Vehicle Additions Pack (Updated December 8)

Awesome, thank you! I cannot see it yet because I don’t want to switch versions while I’m playing my current save, but when I get bored and/or die I’ll definitely give it a thorough read.

Is the latest version going to be PR`d and ship with the experimentle builds of CDDA soon? :slight_smile:

Thanks

Just to make sure you saw, one of the recent updates now requires the “TRACKED” flag on your vehicle tracks so that the game identifies them as a special type of steerable wheel

automated m2 brownings dont seem to work, i had one, a automated m2 browning, with 3 1000 .50 bmg ammoracks, and i had no option to fire them, nor configure them.

Oh derp. ;w;

Oh derp. ;w;[/quote]

Says in the changelogs that they took care of that and adding steerable wheels to the tanks mod already, so no worries. :slight_smile:
They did it for the version of Blazemod packed into the build as well, just need to update the three track types in the beta version with “TRACKED” flags- did it on mine and runs without a hitch.

Ah, excellent. DF has been eating my time, so I was afraid I might miss something important pertaining to one of the mods I’ve done, like Tank mod.

I still need to get back to updating MShock Modded, and add some additions Egomassive offered. @_@

Are the growing gelatinous mass intentionally uncraftable? (IE you have to get them as a drop somewhere to start using blob parts?) If so, might reconsider because I haven’t found any on a side character I’m about 10 hours deep into now, even looking for them in the sort of places it seems likely they would pop up (like slime pits.) Finally resorted to wishing for one.

If you’re concerned about that balance stuff (aka people not playing on horde mode complaining about things being OP), even ridiculously expensive recipes are better than relying solely on the whimsy of the RNG. I freely admit that uncraftable items are a pet peeves of mine: Some of us started to get jaded toward farming drops in the late 90’s and only trust stuff that we can replace if lost. (hence why I consider most of the upper tier CBM’s to sadly be novelty items rather than actual parts of the game) X3

Excerpt from the PAQ.txt in the mod:

  • Blob parts? Vortex parts? Diamond parts?
    For blob parts you need cooking at level 6 to see the first recipe, 7 to see them all. You also need fabrication at 5.
    For vortex parts, a mechanics skill of 8 to see all recipes.
    For diamond parts you need fabrication at 10 and access to a CVD machine.

Yes, I am aware of this. >.>
There is, however, no recipe for the growing gelatinous mass.
As in, there is no such recipe in the json. Only the one for dismantling an existing gel mass into two growing gel masses.

Use the blob frame recipe.

I have a vehicle that started back in 0.C, then moved to experimentals. Today I found out that solar panels on it don’t work while these on standard vehicles do. Then I tried to replace mod version that ships with experimentals with that from OP and ended up with a bunch of errors like

src/game.cpp:262 Error loading data from json: data/mods//blazemod/blaze_weapons_recipes.json: line 389:12: Recipe name collision (set a unique value for the id_suffix field to fix): rslauncher
},{
“type” : “recipe”,
“result”:
^
“rslauncher”,
“category”: “CC_WEAPON”,
“subcategory”: “CSC_WEAPON_RANGED”,

and

src/requirements.cpp:206 fcs in recipe SMGturret is not a valid item template

on attempting to load the save.

Any idea how to fix either? Game version is win 4068 sdl.

Delete the old blazemod folder before adding the new one, overwriting it causes errors like this.

The second bug is caused by switching to the new turret system unfortunately. You can just stick any non-pistol non-mod gun on a turret chassis; no need for another recipe.

On the “X is not a valid item template” part, thats more a warning than an error: it’s the game letting you know that it’s ditching the old recipes from your saves because they aren’t valid anymore.

Just keep hitting space while it finds all of them and you’re good.

Thanks, deleting old folder stopped errors.

Any idea about solar panels not working? I tried removing and installing them again and generating a new world, for no effect.

I haven’t touched normal solar panels, are you above ground and outside?

Note that solar panels are fairly slow, and if you have a lot of batteries the indicator won’t increase until you pass a certain threshold.

Another thing that comes to mind for what you might be missing here: has it been raining in your world, or are you building in a garage?
Solar panels need sunlight, as you might have guessed, but what’s not so obvious is that they follow realistic rules for what that means.
Solar panels won’t work at all inside (even next to windows), their production also drops when it’s cloudy, goes to a trickle when it’s raining, and a storm is essentially night.

Large battery banks and well-protected multi panel arrays are your friend with solar.
Make the most of those sunny days, and store enough to get you through the cloudy ones.
My scout vehicles typically have a 6 panel array so they can keep a fridge running full time without draining the battery too quickly. A three panel array can work if you supplement it with a one-cylinder engine with a generator or several alternators on it. (Those are a good idea anyway for the inevitable times when you have to hole up in a garage or fire station, or get a long string of cloudy days.)

For long-term, large scale solar power, build as large an array as you can. Snag every panel you see- even the broken ones can bag you solar cells you can use to build new panels or upgrade existing ones. My stationary bases usually have an array of at least 12 panels and 4 storage batteries for a steady flow of power to a fridge while also stockpiling a small surplus. That way when I get back to base and need to recharge a lot of equipment, and hook up jumper cables to my scout vehicle so my fridge doesn’t cut out while I’m unloading, and do a lot of fast crafting at the same time before things start to spoil, I have plenty of reserve power to fall back on.

I forced sun with debug, set quantum panels to 1’000’000’000 epower, removed all batteries but one, spawned standard vehicle and observed it too. Standard one charges, custom one (though it was standard APC somewhen) doesn’t.

Rebuilding from scratch seems to help. Probably solar charging got lost in warp while moving the vehicle between game versions and worlds.

I was able to mount some turrets on Storage Battery Cases. Will supply Screenshots on the morrow as I’m about to pass out.

That’s a really old known issue, one which is deeply rooted in the base Cata code from what I understand.