Google_Drive
7 Jan 2016

Special thanks to Malkeus for keeping the mod alive.

This Mod allows air drops, 3D Printing, Long Term food storage through irradiation, a chemical crafting system to break down drugs and household chemicals into “raw chemicals” that can be re-combined to create things like gunpowder, gasoline, other drugs and even household products in a balanced way, with some loss every time chemicals are broken down, and a few professions to play with :slight_smile:

Air-Drops: (Main Feature)
By using a signal flare the player can “order in” crates of supplies, ranging from chemicals (see below), gear for mechanics or soldiers to a crate full of paper, duct tape, medical supplies or even a crate full of flares! Right now this “service” only requires a flare and it accessed through the crafting menu, but I’m tempted to add “badges/licences” to the game that are needed (and MAYBE consumed) when ordering special item crates. For balance id like it so that an “Arms licence” allows you to have 3 air drops and then you need to find another licence to order more. I may even make it so radios are required as well as OR instead of flares. This is a POSSIBLE feature I may add depending on what people say, but right now you can order in anything with just a flare, this is pretty much a “demo” of the mod, it has all features, but it isn’t balanced yet :slight_smile:

To use the air drop system just open the crafting menu and craft the desired Air-drop out of a single flare, then just breakdown the crate when it arrives using “(” so you receive not only the items you ordered, but some tattered rags that were a parachute and a few planks that were once the crate. :slight_smile: Note certain skills are required for some drops, they are all automatically learned at the moment :slight_smile:
Chemical System:

This chemical system seems quite cheat-y right now but balances will come, right now chemicals you find normally in the world can now be broken down into “raw chemicals”, and turned into almost anything else if you have the equipment and resources. A feature I really want to move into is instead of having a “generic raw chemical” I instead refine the chemical system so chemicals that are flammable for example get turned into a sort of “generic Flammable chemical”, this way you can’t fuel a car’s gas tank with ground down aspirin pills lol, but right now this “demo” mod has all the features but isn’t really balanced yet, so you can for example turn cocaine into raw chemical, and the raw chemical into alcohol, yes not balance YET, but it adds a fun twist to the game, and as I’m a University Chemistry student you can rest assured that it will be a mix of both balance and realism :).

3D Printing:

VIA a craftable machine (and using resin made from plastic chunks and chemicals) it is now possible to form many useful items out of plastics, these range from cutlery to basic tools and plastic containers. The goal of this is to make it possible to make items in a pinch, yet I hope to make them less durable and practically useless in combat, this is more of a utility item than a “cheat-y tool” to just churn out free tools, as the machine and the resin is VERY heavy to cart around.

Food Irradiation:

Using a crafted machine and a radioactive source it is now possible to blast food-stuffs with radiation to preserve them for a “very” long time.

Professions:
This mod also adds 4 Professions to the game(all are tagged with DD so you can easily find/ignore them ingame :stuck_out_tongue: lol):

–The “Demi-God” is of course VERY cheaty, and was used by me for testing really, it just basically has ALL the useful biomechanical mods installed. “You’re the ultimate experiment.”

–The “Future Human” , basically an individual that has most of the non-military biomechanical upgrades, and provides an instant “quality of life” edge to the game, think the “average to wealthy” person from Deus Ex… “This is how we’ll be one day.”

–The “Zero-Point Agent”, this is an…interesting individual, basically a time traveller with some very interesting starting items, ranging from a tiny laser to start fires to a Nano-suite to protect the user from raging fire… “You travelled through time to stop the cataclysm, but you arrived too late.”

–The “Lost Logistics Officer” is basically a near naked soldier lost in the wild with only 3 flares to help him…but bare in mind the Air-drop system :P… “with nothing but your trusty few flares to flag down air drops, this could be difficult, or really easy, depending on how you use them.”

Please PLEASE leave feedback, and bare in mind these are only just really “Demo mods”, just to get them out there for you all to help shave off the rough edges :slight_smile:

If anyone finds “Free craftable items” or items needing “0 rocks or pebbles” let me know, this is just for testing proposes and should have been removed, if I miss any PLEASE let me know :slight_smile:

DOWNLOADS
V0.2.7 = https://www.dropbox.com/s/68k596b543amx94/Duros’%20DoingsV0.2.7.zip?dl=0 (26/Mar/2015)
V0.2.6 ---->V0.2.7 (Merged the fixes done by Malkeus, Than you :D)
V0.2.6 = https://www.dropbox.com/s/tua47f7np6no87n/Duros’%20DoingsV0.2.6.zip?dl=0 (18/Sept/2014)
V0.2.5----->V0.2.6 (Edited a few Recipes to make them actually work (Such as Boiled water))
V0.2------->V0.2.5 (Removed the “Constructions” file, that file wasn’t really a feature, but it causes issues with the latest Experimental versions)
(0.1—>0.2 Changelog: Drop crates didn’t cost flares [FIXED]
[b]EXPERIMENTAL DOWNLOADS/b]
0.C-2920 = https://www.dropbox.com/s/540qnf9t7z34qbq/Duros’%20DoingsV0.2.7-C2920.zip?dl=0 (26/Mar/2015)

Please leave ANY AND ALL feedback, I plan on spending a lot more time on this, even though its taken weeks to put together, I feel its time to release :D.

1 Like

[size=18pt]Feature In Progress (Updated 11 March 2016):[/size]
This is the direction I’m taking the air drop system, players will start with a recipe to contact an off-screen faction (maybe it’s what remains of a logistical wing of the government, maybe a well organised settlmeant or hell, maybe the whole cataclysm is an isolated experiment, what ever for now lol), by using a two-way radio (to make contact) and a paper and pen to make something of a ‘Logistics catalogue’. Players will read (shift +r) this back to themselves to get the various basic air drop recipes AND a very important recipe, the ‘Dead drop crate’.

The dead drop crate takes many different combinations of items to create and a radio as a tool. The result of this recipe is…a token (stay with me).

The catalogue also contains a recipe to make a ‘Log-Book’ (name pending) (radio and pen/pencil as tool and paper as a component) the tokens (see above) go into the log book as ‘charges’.

When ordering an air drop you will craft the drop using 1. A Two way radio, 2. A log book (and charges depending on what you order) and 3. A flare to mark the drop point.

Now comes the interesting bit.

Once you have a tier-0 log book full of tokens (say 10), you can craft it into the Tier-1 log book, (that holds say 20-25) then you will need the T-1 log book to craft (as a tool, no charges) to craft the T-1 catalogue to get the more expensive (token wise) drops, and unlock more expensive dead-drop crates (to get more tokens)

This is to add a tiered progression to the mod, and will also make it so you have to earn your airdrop full of hydrogen cells/nuke(s)/assorted drugs and chemicals/ammo/pencils.

It will also stop the super wall of recipes in the crafting screen (until you unlock them all)

The mod update will also be fleshed out, not just 5-10 recipes but loads, maybe 40-60 with 4+ tiers.

This is the idea, and I’m sitting down and starting right now.

W- Wel- Well damn.

THIS IS QUITE AMAZING. I like it.

Thanks :smiley: This is my first attempt into modding, and I hoped to make something both interesting and useful :slight_smile:

Few quick things that might help the mod:

-if you want to keep air drops the same, you might be able to hijack some of the air drop random event’s (Pretty sure its random at least) code with the flares having a small chance of triggering one early on in the game by “tricking a military supply plane”(the orphans don’t need the medicine and law rockets anyway).

-Tools currently do not get damaged by use, thus the only detriment would be their bad combat stats. You could instead give these “resin tools” shitty tool quality (like lvl 1 hammering quality) if you want to make them inferior to real tools.

Thank you for your feed back :slight_smile:

As far as the air drops go its really just a function of the crafting system, so you really just “craft the crate out of a flare, then breakdown the crate into its “true components” which are the contents of the ordered crate”. If I misunderstood please let me know and explain further :), yet to clarify I have NOT coded an event where a plane drops the crate after the flare is fired, that is very much beyond me. I feel like my current system is a cheap cop-out now lol.

That’s a good point about durability, I based the current system off of the “multi-tool” that is in game right now, like a swiz-army knife, and the lock picks suffer damage so I assumed other tolls would suffer ware and tare too. So your idea would be to make it a “tiered progression” type system? Like "Resin/plastic --> metal --> alloys etc? Hmm, I like that idea…if that’s what you’re suggesting? :smiley:

[quote=“Duros, post:6, topic:6885”]Thank you for your feed back :slight_smile:

As far as the air drops go its really just a function of the crafting system, so you really just “craft the crate out of a flare, then breakdown the crate into its “true components” which are the contents of the ordered crate”. If I misunderstood please let me know and explain further :), yet to clarify I have NOT coded an event where a plane drops the crate after the flare is fired, that is very much beyond me. I feel like my current system is a cheap cop-out now lol.

That’s a good point about durability, I based the current system off of the “multi-tool” that is in game right now, like a swiz-army knife, and the lock picks suffer damage so I assumed other tolls would suffer ware and tare too. So your idea would be to make it a “tiered progression” type system? Like "Resin/plastic --> metal --> alloys etc? Hmm, I like that idea…if that’s what you’re suggesting? :D[/quote]

In the case of the air drop, I was suggesting you could just have the flares creation “trigger” a drop event occasionally (the event is already in the game’s code). However, cheap cop outs are how all coding projects start out (as long as they are quick and easy).

In the case of durability, another possibility is to give it charges. Once its charges are all used up, maybe you could melt it down and get back a small amount of the materials, but aside from that it’d be useless. My original point on durability was based on how cata is moving to handle tools; every tool has a specific “quality” required by the recipe, and plastic would just have an extremely low quality (like 1, maybe 2).

[quote=“Daidalon, post:7, topic:6885”]In the case of the air drop, I was suggesting you could just have the flares creation “trigger” a drop event occasionally (the event is already in the game’s code). However, cheap cop outs are how all coding projects start out (as long as they are quick and easy).

In the case of durability, another possibility is to give it charges. Once its charges are all used up, maybe you could melt it down and get back a small amount of the materials, but aside from that it’d be useless. My original point on durability was based on how cata is moving to handle tools; every tool has a specific “quality” required by the recipe, and plastic would just have an extremely low quality (like 1, maybe 2).[/quote]

Oh I see!! I truly was not aware that the game already had a drop-crate-type system xD. Yeah right now the way I do it works great, the only downside is the amount of space the different air drops take up in the crafting screen, but if people feel that isn’t a problem then it doesn’t need a COMPLETE overhaul :)…well, at least not yet :stuck_out_tongue: lol, this is my first mod ever and its made 100% just by playing with the JSON files, I didn’t use anything else special to put it together, its just basic text files for recipes and items :stuck_out_tongue: lol

I understand your point now, and yes that would be better, otherwise the player would be stuck with redundant tools and finding hardware shops and tools would be pointless if you could just make them, i’ll work on that and look into making the tools ~20-30% recyclable for balance :slight_smile:

EDIT: This may sound cheeky but if you find time could you give the mod a try and let me know what you think? :slight_smile:

Yeah, I didn’t know it was a thing either until my character woke up one morning to several crates on the lawn (2 go bags and a mininuke :)). Also, there are apparently plane crashes/soemthing like it as all of a sudden an area I’ve cleared and burned was covered in metal wreckage and special zombies (including hulks…).

Needless to say, I didn’t really get to enjoy the nuke (nuked myself).

Huh, an area you’ve covered already shouldn’t get a new map_special. Either one’s there when you first arrive, or one’s never there. If you’d write that up and post in the Garage?

3D printing might be viable for mainline, but the rest are likely no-go. Airdrops likely wouldn’t be considered cost-effective (flying the plane costs fuel that would be better spent Elsewhere), we like abstraction in the crafting system, and we’ve specifically stated over in the Drawing Board that irradiating your food would be cost-inefficient at best.

[quote=“Daidalon, post:9, topic:6885”]Yeah, I didn’t know it was a thing either until my character woke up one morning to several crates on the lawn (2 go bags and a mininuke :)). Also, there are apparently plane crashes/soemthing like it as all of a sudden an area I’ve cleared and burned was covered in metal wreckage and special zombies (including hulks…).

Needless to say, I didn’t really get to enjoy the nuke (nuked myself).[/quote]

haha! I was experimenting with various ridiculous weapons for the “Zero-point” section of this mod, its meant to be over the top and a bit silly but the items are near impossible to acquire so…

But I made a "plasma Repeating-Cannon that fires 4 mini-nukes lol, safe to say I saved BEFORE I tested it because I say what was coming xD

but this mod’s “cop-out” is…

[glow=blue,2,300]“To use the air drop system just open the crafting menu and craft the desired Air-drop out of a single flare, then just breakdown the crate when it arrives using “(” so you receive not only the items you ordered, but some tattered rags that were a parachute and a few planks that were once the crate. :)”
[/glow]

[quote=“KA101, post:10, topic:6885”]Huh, an area you’ve covered already shouldn’t get a new map_special. Either one’s there when you first arrive, or one’s never there. If you’d write that up and post in the Garage?

3D printing might be viable for mainline, but the rest are likely no-go. Airdrops likely wouldn’t be considered cost-effective (flying the plane costs fuel that would be better spent Elsewhere), we like abstraction in the crafting system, and we’ve specifically stated over in the Drawing Board that irradiating your food would be cost-inefficient at best.[/quote]

Hi, erm, I really don’t follow you in that first paragraph :S (EDIT: I now realise that was aimed at someone else lol)

This is really just a “basic” form of the mod im making, everything in the first post is currently in this version (V0.2) and the idea is to refine it through feedback after people use and play with it.

The air drop system I have right now is just to get the concept ironed out, the air drops would later require resources to be “sent” to these “factions” to unlock the ability to order air drops in the first place, such as fuel and raw materials to “buy your way” into their good graces to spend resources to send you these care packages.

As far as immersion goes I may make it so you need a “Supply rig” composed of a compressed air cylinder and a balloon so the items you offer can be picked up via sky-hook (batman style). As far as cost effective goes it depends what the “factions” are getting in return for running this service, and frankly you can make fuel out of algae and this is even a game-world where we have hydrogen powered cars why not planes?, or even planes powered by solar? They exist in real life now, and the game world is meant to be set in the near future after a cataclysm, so even scrap found would be advanced :slight_smile:

This is really just a proof of concept.

As for food irradiation after what I’ve looked up if you did it “quick dirty and dangerous” its not much more difficult that making a home made nuclear reactor (google David Hahn, he made a functional nuclear reactor out of old smoke alarms and a few extra bits and pieces in his shed when he was just 17 years old…and he wasn’t in a post-cataclysm wasteland where there are army bases and science labs just down the road he could loot :stuck_out_tongue: haha)

[quote=“KA101, post:10, topic:6885”]Huh, an area you’ve covered already shouldn’t get a new map_special. Either one’s there when you first arrive, or one’s never there. If you’d write that up and post in the Garage?

3D printing might be viable for mainline, but the rest are likely no-go. Airdrops likely wouldn’t be considered cost-effective (flying the plane costs fuel that would be better spent Elsewhere), we like abstraction in the crafting system, and we’ve specifically stated over in the Drawing Board that irradiating your food would be cost-inefficient at best.[/quote]

That save file is dead and gone:/. Honestly, I’m kinda disappointed now that I know it was just a bug. It made the world just that much more interesting (until the accidental suicide, at which point the world was just that much more burning, searing pain).

If it helps, I literally was sleeping in a gun shop (aka, home base because tool room) at the time, and when my character woke up, the crates were in the front. lawn

What Ka is saying is without this mod, there are no airdrops. There are technically airdrops, but they are already generated and cannot be spawned with the player’s doing.

That is really odd. Maybe you didn’t see them the first time…?

[quote=“FunsizeNinja123, post:14, topic:6885”]What Ka is saying is without this mod, there are no airdrops. There are technically airdrops, but they are already generated and cannot be spawned with the player’s doing.

That is really odd. Maybe you didn’t see them the first time…?[/quote]

Once again im sorry but I appear to be slow on the uptake (maybe I just need sleep xD lol) but is he saying what I have here is a good thing or is he saying its really not worth carrying on? xD lol

I just cobbled this together in about 6-7 days because there wasn’t another mod out there that can do this, and I have plans for it to be so much more than the “bare-bones” system I have here :slight_smile:

[quote=“Duros, post:15, topic:6885”][quote=“FunsizeNinja123, post:14, topic:6885”]What Ka is saying is without this mod, there are no airdrops. There are technically airdrops, but they are already generated and cannot be spawned with the player’s doing.

That is really odd. Maybe you didn’t see them the first time…?[/quote]

Once again im sorry but I appear to be slow on the uptake (maybe I just need sleep xD lol) but is he saying what I have here is a good thing or is he saying its really not worth carrying on? xD lol[/quote]
He is just saying that either I somehow broke cataclysm by trying to inhabit a gun store, or I hurr durred pretty hard (wouldn’t be the first time, if I’m being honest).

Yeah sorry I got that literally 2 minutes ago, lol :slight_smile: maybe im just really tired but replys without quotes seem to confuse me tonight :stuck_out_tongue: lol

[quote=“Duros, post:12, topic:6885”][quote=“KA101, post:10, topic:6885”]Huh, an area you’ve covered already shouldn’t get a new map_special. Either one’s there when you first arrive, or one’s never there. If you’d write that up and post in the Garage?

3D printing might be viable for mainline, but the rest are likely no-go. Airdrops likely wouldn’t be considered cost-effective (flying the plane costs fuel that would be better spent Elsewhere), we like abstraction in the crafting system, and we’ve specifically stated over in the Drawing Board that irradiating your food would be cost-inefficient at best.[/quote]

Hi, erm, I really don’t follow you in that first paragraph :S

This is really just a “basic” form of the mod im making, everything in the first post is currently in this version (V0.2) and the idea is to refine it through feedback after people use and play with it.

The air drop system I have right now is just to get the concept ironed out, the air drops would later require resources to be “sent” to these “factions” to unlock the ability to order air drops in the first place, such as fuel and raw materials to “buy your way” into their good graces to spend resources to send you these care packages.

As far as immersion goes I may make it so you need a “Supply rig” composed of a compressed air cylinder and a balloon so the items you offer can be picked up via sky-hook (batman style).

This is really just a proof of concept.

As for food irradiation after what I’ve looked up if you did it “quick dirty and dangerous” its not much more difficult that making a home made nuclear reactor (google David Hahn, he made a functional nuclear reactor out of old smoke alarms and a few extra bits and pieces in his shed when he was just 17 years old…and he wasn’t in a post-cataclysm wasteland where there are army bases and science labs just down the road he could loot)[/quote]

First paragraph was @Daidalon, and yeah, sorry to hear that.

You can make whatever you like for your mod; I saw “hey, new mod” and thought I’d do a quick checkup for mainline-eligibility. That’s all. Skyhooking things likewise wouldn’t work too well in mainline as the main issue (flying missions into/over the area is NOT cost-effective) remains.
The map_special supply drops were from back when the military was actively fighting. That time is over now, and the best the military’s doing in the area is MAYBE boots-on-the-ground guerrilla support (Acidia’s “Old Guard” faction is the remnants of the federal government, and that’s one mission-giving guy).

Crafting a reactor would require pretty decent skills and parts, I should think, but given how rarely minireactors spawn you could probably get a lot of popular support if you PR’d a crafting recipe (and the item, obvs) for homemade-reactor. You’d need some cites for it, but that might work.

[quote=“KA101, post:18, topic:6885”]First paragraph was @Daidalon, and yeah, sorry to hear that.

You can make whatever you like for your mod; I saw “hey, new mod” and thought I’d do a quick checkup for mainline-eligibility. That’s all. Skyhooking things likewise wouldn’t work too well in mainline as the main issue (flying missions into/over the area is NOT cost-effective) remains.
The map_special supply drops were from back when the military was actively fighting. That time is over now, and the best the military’s doing in the area is MAYBE boots-on-the-ground guerrilla support (Acidia’s “Old Guard” faction is the remnants of the federal government, and that’s one mission-giving guy).

Crafting a reactor would require pretty decent skills and parts, I should think, but given how rarely minireactors spawn you could probably get a lot of popular support if you PR’d a crafting recipe (and the item, obvs) for homemade-reactor. You’d need some cites for it, but that might work.[/quote]

Ah right! Ok, in that case my first step is to apologise :slight_smile: lol, I honestly thought it was a “swoop in and put this guy down for posting” sort of deal :stuck_out_tongue: lol, but now I know that not the case :smiley:

I understand where you’re coming from but that guy really made a reactor when he was 17 and the US Gov. swooped in and cleared the place with hazmat and took it very seriously.

I understand and truly appreciate the concept of absorbing mods into mainline, but making fun content for everyone is the reason im doing this, I didn’t realise mods are looked into right away for mainline content :slight_smile:

Once I’ve built up a decent system, fleshed it out, build and tweaked the structure and then acid dipped it to clean off the fleshy-rough edges I feel it would THEN be worthy of even being considered :slight_smile:

…and er…I really really don’t mean to nit-pick but if a player in this game can solo build a tank that’s bigger than a building (possible right now in game) I don’t see how an off screen faction consisting of dozens or hundreds couldn’t botch together a small solar/fusion powered plane the size of a Cessna.

Also electrolysing simple water to give pure hydrogen gas is REALLY easy, here is a youtube video of a guy making a VERY simple machine that electrolyses water to get Hydrogen gas: https://www.youtube.com/watch?v=cqjn3mup1So
This separated hydrogen tube and oxygen tube is only a single step away from being a useful hydrogen fuel cell. I’m currently doing a master’s degree in “Chemistry and Chemical Engineering” at University, trust me, this is cheap, effective and is SO EASY to make using scrap you can get hold of today.

… Just saying :stuck_out_tongue: lol

But I do understand that introducing a mod that uses “NPC Factions” is a can of worms that the mainline may not want to open just yet :slight_smile:

That’s my job.

Oh god… I just had a horrible thought… NPCs decked out with armor and weapons on par with the player. Oh god…