Vehicle Additions Pack (Updated December 8)

So I’m brainstorming on some more stuff, perhaps you could add a few things?

  • Recipe books, which I’ll put in some randomly generated cars, possibly libraries as well. Books are easy enough to jsonize at least.
  • Vehicles for books to appear in. I haven’t really delved into vehicle jsons, they look fairly simple though.
  • Enemies for a more endgame experience. Sadly, my previous code for this went poof along with my old HD; so I have to start from scratch. This obviously means I’m going to take it out on all of you with an array of utterly brutal encounters.
  • Fungal vehicle parts, I’m planning on this to be a purely fungal character thing as I find the mutations somewhat lacking.

Like blob parts, fungal parts don’t require tools and single parts can be installed in multiple ways. Unlike blob parts, they won’t have as much utility, are quite fragile, and don’t regenerate when broken. However, the parts can be grown easily and quickly once setup.

Getting into it is simple, once you have some mycus fruit saved up, you craft a “Empty Mycus Journal” (name will probably change), using it will enter a meditative state during which “You write down the fragments of knowledge of the mycus while in a trance-like state” or something.

Reading that book will teach you a few recipes, which you can then use to construct (i.e. grow), the parts for your vehicle.

To grow the parts, you’ll need fungal terrain, this may be easy or difficult depending on your circumstances.
Then craft the growing plant via construction menu, or plant the seed. I set up both ways as I can’t really alter growing time so those with long seasons may suffer quite a bit. Grown plants give a lot more parts though.
You can then install the parts as is, no real need for mutagen, as you provide it yourself.

As for the parts themselves, they are extremely fragile at around 50 durability each. However, they are extremely light (Though take up a fair amount of volume). A 20 tile fungal vehicle with all sorts of fungal parts will probably only weigh a bit more than 100lbs.

You won’t have powered engines, instead you have a “Mycus Link” part that works like foot pedals, but are a fair bit stronger. Your own strength will determine your speed; and you can power a fairly large fungal vehicle because of the light weight.

Things like electricity and gasoline don’t mean much to the Mycus, so you won’t get storage for those. You will need a lot of water for the recipes, so the Mycus link acts like a faucet as well as controls, many parts have innate water storage, and the roof part acts like a more effective funnel.

As for the turrets, you have simple options:
Thornflinger: Turns a currently unknown fuel type into thorns and shoots them. Can then be recollected as ammunition.
Sap Spitter: Turns water into sap and then spits it, bogging down enemies.
Possible variants to the above two.

Then a third “turret” type, a “mycus projector”, which is less a turret and more a factory. Depending on what you “feed” it, it has different effects and gives a different byproduct. These byproducts are usable by the player as fungus grenades and possibly injectable fungal stimulants.

Finally, I’m thinking of adding a craftable weapon the “Thorn Baton”, which is martial arts compatible, a fairly potent melee weapon, which is capable of shooting collected thorns. Furthermore, it has a few craftable mods which change how the weapon works.

Hmm. Craftable shroomobile. Seems like an interesting idea.

One suggestion is you could think up vehicles to showcase some of the existing parts. Like something using the vortex setup, or tracked vehicles.

Additionally, if retaining manual mounted weapon overrides, you should be able to override existing vanilla vehicles now. So mainly one could use this to move the mounted weapons on vanilla vehicles to more accessible locations. I think the armored car and its M249s would be the only notable example.

It’s more of a matter of balance (what little there is), while I do want to do things like have the Vortex/Diamond/Blob recipe books appear on a vehicle using their respective parts, it also means that they’ll obtain those parts without going through the recipe line. I want the books to be obtainable, but I also need to balance the appearance of the vehicle(s) they spawn on.

I suppose I could set up dummy parts or something.

Ah right, hmm. o.O

Hmm, thoughts and ideas…

Blob books spawning in vehicles seem a bit weird to me, I’d picture them being found in those chemistry basements, in labs or in some place conducting experiments, not in some random dead guy’s abandoned sedan. Maybe even inside a slime pit, dropped by someone who went there to harvest/study the blobs. I know the blob stuff has to do with vehicles, but it seems weird thematically. There’s also the option of new custom locations, like the arcana mod does with groves.

If you become a mycus character, spore dispersion costs you “nutrients”. What if the mod added an extra mutation? When activated you create a mycus offshoot of some sort at the cost of hunger, stamina, or hitpoints? You’d be able to create vehicle parts really quickly as long as you have enough food/water/medical supplies to chew through.

In terms of just general brainstorming, some things I’d love to see:

-construction equipment/parts. Small excavators that can dig pits, tunneling machines, bulldozers plows for pushing rubble and wreckage into more convenient piles-o-stuff, post drivers to speed up building fences, being able to move crates with the forklift part, towing winches for dragging wrecks off the road or disabled cars back to your base… utility stuff, basically.

  • Despite the overstated descriptions in game, huge characters can in fact drive vehicles. They just get pain every so often from cramming themselves into a boardable tile or seat. I’m guessing it might require some delving into code to make it possible, but something like an XL seat (in the same vein as the XL gear) would be an awesome endgame part. I’m picturing a car with the roof cut off and a reinforced former recliner welded to the chassis. Heavy, exposed, and hard to make, but still better than only being able to drive for a few in-game minutes at a time.

-That brings to mind another idea I’ve had: a wagon harness. You attach it to an empty neighboring tile like wire, and then activate it like vehicle controls. You are the motor, like with foot pedals, and so long as you don’t exceed the breaking strength you are fixed relative to the vehicle like a belted seat. This would not only be wonderful for huge characters that can drag a van but can’t drive one, it would finally let us build multi-tile dragable carts that can turn corners without somehow ending up with you standing on them.

  • Folding parts. Deoxy’s foldable parts mod has done some work toward making it possible to build small portable work stations, but development there seems to be in a bit of a lull. Little things they haven’t done yet, like a hotplate you could stick on your handcart or dashboard, or a small electric ice chest that could fold and keep a few drinks and some meat cold until you get back to base, without requiring a solar array’s worth of power, would be really nice to have.

My thoughts on hugeness and vehicles? Shouldn’t trigger pain if the vehicle tile is ‘out’ but should if it’s ‘in’

Huge characters being able to drive vehicles would be brilliant!

But convertibles are notoriously lacking in leg room. Unless we are talking about really old ones, like the car they drove in ‘Fear and Loathing in Las Vegas’. Not to mention the sausage fingers problem: https://www.youtube.com/watch?v=OqjF7HKSaaI.

I’d like to see some implementation of oversized equipment, beyond the clothes. My giant shouldn’t even be able to fit his fingers into the trigger guard of most guns.

There are several mutations that would probably interfere with guns that way, like paws and webbed hands, so I always chalk up the trigger guard thing to them just cutting or breaking the guard off of every small gun they get. A lot of people did that to guns anyway in the Old West as an (incredibly dangerous) way to speed up a quick draw, tweak the balance, and/or make it easier to handle (its apparently one of the ways you can identify a Colt Peacemaker that belonged to someone who actually used it regularly, or at least wanted to look like they did). Sometimes you’d leave a peg sticking out if you were a pansy who worried about shooting yourself in the foot. X3

Larger ones probably wouldn’t be a problem, as most military and hunting weapons are designed with “guy potentially wearing heavy gloves with no time to take them off” in mind. They could at least get enough finger in there to shoot.

Anyone else having a problem with the updated vehicle additions mod not loading in the latest experimental?

It’s because I’m an idiot who used a 0 instead of a -1.

Fixed and uploaded.

Is the most recent version in the experimentals or should I download the one in the OP and replace the experimental version?

The one on the OP is the most up-to-date.

Thanks, I’ll add it to my additions list.

Bug fix for you: you forgot to change a “mon_goople” to “mon_oozle” in the blob monster json.

Phickst.

Found another one:
.308 winchester rack only accepts 30-06 Springfield rounds, and does not supply .308 Winchester automatic turrets.
Creative expletives may have been employed during this discovery. X3

Hi Blaze,

Could we please get a guide to this mod, if there isn’t one already? Like a “WTF do all these parts DO!?” guide?

If there is one, could you please direct me/us to it? Preferably also in the TOPIC?

Thanks!

Fixed.

If you look at the mod’s info when choosing it, it says that there’s a PAQ in the mod folder.