I created the solar battery recharger in this mod to use with low electronics skills the mean time you acquire ups and its accessories. I am afraid that is the best I can do for now.
Well, itâs about time I tried this mod. So far it seems interesting, but one oddity I noticed. With the Survivorâs RV, the minifridge and Survivorâs Station Unit are a tad oddly placed. The stow boards in the rear corners are only accessible from outside as a result.
While moving the fridge and station one space forward (swapped with the cargo spaces) would work, an alternative would be to move those stow boards in a space each (and thus be adjacent to the rear opaque door).
Good to hear its good so far.
As for the rv, I will revisit the layout promptly in one of my re-balancing updates.
Ah, itâs fine. Itâs really more a âthe sole nitpick I can find with this sexy beastâ thing than a balance issue. XP
Well, I am glad. Feel free to send any suggestions my way if anything feels wrong.
May i request a vehicle portable fermentation vat?
Sure, I will see what I can do. If it is within .json capabilities then it should work.
Not sure how well itâs work. I almost wish that vehicle parts could have a JSON flag letting them count as tools, in the same way that furniture can.
Though that still wouldnât mimic the vat function. ;w;
Vat is a furniture action right? That might complicate things.
I may have found a bug with the Survivorâs Crank Rifle.
I crafted one and used it for a bit.
But when i tried to modify it, I get a prompt asking me to unload it.
It cant be unloaded. Therefore, i cant modify it.
Also im not sure if we are allowed to use Burst Fire with it. If we are, that makes it REALLY powerful.
[quote=âSubstance, post:230, topic:10523â]I may have found a bug with the Survivorâs Crank Rifle.
I crafted one and used it for a bit.
But when i tried to modify it, I get a prompt asking me to unload it.
It cant be unloaded. Therefore, i cant modify it.
Also im not sure if we are allowed to use Burst Fire with it. If we are, that makes it REALLY powerful.[/quote]
Bug does not seem to be with the mod but with the game. You have to unload a gun to modify it but how do you unload a no ammo gun.
As for the burst fire, yes, you can burst fire it.
@Substance
Iâve got an issue open about this, and even tried and failed to fix it. Mugling has said he will be working on it eventually.
Feel free to post your bug report in this github issue: https://github.com/CleverRaven/Cataclysm-DDA/issues/15128
@Noctifer
I first noticed this with your Laser Sniper, and thought the same thing as substance, but it affects the A7 as well, so no worries m8
Hey, Noct, still loving the stuff in this mod, but can we get a blacklist option to prevent Survivor vehicles from spawning in? I love making them, but when youâre almost guaranteed to find the bikes at least five times over in any town it kind of laughs in the face of balance.
(Also, I know the battery /cord issue has been done to death and youâre probably tired of hearing of it, but encountering UPS as I get further into the game makes me ponder - From what little I can see, the game treats UPS as a divergent type of âammoâ from Battery - Is it possible to just add a third type that generates similarly for the cord power idea? )
I could probably make a blacklist companion mod as well.
Eidt: Just to be sure, the two vehicles right? How do they spawn so much? Their weight is really lowâŚ
I do not quite understand what you imply. A new types of UPS? That might work if ups function is not hardcoded. A separate system from UPS and batteries? That could work but would be verrrry time consuming for all the items and would be very limited in use.
I swear I cant clear a block without running across a copy of the bike - The RV is less common, but its ludicrously broken, like, eight rifles, UPS components, all the crafting you could want on the road short of forges / anvils / etc.
As to the power thing, Iâm still on about being able to rip out the battery function and place in a power cord. UPS is a separate power currency than battery charge, right? Is it plausible to just have a third one in companion? So, what would be so time consuming, if you just make it as a battery mod like the double cap or the UPS replacer? Just a âpower cordâ as a replacer instead of a UPS, unless this is far more complicated than Iâm understanding.
I really should start learning JSON, but I have no coding history whatsoeverâŚ
HmmâŚI will look into the spawn rate of that as well. Are you playing in big cities?
The thing is most of the power functions are hardcoded and can;t be just modified from the json files. For example, I had to use artifact data to get the solar items to workâŚ
It really isnât that hard to learn editing the json files. Just grab a mod and see the format. For example, grab any gun and start messing with the numbers and test it in the game.
Hmph. I suppose so. And just doing a workaround via UPS itself would be rather imbalance risky as well, obviously. Suppose its time to actually put in a pull request on this, which means making a github login. Which is the only reason I avoided it on the first go around~
And yeah I do play with size 10 cities, since I only touch static spawn, so that going into town is still risky. More town means more zeds, but I just cannot deal with wandering hordes and having my home base come crashing down. And I LIKE the idea that I can clear out the population eventually! Spear and Silat for life.
So far Iâve only found one survivor RV. Granted, Iâve only hit one town, so I guess itâs a 100% rate for the moment, but that doesnât count. o3o
Here are the weights:
{
"type" : "vehicle_group",
"id" : "suburban_home",
"vehicles" : [
["d_surv_s", 200]
]
},{
"type" : "vehicle_group",
"id" : "dirtlot",
"vehicles" : [
["d_surv_s", 100], ["surv_rv", 50] ]
},{
"type" : "vehicle_group",
"id" : "garage",
"vehicles" : [
["d_surv_s", 100] ]
},{
"type" : "vehicle_group",
"id" : "city_vehicles",
"vehicles" : [
["d_surv_s", 100], ["surv_rv", 50] ]
},{
"type" : "vehicle_group",
"id" : "parkinglot",
"vehicles" : [
["surv_rv", 50]
]
},{
"type" : "vehicle_group",
"id" : "highway",
"vehicles" : [
["surv_rv", 50]
]
}
They are not that big so I am not sure what is going on. In large cities, it is a matter of numbers since their is a big number of vehicles.
[quote=âNoctifer, post:239, topic:10523â]Here are the weights:
{
"type" : "vehicle_group",
"id" : "suburban_home",
"vehicles" : [
["d_surv_s", 200]
]
},{
"type" : "vehicle_group",
"id" : "dirtlot",
"vehicles" : [
["d_surv_s", 100], ["surv_rv", 50] ]
},{
"type" : "vehicle_group",
"id" : "garage",
"vehicles" : [
["d_surv_s", 100] ]
},{
"type" : "vehicle_group",
"id" : "city_vehicles",
"vehicles" : [
["d_surv_s", 100], ["surv_rv", 50] ]
},{
"type" : "vehicle_group",
"id" : "parkinglot",
"vehicles" : [
["surv_rv", 50]
]
},{
"type" : "vehicle_group",
"id" : "highway",
"vehicles" : [
["surv_rv", 50]
]
}
They are not that big so I am not sure what is going on. In large cities, it is a matter of numbers since their is a big number of vehicles.[/quote]
Are those custom vehicle groups you created? or are you trying to add them to existing groups?
because youre overriding existing groups ids with your id. which has 1 car in it. eaning 100% of the time that group is called on your survivor home is picked.
Best to add the rest of the cars of those groups to your lists via copy paste. or water them down with othercars