Vehicle Additions Pack (Updated December 8)

If I recall, vanilla trunks are borked the same anyway. >.>

Okay, it’s going to be a long work week for me starting today; so here’s an unfinished version of a few extra things.

  1. Vortex generators/engines got a big boost, at the cost of not being able to use spiral stones and needing more stuff. Spiral stones have their own stuff.
  2. “Auxiliary” turrets, which can be mounted on the auxiliary slot of turret frames. They don’t have a cargo slot though, so then comes…
  3. Ammunition racks, they can be loaded like fuel tanks and will fuel all turrets with the same ammunition they use. Large racks for ballista bolts, stones, harpoons, etc; and smaller ones for bolts, bullets, etc. Right now they use a cargo carrier and small metal tank, respectively. Large ammunition racks take the “center” slot of a vehicle frame.
  4. Everything that can be mounted of roofs can be mounted on the auxiliary slot as well.
  5. I went and dropped the replacement of vanilla stuff; there’s been a lot of changes there and people seem to be getting confused by it anyway.
  6. Some other stuff I’m probably forgetting.

There’s probably a lot of bugs and mistaken entries, but there are no problems booting it up; and I got rid of all the Tabs. But this is not a complete update, not much time with all life stuff happening (And I really need to get back to doing the giveaway on Bay12). So if you see anything wrong, I’ll attempt to get back to it ASAP.

Oh, download link is the same as usual on the OP.

This feature is perfectly fine, it’s just your documentation of it, ESPECIALLY on the Github version, is poorly done. This is less of a problem if you would add a disclaimer to the modinfo description.

I had other reasons, such as the effort in making some weapons automatic isn’t worth the result; primarily with guns with large bursts that tend to waste ammunition. If people want it back in, it’s a simple copy-paste job anyway.

I’ll probably drop auxiliary turrets and just go for simple “With cargo” and “Without cargo” choices, but if anyone’s tested it; please feel free to make suggestions.

Hmm. If that’s the case, I’ll have to remember to place a disclaimer in the modinfo of tankmod. ._.

While I’m at it…

[quote=“SkyeAuroline, post:10344, topic:42”][quote=“Random_dragon, post:10343, topic:42”]Right. Sad thing is he’s planning to go back on that feature, because he can’t comprehend that it would be far less ANNOYING if the player was given clear warning about this issue.

Which will requirement me to unfuck Tank mod, I suspect.[/quote]

I’m using his latest release with your tank mod. Atomic mini-tanks are broken, at the very least. So… yes. You will.[/quote]

Fair enough, I can copy-paste it back in.

After I add the new vehicle stuff.

Hmm. I could just pick a different turret, like a laser turret.

If you do go back to making mounted weapons act like they do in vanilla, I’ll want to follow suit, but I should wait for when this is PR’d if so.

That will at least eliminate the endless questions I get about why people can’t fire the main guns. ^^"

Here’s a thought, I’m considering making it so that only automatic weapons will require a frame. That way I can remove all the automation recipes. The engine and computer will just go straight on the frame recipe.

Manual weapons can just be mounted straight on; since I can’t make some weapons (M2/M249) require frames as then it would cause errors in vanilla vehicles.

So any weapon can have both manual on automatic types, but the automatic version will only appear if a frame is installed.

Ah, curious. That could work though.

Another alternate thought. Never tried messing with overwriting vehicles, but does that work? A tad highly belated of me to ponder this if the manual-only idea is removed, but that would allow either placing the frames on the vehicles, or moving manual-only guns elsewhere so they can be used (like on the armored car).

Overwriting vehicles caused errors. Could not place “X” on vehicle, and so on.

Ah, I see. I should’ve tried it sooner. Oh well.

Though…hmm. That actually sounds like it’s trying to add the override’s parts ONTO the existing vehicle definition, which could be exploited. I might test this.

EDIT: And it’s puking errors anyway. Odd.

EDIT 2: Okay, I’m thinking that overriding vehicles has been unfucked since you last tried it, it worked for me.

Delicious example:

    {
    "type":"vehicle",
    "id":"tractor_seed",
    "name":"Planter Tractor",
    "blueprint":[
        ["&    "],
        ["+O  O"],
        ["&=#=="],
        ["+O  O"],
        ["&    "]
    ],
    "parts":[
        {"x":2,"y":0,"part":"frame_horizontal"},
        {"x":2,"y":0,"part":"halfboard_vertical"},
        {"x":2,"y":0,"part":"turretframe"},
        {"x":2,"y":0,"part":"alaser_gunp"},
        {"x":2,"y":-1,"part":"frame_horizontal"},
        {"x":2,"y":1,"part":"frame_horizontal"},
        {"x":2,"y":-1,"part":"wheel_wide"},
        {"x":2,"y":1,"part":"wheel_wide"},
        {"x":1,"y":0,"part":"frame_horizontal"},
        {"x":1,"y":0,"part":"halfboard_vertical"},
        {"x":1,"y":0,"part":"battery_truck"},
        {"x":1,"y":0,"part":"diesel_engine_v6"},
        {"x":1,"y":0,"part":"alternator_truck"},
        {"x":0,"y":0,"part":"frame_vertical"},
        {"x":0,"y":0,"part":"seat"},
        {"x":0,"y":0,"part":"controls"},
        {"x":-1,"y":0,"part":"frame_cross"},
        {"x":-1,"y":0,"part":"diesel_tank"},
        {"x":-1,"y":0,"part":"halfboard_vertical"},
        {"x":-1,"y":1,"part":"frame_horizontal"},
        {"x":-1,"y":-1,"part":"frame_horizontal"},
        {"x":-1,"y":1,"part":"wheel_wide"},
        {"x":-1,"y":-1,"part":"wheel_wide"},
        {"x":-2,"y":0,"part":"seed_drill"},
        {"x":-2,"y":1,"part":"frame_cross"},
        {"x":-2,"y":-1,"part":"frame_cross"},
        {"x":-2,"y":2,"part":"seed_drill"},
        {"x":-2,"y":-2,"part":"seed_drill"}
    ],
    "items":[]
    }

[quote=“Blaze, post:369, topic:7616”]Here’s a thought, I’m considering making it so that only automatic weapons will require a frame. That way I can remove all the automation recipes. The engine and computer will just go straight on the frame recipe.

Manual weapons can just be mounted straight on; since I can’t make some weapons (M2/M249) require frames as then it would cause errors in vanilla vehicles.

So any weapon can have both manual on automatic types, but the automatic version will only appear if a frame is installed.[/quote]
I like the sound of this… less item bloat and along with making it easier to get automatic ones working when stripping other vehs that have the frames

Maybe I’m dumb, but I couldn’t figure out how to use manual turrets? I put a mountable slingshot on and filled it with lead ball. Standing on them did nothing, nothing on examine or control, manually aiming turrets complains that the turrets are offline and there’s no turret to individually control.

Also, some requests/questions? If there’s already ways to do the below, then I’d like to hear.


Is there any way to attach something similar to a brass catcher to a vehicle frame that has a turret frame on it? So you can keep the hulls or casings or whatnot.

Some sort of motorized feed thing you can install on cargo/trunks? Make one for the cargo space and one for each turret, attache them to the vehicle, and whenever a turret doesn’t have enough ammo in its container but it has a motorized feed attached, it queries all the cargo spaces that motorized feeds are connected to for ammo instead at the expense of battery power? That way turrets could share ammo, and you could stuff a cargo space inside with ammo instead of going out and manually refilling.
If it’s a balance issue, maybe the feed only moves up to a stack at a time, and it takes a few turns to actually transfer the ammo.

Is there a way to put something like an aisle or a hatch over cargo spaces/trunks so the visibility calculations don’t show you the solar panels and funnels and whatever when you walk over them, and the movement doesn’t trip you up?

The ability to mount a water purifier to the same tile as say, a mini fridge, would be great. Currently you have to sacrifice a frame for one and it looks kind of silly, and you can walk over it anyways.

Some sort of reinforced or diamond infused shrub trimming mechanism? Something you could mount to the front of your vehicle to drive through bushes and small trees without having to stop every 10 seconds to repair your tinfoil car. Big trees would still be a problem.

Working with the above, some sort of heavy duty powered diamond saw that you can use to cut down big trees into logs and splintered wood and stuff, and then use a scoop to scoop up the remains? Make it take a few turns so you have to drive really slow while doing it or risk ramming.

The ability to mount a pet carrier to a frame with a seat or bed on it would be sweet. Just examine the frame to get an option to capture a pet, then choose the direction of the pet to capture. Then examine again to release. Bonus points if you can attach a door motor to make it automated. (mount it on the back of a drone with a scoop, deployable dog)

The above pet carrier, but a larger version that works on friendly npcs? Call it the Person Pod.

Mopping scoop? Sponge scoop? Vac-scoop? Drive over a source of liquid to sponge it up into a relevant container onboard (like a barrel or tank) or ignore.

Combine a person pod, some reinforced plating, and a door motor with a scoop to make a device that can capture and hold less than friendly mobs?
Maybe it uses some sort of battery powered stasis pod as ammo, and having a mob captured in it drains battery? You could add battery mods, so you could have it atomic powered or have it powered by a recharging station in a cargo carrier or something. Maybe while it’s powered you can use it to dump all the carried equipment and items, and you can inject napalm or some sort of corrosive acid to kill the mob and drop their corpse. If the battery runs out though, the container gets destroyed and they pop out.

Dangit, you’re not helping my efforts to convince people that manual turrets are perfectly fine. ;A;

Were you wielding a weapon?

Are you on the experimental verison… and was you unarmed?

Should already be doing it to cargo spaces should already have the aisle flag.

the water purifier effect is in the foodco kiten buddy if you ever get far enough to make it so, though it probably should be addon to the kitchen and or mini rather then on it own…

[quote=“Midaychi, post:374, topic:7616”]Some sort of reinforced or diamond infused shrub trimming mechanism? Something you could mount to the front of your vehicle to drive through bushes and small trees without having to stop every 10 seconds to repair your tinfoil car. Big trees would still be a problem.
Working with the above, some sort of heavy duty powered diamond saw that you can use to cut down big trees into logs and splintered wood and stuff, and then use a scoop to scoop up the remains? Make it take a few turns so you have to drive really slow while doing it or risk ramming.[/quote]
Rollers do a great job at solving bushes form shredding your car if you ask me… just has other flaws with using them…

They really don’t want you to ever pick up split liquids, the scoop at least clears them up…

[quote=“Random_dragon, post:375, topic:7616”]Dangit, you’re not helping my efforts to convince people that manual turrets are perfectly fine. ;A;

Were you wielding a weapon?[/quote]

Derp. Well that was it. You have to use F to fire while standing on the turret and with empty hands.
Iunno it was kind of unintuitive, and removing the frame requirement for mounting manual would help a bunch, but also maybe make mention in the descriptions that you have to stand in the turret’s controls and (F) with empty hands?
Also, any chance of making manual turrets be able to be mounted over cargo carriers/trunks/etc, or at least have an extended volume? Some of the turrets with large ammo can’t hold very much. (The slingshot can only hold 10 balls, and can’t even fire them from your inventory)

Or at least an extended ammo box.

I have suggested that the modinfo description be updated to reference the manual-only change craploads of times. Though I should likely do the same with Tank mod. x.x

Thoughts on a vehicle mountable radio and directional antenna? Maybe also a high end electronics crafting signal booster that costs a lot of battery?

Well that took the better part of my day off.

Modinfo changed to reflect recent additions.
Manual turrets no longer require a turret chassis.
Installing a turret chassis on a tile then lets you install other weapons onto that tile; nearly all (vanilla) non-pistol weapons can be mounted.
Rams now block movement.
Weapons mounted on a chassis are automatic and can be installed as either " turret" or "automated ". They’re the exact same in effect, except “automated” weapons do not have cargo. You’ll need to install an appropriate ammunition rack to use it. Weapons with rare ammunition types only come in “turret” variety.
Small ammunition racks go on the “under” slot.
Explosive weapons got a damage boost to compensate for the explosion damage nerf.

Updated zip is on the OP as always.

There’s still a lot more that needs to be done, so keep in mind that there’s probably more bugs, but it loads up fine.