Vehicle Additions Pack (Updated December 8)

This mod overwrites deoxy mod or foldable vehicles parts mod. So no more folding solar panels.

Ah, such is the price of using multiple mods. =w=

Time to merge mods somehow? Or set up a additive Json system for overrides?

Hmm. I kinda wish there was a way to implement “if this mod is also loaded, inclide this extra JSON and/or LUA file” to deal with such things.

Can’t you just load Deoxy AFTER this mod, that way Deoxy overrides this one?

What book do you need to read to learn how to build fire control systems? I’ve raided three or four libraries now but still can’t make one ;_;

Unless Blaze has changed it since last PR, you don’t learn it from a book. >_>

You need an electronics AND computer skill of 5.

[quote=“Random_dragon, post:407, topic:7616”]Unless Blaze has changed it since last PR, you don’t learn it from a book. >_>

You need an electronics AND computer skill of 5.[/quote]

Ah, okay. Thanks!

I lost most of the last update due to a hard-drive error, so I had to start over again. Thankfully, brainstorming and balance were the most time-consuming parts. It’s mostly blob parts with some other minor edits. They’re more “organic”.

Curious, there’s a lot of “growing” blobs, and I set it to various amounts of time between 6-24 hours. Would you prefer an instantaneous growth by straight up feeding it instead? Instead of the old blob feed fermenting, I just made it so you can turn meat, bones, chitin, etc into feed.

I’ll fix that in the next update.

Ah, sorry to hear.

In any case, whenever you decide to PR this, maybe link to it here or otherwise ensure I’ll know when to take a good look at it to see what I’ll need to do with tank mod to make it consistent with your changes.

Also, any word on whether you have plans involving the newer vanilla mounted guns, like the BAR or minigun? owo


The BAR and minigun should already be merged in the last update.

It’s mostly number changes and the blob stuff; I don’t think you’ll need to do anything.

Ah, right. Well, Blazemod versions of the manual ones were added, yeah. But whether you need to add turret versions would depend on if you’re keeping the idea of mounted weapons defaulting to manual-only.

And if if you DO scrap that feature, I’ll be changing the manual tankmod weapons to account for this.

Automatic versions should just be as simple as installing one on a tile with a turret frame already on it. I checked and it’s already there on the OP-download.

Manual versions don’t need a frame anymore.

Ah, I see. Does it keep the general concept of the default mounted weapons being manual-only, or remove that? I recall you had mentioned that before.

I’m adding turret frames to the vanilla vehicles so its should be fine.

Ah, I see…wait what. So technically that will mean that vanilla vehicles will be automatic like in vanilla. Unless you’re mounting manual-only guns on turret frames, which sounds pointless.

If it’s the former, then I still would need to mess with tankmod guns being inconsistent. >.>

For what it’s worth I still greatly prefer manual fire turrets

Finally updated.

More number tweaks.
All sorts of assorted fixes.
Added PAQ.txt inside folder.

Added new blob stuff.
You feed blobs to make them grow, no need for waiting.
Blob stuff uses cooking and mutagen instead of fabrication/mechanics and doesn’t require tools to install. (Wheels still need a jack.)
Some blobs can be pulled apart and fed again. (So they start out harder to make.).
Blob feed can be made from meat/bones/chitin, so long as you feed them your building capabilities will quite literally multiply.
I’ve crunched a lot of numbers, but it’s still probably unbalanced, feedback would be nice.

Link in OP, should work in any version after November 1.

Gelationous/Oozing/Gray masses: Can be installed as frames, armor plating, roof, seat, storage, gas/water/feed tanks, scoops, doors, and aisles.

Amorphous Core: Works as seat+engine+controls.

Earthen roller, gelatinous/oozing/gray wheel: Wheels. Fill blob frames with water, instant wheel.

Gelectrode: Can be installed as gel-lit aisle, gel-lit roof, gel battery, gel generator. Turn on lights to generate power. (This is balanced via hordes, generating power makes you a horde magnet).

Gelacier: Can be installed as Snow slider/Icy Sea Skimmer (Wheels/Boat board), Ice Ram, Icy Windshield, and Ice Pack (Minifridge).

Turrets:

Gel shooter: Weak, short range, but uses no ammo.
Gel Puffer: Sticky launcher, uses lots of water.
Acid Puffer: Acid launcher, uses lots of water.
Fuel Puffer: Sticky launcher, uses gasoline, leaves patches of gasoline…
Fire Puffer: Incendiary launcher, uses gasoline.
Shock Bulb: Short range, lightning turret.
Spark Blight: Blob lightning cannon.
Biting Blob, Snapping Ooze, Blobsaw: Blocks movement, 1-square range. Uses blob feed.
Gel Lancer: Uses blob feed, essentially a weaker bolter.
Gel Razor: Uses lots blob feed, essentially a bouncing serrated disc launcher.
Gel Spiker: Uses LOTS of blob feed, essentially a fragmentation grenade launcher.
Freeze Lancer: Uses lots of water, essentially a weaker spear launcher.

Edit: I’m putting in recipe books now, but I need vehicles for them to spawn in, so if you could show me some of your small vehicle designs, I’d be grateful.

I get a handful of debug warnings on character creation/load when using this newer version with the latest experimentals if I remove the older included version first. If I don’t remove anything and keep the 3 extra files I get a ton more errors.

This is what I get after a clean install of the mod before character creation comes up:

DEBUG: init_vehicle: ‘Bandit Bulldozer’ part ‘flamethrower’(32) can’t be installed to -1,0
Press spacebar…
DEBUG: unknown vehicle part am2browning in tank_atomic
Press spacebar…
DEBUG: Invalid spawn location (no CARGO vpart) in Atomic Mini-Tank (1, 1): 50%
Press spacebar…
DEBUG: Invalid spawn location (no CARGO vpart) in Atomic Mini-Tank (1, 1): 40%
Press spacebar…
DEBUG: Invalid spawn location (no CARGO vpart) in Atomic Mini-Tank (1, 1): 30%
Press spacebar…
DEBUG: fcs in recipe atgm_turret is not a valid item template
Press spacebar…
DEBUG: turret_engine in recipe atgm_turret is not a valid item template
Press spacebar…

Yes, dumping new files into an old folder is a bad idea. This is one of those “holy shit, people actually DO that?” kinda things for me. :V

However, if a proper delete-and-replace is still fucking up tankmod, I can see this being a problem.

EDIT: Also of note, your mod lacks a category. Luckily the additon of mod categories added support for “no category” mods.