Vehicle Additions Pack (Updated December 8)

I think it does, and I think the way this works out is actually quite elegant. A vortex device consumes no fuel, but can only generate speed or electricity. A gasoline engine requires fuel, but can slap on an alternator to generate both speed and electricity. Vortex offers convenience, gasoline offers more output.

If you make vortex equal to gasoline in terms of performance and free, then it’s objectively the best power source in the game, and I don’t really like that.

For the record, I’m currently using a power value of 800 for the vortex engine, making it somewhat inferior to the largest gasoline engines in terms of maximum safe speed.

For the vortex generator I’m using an epower value of 2238, making it equivalent to the truck alternator and plasma engine.

Speaking of plasma engines, what’s the deal with those? Compared to gasoline engines they’re weaker, generate only an equal amount of electricity, are more prone to explosion, and require a far more exotic fuel source. I can’t see why you would ever use one.

Hmm. Quite peculiar overall.

If you are going to buff the vortex generator power, you gotta remember that it 1: possible to add more then 1 alternators and 2 it existing and turned on is going to lower the global engine power value of the vehicle (that if they need to be on to make power? and in that case it going to make some minor amount of noise 24/7 to keep the power running)

giving it designed to make power, it should be balanced toward what one would use to just make power… a a low tier engine with all 3 alternator rather then 1

sides, don’t people want the engine power for the acceleration rather then 1000+ safe speed?

Here are some stats on what the current deathmobile can get from its two engine slots, using my buffed stats for vortex devices.

1 Vortex Engine + 1 Vortex Generator
Speed: 55/511
Accel: 5
Epower: 2238

2 7.92L V8 Engines + 2 Truck Alternators
Speed: 64/1013
Accel: 6
Epower: 4476

2 Vortex Engines
Speed: 110/1023
Accel: 10
Epower: 0

2 15.18L V12 Engines + 2 Truck Alternators
Speed: 124/1942
Accel: 12
Epower: 4476

As you can see, the vortex stuff is viable, but conventional engines still rock pretty hard.

I’m giving Vortex stuff a bit of a boost, at the cost of more materials, but they’ll be worth it.

Now, I’m working on some monsters, but I’m having a bit of trouble working through all the issues. There are a couple of tags I can’t identify, “diff”, and the number following special attacks, such as [“BITE”, 0]

If you need an example, here’s a bit of a spoiler

{ "type" : "MONSTER", "id" : "mon_abyss_recon_strike", "name": "black uav", "species":"ROBOT", "default_faction":"abyssal", "symbol":"<", "color":"blue", "size":"SMALL", "material":"superalloy", "diff":20, "aggression":0, "morale":30, "speed":200, "melee_skill":0, "melee_dice":0, "melee_dice_sides":0, "melee_cut":0, "dodge":6, "armor_bash":10, "armor_cut":10, "vision_day":50, "vision_night":50, "death_drops": { "groups": [ [ "abyss_scrap", 9 ], [ "abyss_package", 2 ] ] }, "luminance":12, "hp":20, "death_function":"BROKEN", "special_attacks":[["BMG_TUR", 1], ["GRENADIER", 6]], "starting_ammo" : {"abyss_flare":20, "bot_strike_team"}, "description":"What appears to be a triangular black object with... teeth? It flies low above the ground, seemingly searching for something, through some device you can't identify.", "flags":["SEES", "NOHEAD", "ELECTRONIC", "GOODHEARING", "FLIES", "NO_BREATHE"], "anger_triggers":["HURT", "FRIEND_ATTACKED"] }

Please, at least grab it from Github before messing with it.

Whatcha thinking of figure-wise?

Last version I pulled was 8/27, still should be up to date.

Well first off, the generator should probably generate enough power to keep a flashlight going. I’m thinking 3-5 power per turn.

Last version I pulled was 8/27, still should be up to date.[/quote]

Nope. Not even. Unless you failed to update the mediafire link. It says it’s dated May 22, and it shows. No accounting for having mainlined water tanks, none of the new mounted weapon overrides, still suffering from tabpocalype.

If you want to keep using the outdated version, you’re gonna have to PR it yourself. I’m not volunteering to do it for you again unless you unfuck this thing. :V

I downloaded the experimental and worked on the mod from there.

I didn’t update the mediafire link since I’m still working on things. Right now, river-spawned missile destroyers either keep spawning on land or spawn as common as fish.

Ah, I see. Sorry. ^^"

Loving the mod as always, quick thing though. Either the cargo dimension doesn’t quite hold the amount it should OR it gives the wrong value for checking to see how full it is.

That happened with ‘only’ 68585/100000 volume used.

Hm, I just shoved 250,000+ volume worth of ANFO charges into one and it fit just fine. I don’t have a clue what’s happening on your end.

Maybe you hit the limit to the number of items that can fit, not the volume?

Also, did you say…missile boats? Do tell.

I wish we had homing. For tankmod I had to basically just give the TOW launcher a very low dispersion.

What’s that translate to in epower as its rated in the json?

Thanks for the heads-up blaze. I didn’t even KNOW there was a max number.

Mhmm 4096 items… i blame there no stacking system relating to extremely common items… (rags/scrap metal, even skewers)

having a hoarding nature is a curse >.<

So I’m working on a small “mini-faction” with tiny machines. High-speed fighters, mini-vehicles, and warships. Purely end-game stuff.

So far I have the following machines in mind:

Recon planes and Recon ground vehicles are available in the wild, but are not hostile. IF they do become hostile (to you or anything else) for whatever reason, they’ll drop an emergency beacon and bad stuff will happen. There are multiple variants with different beacons. They may summon high-altitude reinforcements (Fighters, bombers, heavy bombers, etc), maybe summon ground vehicles that parachute in (BTR, Technical, MLRS, Terror Drones, etc), or maybe vector in a strike (Tomahawk missile equivalents, Low-Altitude Limited Guidance Ballistic Submunitions Dispenser, etc) Other than that, they can see in the dark and will hit you with tracer rounds (Flares) to reveal your position. Note that beacons can be destroyed (And should).

In cities you may (rarely) encounter a salvage expedition with a large “resourcer” vehicle and smaller ground vehicles for defense. You probably won’t want to get near.

If you head out to the water, then you get to the big (and very rare) guns; the warships. So far I’ve set up destroyers with different loadouts and a drone carrier. Destroyers are armed with multiple weapons from rapidfire rocket launchers to high-caliber charged boltcannons to guided missiles (Which are essentially super-charged grenade hacks with a custom explosive). The drone carrier will send out high-speed interceptors and attack bombers. You definitely don’t want to come near.

The weapons I’ve made for them (and you) so far are:
Boltguns: These come in multiple sizes, from the tiny boltguns on recon planes to the larger ones on ground vehicles to the massive charged boltguns found on river warships (which are essentially tank cannon rounds with improved accuracy but reduced explosive yield). They trade damage for high pierce and accuracy.

MAG Launchers: Essentially short-range rapid-fire grenade launchers. These launch tiny hexagene mags that pack a explosive punch. You’ll generally find these on small to medium machines. From the smaller 400HexMags that are secondaries on light bomber craft to the more powerful 800F HexMags that are carried by attack bombers as their primary weapon to the large vehicle-mounted 3K Siege Mags. They aren’t very accurate and suffer at long range.

Streamer Rockets: Tiny, unguided rockets that are weaker than HexMags but are more accurate and have greater effective range. Can be found on many planes/vehicles, whether carried by heavy bombers as secondaries or being barraged at you by a ground-based vehicle.

Reaper Missiles: Insta-hit guided missiles, they have greater explosive power, but most importantly, are extremely accurate. Essentially .50bmg explosive rounds. They’re only carried on the largest ground vehicles or warships.

Along with the above, there are a gamut of “place_monster” tools at their disposal.

For now I’m going to say they came from the netherworld portals and are now replicating; which fits considering how alien their technology is.

They’re composed of 3 components: Liquid Metal, Fuel Gel, and Crystalline Polymer.

Liquid metal is liquid (obviously), but hardens when subjected to a constant electric charge.

Fuel gel is solid and 20x denser than gasoline; and are highly explosive.

Crystalline Polymer can both retain and transfer electrical charge. It’s always radioactive.

So, whenever a machine is “destroyed” i.e. the polymer is too damaged; the metal “melts”, leaving only semi-solid scraps of parts that retain power.

You can pickup these parts and attempt to salvage them via "a"ctivate to stabilize them. They can then be disassembled via regular means. Or they can explode. Bigger remains give bigger parts (And bigger explosions).

If you manage to extract the mini-factory from the remains of larger machines, you can create ammo, weapons, and drones with the materials you salvage.

Of course, this is still a long ways to go, and may change depending on whether things are possible.

[Spoilers Intensify]

That seems…wow. Sweet zombie Jesus, that sounds more like stuff that warrants its own mod, not an addition to Vehicle Additions Pack.