Vehicle Additions Pack (Updated December 8)

I am still getting the “item id bfeedcharge is unknown”, and then I get a few of “ammo type bfeedcharge has invalid default ammo bfeedcharge” messages. every time I load my save.

I completely deleted the old blazemod folder, and copied in the new one from the link in the OP.

I use the very latest experimental builds.

is this just happening to me?

If you were using old blob parts, just spacebar through those messages and you should be fine.

I wasn’t using them. And, even after I go through the error messages, and then save, when I load up, I get it again. I would have thought it would be a one time thing.

hey why cant the m240 be made into a turret? the m249 can, but the m240 can be mounted but not turreted, oh and the m240 is the one that doesent use .223, unlike the m249 right?

Okay, I looked into it again and found one instance of bfeedcharge and removed it. Redownload and try again please, if it doesn’t work after that I have no idea.

Did you install a turret chassis on the same tile? You need one of those to install an M240 turret.

Okay, I looked into it again and found one instance of bfeedcharge and removed it. Redownload and try again please, if it doesn’t work after that I have no idea.[/quote]

Ummm… loading the new mod generated about 10 billion error messages and the caused CDDA to crash.

Then the issue is on your end. I downloaded the file from mediafire, a fresh copy of the experimental, activated the mod and started a new game with no issues. Whatever’s going on, I can’t help you.

Debugged it. You had a comma in there that caused it to fail, and then the made the Vehicle Additions pack throw bunch of exceptions.

The comma was at the end of the “active”: true line (line 1448 in blaze_blob.json)

    "flags": [ "EATEN_COLD" ],
			"use_action": {
			"type": "transform",
			"target": "waterbomb",
			"target_charges": 10,
			"active": true,
					  }
  },

Huh, so it did. My apologies then.

In any case, I removed the waterbomb and replaced it with something else; as it caused issues with actual water. So please redownload.

Just updated the experimental, deleted the blazemod folder and replaced it with the latest from this thread, as usual.

Got error messages for two items; saiga_sawn and m14a.

I noticed that the turbo-laser cannon is considerably shorter ranged than the fusion blaster it’s made out of (which given the size of the blast radius makes it tricky to use), and it doesn’t seem able to cause fires like the fusion blaster, making it considerably less effective. I managed to fix the range really easily by just changing the number in the json, but no idea how to fix the fire thing myself.

when laser turrets on ifv fires, throws some error about fake UPS. Will take screenshot if needed.

Is it possible to make a vehicle mounted farm, hydroponics or something.

[quote=“Weresmilodon, post:610, topic:7616”]Just updated the experimental, deleted the blazemod folder and replaced it with the latest from this thread, as usual.

Got error messages for two items; saiga_sawn and m14a.[/quote]
Fixed, those items are no longer in vanilla.

Fixed, that was the old range before they added auto-fire range controls to individual turrets.

This I’m looking into, but it might be a core issue; the vanilla A7 also suffers from it.

Also, the IFV doesn’t have laser turrets.

Not via json.

Darn

It’s sad to see the pre-packaged blazemod gets a little more worse for wear with every experimental. For whatever insane reason I preferred the classic, but I’m fantastically grateful for your continued efforts to keep this version of the mod compatible. I -can’t- go back to life without the cargo dimension

Hi all I assume all these red errors on game start are known about?.

I am using 64bit version of latest 5053

Thank you :slight_smile:

[quote=“stk2008, post:617, topic:7616”]Hi all I assume all these red errors on game start are known about?.

I am using 64bit version of latest 5053

Thank you :)[/quote]

This should be fixed as soon as this merge request goes through.

" Fix mods to use new WHEEL islot "

It looks like the update changed a few more things than wheels, as both the “MANUAL” flag and containers were changed as well. I’ll see if I can get it fixed after work.

Edit: I’m afraid I can’t do anything about manual turrets on my end; so all turrets are automatic, you can’t even turn them off. I did fix everything else so it should load properly.

The wheels are still a bit borked up in the latest experimental, due to the way the diameter and width data are formatted.