Phew, okay that was a bigger change than I thought.
Energy weapons will now draw the power they were supposed to.
Splintergun buffed to burst 50. Hoho.
Removed a whole bunch of unnecessary tags, including fuel_types.
AI turret range tweaked. Small arms have reduced range to conserve ammo.
Long weapons such as the 50 turret and various launchers have longer engagement range.
SMG turrets are now split between 3 variants, 9mm/45/22. Recipes are the same and are reversible.
Rotary Cannon is now standalone, it’s slightly easier to make as a result.
Flak Cannon and Burst Cannon replaced with Shotgun turret and Thundergun.
The shotgun turret is simple. It’s got a short engagement range but it’s VERY effective within that range.
The thundergun is uh… Don’t get too close. And always fire at max range. Trust me.
Turrets with AoE should no longer automatically pick targets close enough to the vehicle to hurt it with AoE.
It’s not relevant if the turret is manual-only (I didn’t check if it is), but if it is automatic it should still be relatively safe to use. Unless it has huge dispersion.
On wifi now instead of my crappy satellite net, so I’ll test to see if it downloads from here. Updating the PR will have to wait until I get home though, as commits via the online editor are slow and I don’t have the Github client on my laptop. =w=
So I’m noticing some broken things right now, or things I just don’t understand, and it’s making me “the sad.”
It took me forever to figure out automated turrets. It’s really not clear that you need the item named ‘turret’ to be mounted onto a vehicle and fire autonomously, since in vanilla any mounted weapon does that AND the new “turret chassis” item implies that that’s all you need.
More importantly, the vortex engine (+ vortex generator?) seem to simply not work. When crafted, it gives you the engine and an item named “undefined-vcore” which I think is supposed to be the separate core you install after the main engine, but you can’t use the refill function to install it, nor can you install the vcore anywhere by itself.
Hm, I’ll go ahead and change “mountable” to “manual” in the item name.
More importantly, the vortex engine (+ vortex generator?) seem to simply not work. When crafted, it gives you the engine and an item named "undefined-vcore" which I think is supposed to be the separate core you install after the main engine, but you can't use the refill function to install it, nor can you install the vcore anywhere by itself.
Odd, I fixed that a long time ago. Do you have the latest version?
I have the version bundled with build 3217 (after the update PR) and I downloaded the copy listed on the first page of this thread which is identical to the one I already had (used N++'s “compare” plugin, files were a match).
So… yes? Unless there’s a super-secret later version I don’t know of.
Hm. I think that what’s happened is that this save officially predates the big update. This character was first created in 3192, which has a blazemod folder 256kb in size. He was later ported over to 3217 with a blazemod folder 247kb in size, so something in that changed. I guess then the question is how to force the recipes and etc to actually work without starting a new character (I dont wanna give up my progress!)
EDIT: Used the debug menu to wish for two vortex cores. Installed both, they seem to be working as intended, but it’s hard to be sure (since I don’t know how they’re intended to work).
Experimental 3247 with starting new world and new character also craft “undefined-vcore” instead vortex engine. I see these lines in “blaze_test.json”: "byproducts": { "id" : "vcore", "amount" : 1 },
But I don’t see any definitions of “vcore”. There is a problem i think.
Edit. No error if downloaded from link in first post. Someone need to update files in repo, this is confusing.