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

Hey everyone, really sorry for the random and unexplained hiatus, I’ve had a lot to deal with lately with University and other personal issues.

I plan on diving right back into this as I have 3 weeks off starting this Monday. I plan on not only updating this mod but also adding the features that were mentioned, and going through feedback and suggestions from all of you.

I’d like to thank Malkeus directly for his work on tweaks and fixes, it shows that people care about and still have an interest in this mod, Thank you. :slight_smile:

The zptoken is an item that is meant for a special profession, the plan is the only way to get some (one or two) is by starting as a Zero-Point Traveller, the idea is that you’re meant to be a volunteer in an experiment, and you have these small “tokens” that allow you to spawn in OP gear, but only one or two. The idea is that you have access to REALLY advanced future/alternate timeline equipment, but you have to choose.

It was a little experiment I started to see how the game changes when a single survival factor, such as not having to worry about water, affects the rest of the game’s balance.

The Zero-point thermal suits for example make it so you don’t have to worry about staying warm during “normal” conditions (cold nights or hot days for example), but they wont keep you alive walking in fire.

[quote=“Malkeus, post:80, topic:6885”]This is ‘my_tools.json’: http://pastebin.com/AH33hekH (edit: Updated). I made changes to the multitool… snip

This mod is like 2 good ideas and a cheat pack all rolled into one.
…[/quote]
Thanks for the updates and changes, and as you say, 2 good ideas and a cheat pack, but I didn’t like the idea of running 2-3 mod threads when this is my 1st mod ever :stuck_out_tongue: lol

The ‘cheat mod’ will be restricted to that one “Zero-Point Traveller” profession, and as for the other two mods I think I tried to take on too many features, I just had a bunch of crazy ideas and knocked this together in the space of about 2-3 weeks I think, there are bound to be errors and places when I just plain got stuff wrong :stuck_out_tongue: haha.

I would recommend looking into splitting your mod up as well, put airdrop in one, chemicals in another, irradiator in another, etc. Not everyone wants everything, and a lot of people don’t know how to remove what they don’t want.

Thanks for making the mod, quite a few handy things in it, even if I haven’t used it in a while.

Just updated all the errors I could find to make a download available for the 0.C-2920 experimental builds, Enjoy. :slight_smile:

[quote=“Lorith, post:84, topic:6885”]I would recommend looking into splitting your mod up as well, put airdrop in one, chemicals in another, irradiator in another, etc. Not everyone wants everything, and a lot of people don’t know how to remove what they don’t want.

Thanks for making the mod, quite a few handy things in it, even if I haven’t used it in a while.[/quote]
Thanks for the Feedback. :slight_smile:

I fully intend to once I get one section of the mod to a stage where its features are fully polished, for now this is still unfortunately a sort of ‘Demo’ of the features I’m working on, my biggest problem is actually sitting down and blitzing a single section (the voting polls are pretty clear as to what direction I should focus on, that being the Air-drop System), I just have 2-3 different directions I want to go with the same feature, and am unsure which would be best lol :confused:

EDIT: Also id make it so all the mods are modular, so they work with say a couple installed together, individually, and even work together, such as chemical airdrops, but only if BOTH the airdrop and chemical mods are BOTH installed and activated…not thought of how THAT will work yet :stuck_out_tongue: lol.

Hello again, Duros. I’ve made a list of mods, and I think yours should be on it. This mod has a lot of good ideas in it, and the cheaty stuff is fun too. :slight_smile:

To launch this in experimental 4060, the materials need a parameter added, chip_resist. Replacing my_materials.json with this data lets it load without any pink text.

[
    {
        "type" : "material",
        "ident" : "zp_matter",
        "name" : "Zero-Point-Matter",
        "bash_resist" : 10000,
        "cut_resist" : 10000,
        "bash_dmg_verb" : "scuffed",
        "cut_dmg_verb" : "marked",
        "dmg_adj" : [
			"80% integrity",
			"60% integrity",
			"40% integrity",
            "20% integrity"
        ],
        "acid_resist" : 10000,
        "elec_resist" : 10000,
        "fire_resist" : 10000,
        "chip_resist" : 10000,
        "density" : 10000
    },{
        "type" : "material",
        "ident" : "zp_fluid",
        "name" : "Zero-Point-Fluid",
        "bash_resist" : 10000,
        "cut_resist" : 10000,
        "bash_dmg_verb" : "scuffed",
        "cut_dmg_verb" : "marked",
        "dmg_adj" : [
			"80% integrity",
			"60% integrity",
			"40% integrity",
            "20% integrity"
        ],
        "acid_resist" : 10000,
        "elec_resist" : 10000,
        "fire_resist" : 10000,
        "chip_resist" : 10000,
        "density" : 10000
    }
]

Edit: Testing reveals that this will need a lot of work still to function properly in the experimental. At the bare minimum the multitool needs redone, none of it’s various functions actually work as intended anymore. They simply have cutting 1 tool quality and nothing else. Airdrops still work though, so that’s nice :slight_smile:

edit2: updated “my_tools.json” fixes multitool

[
  {
    "id": "multitool",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool",
    "description": "A very useful tool that can turn into many others.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 1,
    "bashing": 3,
    "cutting": 0,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool",
    "flags": ["BELT_CLIP"],
    "use_action": "NONE",
    "qualities": [["CUT", 1]]
  },
  
  {
    "id": "multitool_scissors",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool scissors",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a pair of scissors.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 1,
    "bashing": 3,
    "cutting": 6,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_scissors",
    "flags": ["BELT_CLIP"],
    "use_action": { "type": "knife" },
    "qualities": [["CUT", 1]]
  },
  
  {
    "id": "multitool_hammer",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool hammer",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a hammer.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 3,
    "bashing": 7,
    "cutting": 0,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_hammer",
    "flags": ["BELT_CLIP"],
    "use_action": "HAMMER",
    "qualities": [["HAMMER", 2], ["HAMMER_FINE", 1]]
  },
  
  {
    "id": "multitool_crowbar",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool crowbar",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a crowbar.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 3,
    "bashing": 7,
    "cutting": 0,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_crowbar",
    "flags": ["BELT_CLIP"],
    "use_action": "CROWBAR"
  },
  
  {
    "id": "multitool_scalpel",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool blade",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a scalpel.",
    "price": 120,
    "material": "zp_matter",
    "techniques": "PRECISE",
    "weight": 310,
    "volume": 1,
    "bashing": 0,
    "cutting": 9,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_scalpel",
    "flags": ["BELT_CLIP"],
    "use_action": { "type": "knife" },
	"qualities": [["CUT", 2], ["BUTCHER", 5]]
  },
  
  {
    "id": "multitool_saw",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool saw",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a saw.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 3,
    "bashing": -1,
    "cutting": 5,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_saw",
    "flags": ["BELT_CLIP"],
    "use_action": "LUMBER",
    "qualities":[["SAW_W", 2]]
  },
  
  {
    "id": "multitool_hacksaw",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool hacksaw",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a Hacksaw.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 3,
    "bashing": 1,
    "cutting": 1,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_hacksaw",
    "flags": ["BELT_CLIP"],
    "use_action": "HACKSAW",
    "qualities":[["SAW_M", 1], ["SAW_M_FINE", 1]]
  },
  
  {
    "id": "multitool_puller",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool puller",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a bullet puller.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 2,
    "bashing": 4,
    "cutting": 0,
    "to_hit": 0,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_puller",
    "flags": ["BELT_CLIP"],
    "use_action": "BULLET_PULLER"
  },
  
  {
    "id": "multitool_boltcutters",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool boltcutters",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as bolt cutters.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 3,
    "bashing": 7,
    "cutting": 4,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_boltcutters",
    "flags": ["BELT_CLIP"],
    "use_action": "BOLTCUTTERS"
  },
  
  {
    "id": "multitool_picklocks",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool lockpick",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a set of lock-picks.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 1,
    "bashing": 0,
    "cutting": 1,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool",
    "flags": ["BELT_CLIP"],
    "use_action": {
      "type": "picklock",
      "pick_quality": 5
    }
  },
  
  {
    "id": "multitool_pickaxe",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool pickaxe",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a rudimentary pickaxe.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 4,
    "bashing": 9,
    "cutting": 4,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_pickaxe",
    "flags": ["BELT_CLIP"],
    "use_action": "PICKAXE"
  },
  
  {
    "id": "multitool_shovel",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool shovel",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a rudimentary shovel.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 4,
    "bashing": 10,
    "cutting": 8,
    "to_hit": 1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_shovel",
    "use_action": { "type": "knife" },
    "flags" : ["CHOP", "BELT_CLIP"],
    "qualities": [["CUT", 1], ["DIG", 3], ["BUTCHER", -8]]
  },
  
  {
    "id": "multitool_injector",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool injector",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a jet injector. A label on the side warns against using more than two doses per hour.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 1,
    "bashing": 0,
    "cutting": 0,
    "to_hit": 0,
    "max_charges": 2,
    "initial_charges": 0,
    "charges_per_use": 1,
    "turns_per_charge": 0,
    "ammo": "ampoule",
    "revert_to": "multitool_injector",
    "flags": ["BELT_CLIP"],
    "use_action": "JET_INJECTOR"
  },
  
  {
    "id": "multitool_hoe",
    "type": "TOOL",
    "symbol": ";",
    "color": "light_gray",
    "name": "multitool hoe",
    "description": "A very useful tool that can turn into many others. In this configuration it can be used as a farming hoe.",
    "price": 120,
    "material": "zp_matter",
    "weight": 310,
    "volume": 4,
    "bashing": 9,
    "cutting": 5,
    "to_hit": 2,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "multitool_hoe",
    "flags": ["BELT_CLIP"],
    "use_action": "MAKEMOUND"
  },
  
  {
    "id":"zp_lighter",
    "type": "TOOL",
    "symbol": ",",
    "color": "blue",
    "name": "Zero-Point Igniter",
    "description": "This is a device used to set things alight.",
    "price": 3500,
    "material": "zp_matter",
    "weight": 14,
    "volume": 0,
    "bashing": 0,
    "cutting": 0,
    "to_hit": 0,
    "max_charges": 100,
    "initial_charges": 10,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "null",
    "flags": ["BELT_CLIP"],
    "use_action": {
            "type": "firestarter",
            "moves_cost": 15
    }
  },
  
  {
    "id": "zp_irradiator",
    "type": "TOOL",
    "symbol": ";",
    "color": "green",
    "name": "Irradiator",
    "description": "A very radioactive source held in a relatively safe container.",
    "price": 12000,
    "material": "zp_matter",
    "weight": 6000,
    "volume": 8,
    "bashing": 5,
    "cutting": 0,
    "to_hit": -1,
    "max_charges": 500,
    "initial_charges": 500,
    "charges_per_use": 2,
    "turns_per_charge": 0,
    "ammo": "plutonium",
    "revert_to": "null",
    "flags": ["BELT_CLIP"],
    "use_action": "NONE"
  },
  
  {
    "id": "zp_3D_printer",
    "type": "TOOL",
    "symbol": ";",
    "color": "green",
    "name": "3D printer",
    "description": "A very useful machine used in the manufacture of almost anything.",
    "price": 12000,
    "material": "zp_matter",
    "weight": 6000,
    "volume": 8,
    "bashing": 5,
    "cutting": 0,
    "to_hit": -1,
    "max_charges": 200,
    "initial_charges": 0,
    "charges_per_use": 1,
    "turns_per_charge": 0,
    "ammo": "3d_resin",
    "revert_to": "null",
    "use_action": "NONE",
    "qualities": [["ZP_FABRICATOR", 1]]
  },
  
  {
    "id": "airdrop_tank_gasoline",
    "type": "TOOL",
    "symbol": ",",
    "color": "blue",
    "name": "large air-drop gasoline packet",
    "description": "A very heavy thin plastic bag used to air drop in vast quantities of gasoline.",
    "price": 12000,
    "material": "steel",
    "weight": 40000,
    "volume": 40,
    "bashing": 5,
    "cutting": 0,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "null",
    "use_action": "NONE"
  },
  
  {
    "id": "zp_tool_box",
    "type": "TOOL",
    "symbol": ";",
    "color": "green",
    "name": "tool box",
    "description": "A collection of tools.",
    "price": 12000,
    "material": "steel",
    "weight": 10000,
    "volume": 15,
    "bashing": 20,
    "cutting": 20,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 1,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "null",
    "use_action": "NONE"
  },
  
  {
    "id": "zp_token",
    "type": "TOOL",
    "symbol": ";",
    "color": "green",
    "name": "tool box",
    "description": "A Token used by time travellers to *order in* equipment",
    "price": 12000,
    "material": "steel",
    "weight": 10000,
    "volume": 15,
    "bashing": 20,
    "cutting": 20,
    "to_hit": -1,
    "max_charges": 0,
    "initial_charges": 0,
    "charges_per_use": 1,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "null",
    "use_action": "NONE"
  },
  
  {
    "id": "zp_chem_set",
    "type": "TOOL",
    "symbol": ";",
    "color": "green",
    "name": "Zero-Point Chemistry Set",
    "description": "A cube device that acts as a collection of tools and glassware used for making and mixing chemicals. Strange it doesn't seem to require power.",
    "price": 12000,
    "material": "steel",
    "weight": 100,
    "volume": 1,
    "bashing": 1,
    "cutting": 1,
    "to_hit": -1,
    "max_charges": 1,
    "initial_charges": 0,
    "charges_per_use": 0,
    "turns_per_charge": 0,
    "ammo": "NULL",
    "revert_to": "null",
    "flags": ["BELT_CLIP"],
    "use_action": "HOTPLATE",
    "qualities": [["COOK", 2], ["BOIL", 2], ["CONTAIN", 2], ["BREW", 2], ["CHEM", 5]]
  }
]

Updated to work with Experimental 4157 (0.C-8877-ga44b390).
Changes are those listed above this post and altered multitool_bulletpuller to work with the new system.
And maybe some others, I honestly forget, hence zipping up the whole mod…

Google_Drive

I just want to thank you for keeping this mod going Malkeus, the updates you’ve been doing have been great and I want to thank you for it.

I know I keep saying I’m coming back but things keep coming up, but it’s getting ridiculous now, I’m getting back on the horse and will go through this mod and get back into it.

If people want more content and people actually use the mod (or even parts of it) then I want to make it as good as it can be :smiley:

[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 settlement 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 this back to themselves to get the various basic air drop recipes AND a very important recipe, the ‘Dead drop’.

The dead drop 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 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/socks.

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 20-30 with 3+ tiers.

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

Sounds gnarly

I’ve been poking at the stuff in your mod, and I find it really interesting, but some of it seems, well, horribly balanced. I know you’ve been busy with uni by your posts, and that you’re picking things up with a focus on the Air Drop system (and your plans for that sound really interesting, by the way) - how would you feel about me picking up and fiddling with the 3d printing section of things, and seeing if I can maybe get that to a more balanced/playable state?

I.E. I guess how do you feel about a collaborator?

Truly sorry for the hiatus, exams are right around the corner, but anyway, no excuses.

I’d gladly pass parts of the mod off at this stage, I sit down and blitz the mod for a good 3-4 hours, take a break and when I come back wonder what I was thinking and undo what I’ve done, so progress is glacial :confused:

If at this stage anyone would like to step in and take over an aspect of the mod I’d not only give them my blessing but I’d actually appreciate it.

Reply with what section you’d like command of and we’ll work it out. My only request is that (well, apart from original credit lol) that if two or more want to collaborate then please make sure you work together :slight_smile:

TaiGambol, if you want the 3D printing side of the mod that would be fine :slight_smile:

@Duros thanks for your work, good luck on your exams :slight_smile:

Any updated versions around for the latest exp?

Hello! If you want some suggestions, here’s what I think:
Depending on the weather, some flights might get lost (mist, low clouds, storm), crash (thunderstorm, strong wind or even somethunderzombiegodzeus could shoot it down) and some events might happen to airdrop too, like parachute failure, package flies many kilometers away due to strong wind or being too early/late dropped from plane.

All low-tier airdrops should be WW2 like - big duffel bags with parachute attached. If materials ordered were in big quantity, then airdrop would contain few such bags, and they often would land some distance between each other (100s meters).

Sometimes player, in stead of an airdrop, should get a quest “check crashsite” to get what’s still usable and/or look for survivors.

[quote=“lordmatiz, post:96, topic:6885”]Hello! If you want some suggestions, here’s what I think:
Depending on the weather, some flights might get lost (mist, low clouds, storm), crash (thunderstorm, strong wind or even somethunderzombiegodzeus could shoot it down) and some events might happen to airdrop too, like parachute failure, package flies many kilometers away due to strong wind or being too early/late dropped from plane.

All low-tier airdrops should be WW2 like - big duffel bags with parachute attached. If materials ordered were in big quantity, then airdrop would contain few such bags, and they often would land some distance between each other (100s meters).

Sometimes player, in stead of an airdrop, should get a quest “check crashsite” to get what’s still usable and/or look for survivors.[/quote]

This, but an easier way of implementing it is making it do that the recipe has a chance to fail.

Hey folks, I updated the mod as to make it usable again, given a change to the experimental builds.

Long story short, now when you “craft” a drop crate, you need to (a)ctivate it, to turn it into the “open” version, then when you deconstruct THIS box it gives the items you requested.

I know its a bit silly, but I couldn’t find an alternative way to have this mod work again, as deconstructing the boxes before this change just gave you back the flare :face_with_raised_eyebrow:.

No new features in this release, I’m sorry if this got your hopes up, this will sound like BS but i really do want to push to the next release of this mod.

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

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As per your request I have noted a “free” recipe- namely the ability to conjure forth wild vegetables from the ether. Side note- I do like the idea of this mod, its a good way to work around the implied non-cannon nature of supply drops; what with US support having been pulled out of the area. (According to the in-game newspapers)

Ah yes, that one is intentional, balance with that recipe is of course an issue, but i was trying to find a way to had you “rummage about” to find food, in hindsight I don’t know if giving 25 nutrition for an hour’s work is OP, it was meant to be more of a way to stop someone dying of starvation in a world that’s still green and fertile.

There’s a faster “hand-wavy” recipe like this that only takes 10 mins, but that costs flashlight charges, supposedly to help rummage or something, I dunno :stuck_out_tongue:.

I guess when using a mod when you can use a flare to get more flares to order a bunch of stuff is like wishing for more wishes, because the next release for this mod was intended to bring balance to the Air-drop system, but the ETA on that is…basically when i have time to sit down and re-write this whole mod, lol.

The premise on the next update will be basically:

Step 1: Craft a little booklet (using paper and a radio) to act as a logbook.

Step 2: “Destroy resources” to simulate you collecting stuff for this faction that’s dropping you supplies, these
supply caches give you tokens.

Step 3: Use the tokens to buy air-drops.

Step 4: Once you’ve saved enough tokens, you can upgrade your logbook to the next tier, to unlock more advanced or larger air-drops.

Step 5: See step 4.