Ah, interesting. Will default mounted weapons be vanilla-style or manual-only, at this point?
In either case, when you eventually PR it, hopefully will get some notice so I can see what I need to do with my mod to keep it consistent with the parent mod.
All mountable vanilla weapons are manual. I’m still getting around to adding turret chassis’ to vanilla vehicles.
You can install most weapons onto a tile with a turret frame and it’ll be automatic. Whether it’s a 9mm pipe rifle, M249, or milkor MGL.
That’s great! Still holding out for a casing catcher though so I don’t feel bad using half the turrets but not going back to pick up all the casings so I can make more ammo.
Please think things through before you call them broken, car trunks are in fact an external feature, they are not supposed to be aisles or boardable.[/quote]
The issue is that it looks extremely strange to see what’s on the roof when standing on them, assume the space the cargo is on has a roof over it. While I get that it’s useful to give some visual feedback about a section not being boardable, that doesn’t make it very clear to most players. <.<
Heavy curtains that completely block light, so you can be a reclusive vampire even in bright daylight.
A vehicle periscope that lets you drive while doing the above. Basically a ghetto version of security cameras that detriments your driving skill.
Motorized wing mirrors that can sink into its connected frame, so you can suck them in for going through tight spots.
Sensory hud augments that use battery, you can turn them on and off, and are only effective when you’re in the drivers seat. IR, NV, Doppler, etc.
Mountable food dehydrator and vacuum sealer
Mountable multi-cooker
Ability to mount small tanks for all the various liquids, so you can have a cooking oil reservoir and such.
Advanced security system that can be turned on and off. Instead of just making noise, turning it on passively electrifies the vehicle’s hull (except for the doors) at the expense of battery power, and if you have a tracking system that’s on and a pda connected to the vehicle’s tracking system and it’s on, it’ll send a silent alarm if the vehicle gets bumped or smashed against by anything, with the option on the pda to remotely change the turret settings and turn them on/off (if any) Optional motion sensor array for when you want to know if things are walking nearby and not just smashing.
Mountable lawnmowers that automatically destroy shrubs and flowers and stuff that they go over. Mount a scoop behind them if you want to harvest stuff.
Zombie stealth device. Mark I has a refillable tank that holds zombie pheromones and releases it when it is on. Mark II also has a laser system that will blind the nearest target and make them nearsighted, so the zombie gets confused and can’t see anymore. Mark III can handle multiple targets at once.
Motorized superalloy robotic legs. Comes in either bipedal or multi-pedal versions. Bipedal works like unicycle wheel and only needs one, multi pedal is a single leg and you need multiple, but they’re much better at carrying weight. Probably would work better after Z-levels are implemented.
Motorized superalloy robotic arms. Works like a turret, kinda. You mount the arms on the outside of the vehicle, and a control system on the same frame as your vehicle controls and have your hands free. You press f to ‘fire’ them, and the range is relatively short. Successfully hitting an object or a mob will attempt to pick them up and hold them hostage on the closest arm, which is boardable. (they can try to break free by bashing the hand. Reason to install good plating.) You can toggle fire modes between ‘grab’ ‘drop’ and ‘throw’
Lumberjack mod of the arms with chainsaws, so you can robotically saw down trees.
‘Drag’ mode for above arms, so you can tow vehicles out of the way.
Jet engines, for when you really need to go ram into a tree. Require special fuel, and are very loud.
A reversed jet engine turret with a wide-angle modification, for when you really need to sweep things out of your way with jets of hot air.
Whoops. Speaking of turret frames, are you supposed to be able to attach turrets to swappable storage battery cases? It seems like the two can be used interchangeably; Swappable storage batteries on turret chassis and turrets on swappable storage battery casings.
Limitation on being a mod i guess, can only reuse values n flags…
turret chassis not taking up any slow however vs the battery mount using the fuel slot can allow you to place every battery in the same spot
Need a robot-loader. Upgrade to the vehicle recharging device. Installs in the same place; over stuff with storage.
When it’s on, it acts like a vehicle re-charger, but it also detects if any adjacent connected frames have turrets or mountable guns that use non-battery ammo. If they do, and there’s a relevant ammo in the storage space underneath, the robot will use battery to load the turret until full. Would be incredibly handy for something like a slingshot turret, where you can only load 1 lead ball at once.
I’d rather we have some way to unfuck battery cases and turret frames being compatable.
Adapting the concept to give mainline vehicles tires installed on wheelbases would be a good way to add the feature in a way useful to both this mod and the normal game.
Do you think that you could update the construction menu allowing a vehicle to be started with wire frames?
I have to have steel frames or similar available to start before being able to place wiring.