Vehicle Additions Pack (Updated December 8)

Um. Nevermind, Ygdad. You didn’t cause that, as all those errors occur even on a clean application of the mod.

Oh lovely. So no save compatibility for the current version?

Like I wrote, I tested it both ways, with a clean install and a merge. The errors listed were on the clean install, a merge causes way too many errors to list.

I saw no extra issues when I added it to my other character. I’m not sure if the modified/new vehicles will show up(I’m not sure how world/cell generated content is handled), but the recipes were available and didn’t seem problematic at first glance. The errors mostly seem to affect 2 or 3 prefab vehicles.

Also, this mod is awesome. Found this thread after making some modifications to the older included version(it had some errors causing some things to misbehave). Was happy to see it had been update on the same day I found it :D. I can’t wait to build(cook?) my blobmobile.

Still, I’m gonna have to unfuck tankmod eventually.

Again, hoping that Blaze gives some warning about when/if they PR this, as I’d rather wait and fix it once things have finalized.

The only save compatibility issues should be with the old blob parts, but those will poof after saving. You can debug new blob parts if you want.

It looks like tankmod uses the old “combine gun with fire control system -> mount on vehicle” thing. I changed that into “fire control system + frame + engine = turret chassis -> Mount turret chassis on vehicle -> Mount gun on tile with chassis to make automatic” thing.

I’ll take a look at tankmod and see how to solve these issues.

That would be it, yeah. However, it looks like you either removed or renamed fire control systems and turret engines. If they still exist then you must’ve renamed them, because otherwise the old recipe would still allow using them to make ATGM turrets.

You also renamed or removed M2 Browning turrets.

And I have no idea what change you made would affect mounted flamethrowers.

I’ll be looking at your latest changes as well. :V

Okay, I see what I’ll have to do.

Bandit bulldozer: I’ll need to mount the flamethrower on a part that lacks cargo. Might move it to the driver’s position and give them a military seat instead of a normal one.

Atomic mini-tank: Since M2 Browning turrets no longer exist, I’ll have to pick something else. I was tempted to give them a laser turret of some kind anyway, so that might be the most idiotproof option.

ATGM turret: Since I didn’t make the mobile gun system craftable, I have two options. option one, remove the recipe. Option two, update it to resemble your other recipes for things like the pulse laser turret, requiring random vanilla electronic bits instead of a fire control system and turret engine.

Bandit bulldozer: I'll need to mount the flamethrower on a part that lacks cargo. Might move it to the driver's position and give them a military seat instead of a normal one.
Hurr durr my fault, mounted flamethrower has an erroneous "Cargo" tag. Fixed.
Atomic mini-tank: Since M2 Browning turrets no longer exist, I'll have to pick something else. I was tempted to give them a laser turret of some kind anyway, so that might be the most idiotproof option.
M2 turrets do exist, in the "Blaze_Override.json" file as "auto_browning". Sticking a turret chassis on the same square should make it mountable.
ATGM turret: Since I didn't make the mobile gun system craftable, I have two options. option one, remove the recipe. Option two, update it to resemble your other recipes for things like the pulse laser turret, requiring random vanilla electronic bits instead of a fire control system and turret engine.
You can probably remove the recipe. Both manual and turreted versions use the same base item. The turreted version just checks whether there's a turret chassis on that spot.

Though mounting something super heavy like a tank’s main gun will probably warrant its own item depending on your line of thought.

Uh… so I have a saved game with the older crafted turrets on my vehicle.

I honestly have no idea wtf is going on with turrets now. Can someone explain? What would happen if I had an M2 turret of the old type installed and updated my game now?

There’s the problem. You renamed it from “am2browning” to “auto_browning” and that broke it. :V

It fucks up because the M2 Browning turret was renamed. Same thing as with mini-tanks. ;w;

[quote=“DG123, post:429, topic:7616”]Uh… so I have a saved game with the older crafted turrets on my vehicle.

I honestly have no idea wtf is going on with turrets now. Can someone explain? What would happen if I had an M2 turret of the old type installed and updated my game now?[/quote]
You’d get an error message when you load the game and the turret(s) will disappear. You can debug in a new turret if you don’t feel like getting another.

… Wait, if mini tanks also got renamed what is that going to do to my vehicle? It’s an atomic mini tank that I modified.

Could… we just reverse the renaming?

Also am I right in saying that things were changed so you don’t craft turrets in the crafting menu at all now?

You just put the chassis on the vehicle then you can swap weapons in and out freely?

And to use a manually aimed gun you just leave out the chassis?

Mini tanks weren’t renamed, it’s the M2 Browning turret that was. >__________>

Oh you meant that the mini tanks were lacking their turret weapons due to the renaming? I get it.

I changed the name back, one less thing to fix.

Changing the name of the mini-tank wouldn’t have done anything to already existing vehicles.

Ah ok, so I suppose I should just wait for the next experimental release before updating?

Did we do anything to fix the cameras, by the way?

I think the security cameras mounted on vehicles were only functioning in full sunlight or artificial light, not moonlight even if you could see yourself perfectly well.

Wheeee. I’ll be starting up a PR to yoink the ATGM recipe. I’m also pondering moving the driver’s cam control to the commander’s spot. It would nerf tank practicality a fair bit, but make them consistent with vanilla vehicles.

Actually, I might have to dummy out the 120mm RWS and the ATGM turret items entirely later on, since the norm is now to install the same item on a turret frame. But that can be saved for later.

And no idea if cameras are being unfucked anytime soon.

^ Even better solution on the tank gun: recoil based on vehicle mass.

Which would give us the interesting possibility of a recoil propelled vehicle…

As seen in Grand Theft Auto 3.

… And The A-Team movie.

Too bad this would demand source tweaks. And you know how much the source code hates me. ;A;

In any case: future-powered PR is up: https://github.com/CleverRaven/Cataclysm-DDA/pull/14051