Vehicle Additions Pack (Updated December 8)

so i farmed up all the glass and charcoal and car bits to finally start making my diamond stuff. got most of it installed and wanted to test the handling, come to find out the generator will turn on without a vortex core and the engine will not turn on at all. i feel like i must be doing something wrong and i don’t understand enough about the code to look under the hood and tweak it to work. refilling the engine prompts message saying i’m missing the components required. then a debug message:

DEBUG : Activity ACT_VEHICLE: missing refill sorce

FUNCTION : static void veh_interact::complete_vehicle()
FILE : src/veh_interact.ccp
LINE : 2370

appreciate the help.
happy hunting

Hey, is wiring meant to no longer be passable? It seems like it’s missing the [BOARDABLE] tag, so now you can’t walk on it at all.

Couple Quick questions about the Blob Vehicles (as they are fairly outdated to the point where they don’t have steerable wheels), How am I supposed to Repair a vehicle made entirely out of blob material (Gray Mass/Oozing Mass/Gelatinous Mass).

There appears to be no repair functionality. Were you supposed to be able to put Blob Feed into a carrier and have the vehicle repair itself?

Let me know if the vehicles were supposed to Auto Repair. If it does repair the vehicles, Then I’l probably add in a recipe so that the Feed can be converted from a solid to a liquid, and back.

2nd: About the Steerable Blob Wheels, I threw them in quickly and got it working for me. Unfortunately The site isn’t letting me upload/Link/paste it. So outta luck for now, I’m in the irc a-lot though so u can find me in there #CataclysmDDA if you really want it.

What are solar floodlights supposed to do? They don’t work as floodlights.

This mod need to be updated to the new code, which is being done slowly. Blob parts don’t autorepair as that’s unsupported by JSON, I plan to make it so you can just feed them.

This mod doesn’t have Solar floodlights, that’s from something else.

Blaze I sent you a pm with a copy of the changes I made to the mod. Focused primarily on making blob related things work better.

Most of the blob turrets should be working (I believe as intended? based it off how they work without mounting them in a vehicle) Only the ones that use Blob Feed or water. The Blob Vehicle Parts should be repairable using blob feed or “Liquid blob feed”. Feel free to use any thing I changed as if it were your own, let me know if you want me to remove the obsolete Stuff (multiple blob tanks). If I start playing with the extra turrets in game, I might take a look at fixing them up a bit as well.
Also Added in steerable versions of the wheels.

PS:I don’t know tons about the json used by cata so it might be a bit buggy or working unintended. But haven’t encountered any errors from it so far.

[quote=“jasonmbrown, post:686, topic:7616”]Blaze I sent you a pm with a copy of the changes I made to the mod. Focused primarily on making blob related things work better.

Most of the blob turrets should be working (I believe as intended? based it off how they work without mounting them in a vehicle) Only the ones that use Blob Feed or water. The Blob Vehicle Parts should be repairable using blob feed or “Liquid blob feed”. Feel free to use any thing I changed as if it were your own, let me know if you want me to remove the obsolete Stuff (multiple blob tanks). If I start playing with the extra turrets in game, I might take a look at fixing them up a bit as well.
Also Added in steerable versions of the wheels.

PS:I don’t know tons about the json used by cata so it might be a bit buggy or working unintended. But haven’t encountered any errors from it so far.[/quote]
mind uploading your version to dropbox or something so i can get it ?

Not sure if this should really go here or in the CDDA Game Launcher thread. Nice to see the changes made in this recent update to the version that comes packaged with the launcher (mods/blazemod: fix shards (metal fragments) weighing too much. mods/blazemod: fix dshards (diamond fragment), too.). What is desperately needed though is for the main mod and for the version packaged with the launcher to delete the following from blaze_override.json:

"type": "construction", "//": "Rest of vehicle construction done in the vehicle construction menu", "category": "OTHER", "description": "Start Vehicle Construction", "difficulty": 0, "time": 10, "pre_special": "check_empty", "post_special": "done_vehicle", "components": [ [ [ "frame", 1 ], [ "hdframe", 1 ], [ "frame_wood", 1 ], [ "xlframe", 1 ], [ "frame_wood_light", 1 ], [ "foldwoodframe", 1 ], [ "foldframe", 1 ], [ "gloople", 1 ], [ "oozle", 1 ], [ "gray", 1 ], [ "diamondframe", 1 ] ] ]

This code causes a bug that makes beginning construction on a new vehicle require two frames both of which are consumed. Trying with just one frame consumes the frame and does not create a vehicle. Deleting it is of course simple but for those of us who use the launcher and update the game frequently we would have to go into the json and delete it again every update because whenever you update via the launcher the mods folder gets overwritten with the launchers version of the mods.

If I knew how to update the core mod in a way that would result in the launcher using that version I’d do it myself because it should be one of the simplest possible fixes, but I don’t know how to do that or if it requires the original author of blaze mod or possibly the author of the launcher to do so.

nice catch! Sounds like Launcher Dev should get told about this too.

The launcher ships with an outdated version?

Apparently so. I thought it just pulled directly from the main files the game ships with but I just downloaded the game directly instead of through the launcher to check and that version lacks the bugged code. So yeah, this is an issue for Remyroy to address.

Edit: Or the updated version of Blazemod shipping with the game was added after I posted about it bugging up. As of yesterday I was still having to delete that code every update. Today I updated to 5950 through the launcher and that buggy segment was gone from Blazemod.

I found that some mods I use have some recipes that are explicitely asking for welding goggles instead of the quality glare-protection. I “fixed” it on my game, so after been told this mod is been updated out of the main branch of CDDA I thought it could be better to report this into the forum thread. Most are from your mod (The version I use is the old one from MB repo as downloaded on experimental 0.C-5966). Here is the list of lines affected (I have modded already the necesary changes for the recipes to request “Glaring protection 2”… But I don’t know if a direct upload of the “fixes” is of any help if the rest of each file is outdated compared to the ones you use).

blaze_other_recipes.json (6 hits) Line 15: [ [ "goggles_welding", -1 ] ], Line 38: [ [ "goggles_welding", -1 ] ], Line 63: [ [ "goggles_welding", -1 ] ], Line 84: [ [ "goggles_welding", -1 ] ], Line 106: [ [ "goggles_welding", -1 ] ], Line 214: [ [ "goggles_welding", -1 ] ], blaze_test.json (3 hits) Line 53: [ [ "goggles_welding", -1 ] ], Line 86: [ [ "goggles_welding", -1 ] ], Line 119: [ [ "goggles_welding", -1 ] ], blaze_weapons_recipes.json (3 hits) Line 109: [ [ "goggles_welding", -1 ] ], Line 164: [ [ "goggles_welding", -1 ] ], Line 289: [ [ "goggles_welding", -1 ] ],

Hope this is helpful enough.

So I jump into a latest experimental today and find a few vehicles go from 0-20 and reverse is capped at something like 13mph.

Putting this at polite as possible. Can this be unf**ked please? No vehicle in any sense of realism does this or everyone on the road would be smashing up all the time. Seriously WHY? >_<

Well… Aparently “realism” seems to be a relative term here…

…For me what it broke before was seeing vehicles with common engines with max speeds over Mach 2.

What you are seeing is the effect of the attempt to bring engines back to reality by adding gearboxes. The problems ATM are that:

  • There are bugs related to Alternators. Fixed in a PR pending aproval.

  • There is a balance process on fuel consumption pending. Fixed partially above and with a new Mod called “megaveh”.

  • You can’t have MULTIPLE engines working at the same time, even if they are the same. Awaiting fixing. Meaning vehicles masses over 6T can’t but “crawl” around… Park those Deathmobiles around for the time being or just get used to the slow traverse speed (Perfect moment to invest in a light folding scout vehicle that can explore around before moving the slower Base).

So before going around screaming… It’s usually better to check forums for what’s going on.

P.S. None of this “issues” are devived from this Mod (Well… Fuel consumption got a problem on this mod but wasn’t caused by changes in it)… They are changes on the base game.

So I finally got a survivor to go through the process of making blob vehicle parts (it was highly enjoyable splitting them) when I found that the amorphous core is not treated as an engine (due to the recent overhauling of them no doubt).

This isn’t really directed at anyone, I just wanted to say it out loud.

[quote=“ragamer, post:694, topic:7616”]Well… Aparently “realism” seems to be a relative term here…

…For me what it broke before was seeing vehicles with common engines with max speeds over Mach 2.

What you are seeing is the effect of the attempt to bring engines back to reality by adding gearboxes. The problems ATM are that:

  • There are bugs related to Alternators. Fixed in a PR pending aproval.

  • There is a balance process on fuel consumption pending. Fixed partially above and with a new Mod called “megaveh”.

  • You can’t have MULTIPLE engines working at the same time, even if they are the same. Awaiting fixing. Meaning vehicles masses over 6T can’t but “crawl” around… Park those Deathmobiles around for the time being or just get used to the slow traverse speed (Perfect moment to invest in a light folding scout vehicle that can explore around before moving the slower Base).

So before going around screaming… It’s usually better to check forums for what’s going on.

P.S. None of this “issues” are devived from this Mod (Well… Fuel consumption got a problem on this mod but wasn’t caused by changes in it)… They are changes on the base game.[/quote]

Well broken is still broken. I was wondering why it has been a common theme this past year to break things and add them into the game either half in or flatly non-functional. I could understand the idea of asking people to try things out before hand or at the very least say"Crap that just got fu**ed up, lets test!". Hell even that would make me chuckle and go…ok, sure. I will test this. Experimental is that by nature, so no big deal. The big deal is not giving a up to date read me of major changes with the experimental and then having everyone either be surprised or just not even know that something WAS changed in order to give feed back.

I do not think it is to much to ask devs and modders for a .txt file update with the experimental of what major changes there are and the minor changes per Ex. update versions.

I do not think it is to much to ask devs and modders for a .txt file update with the experimental of what major changes there are and the minor changes per Ex. update versions.

Why they should? How Devs spend their FREE time into making a fun game for us is strictly their decission. If you read a bit more, in fact, you would already have spotted all the “patch notes” you are looking for…

…That’s what the repo is for if you are into experimentals, you can read most changes there and follow any outstanging bug EVEN if you have 0 idea about c++. If you bother to read, most commits/PR have already some notes about their changes in “readable” format. Some even have FULL design threads…

…If you compare with any other comercial tittle “patch notes”… CDDAs repo notes are usually much better explained.

…How do you think I know all this changes and issues affecting them?

[quote=“ragamer, post:697, topic:7616”]

I do not think it is to much to ask devs and modders for a .txt file update with the experimental of what major changes there are and the minor changes per Ex. update versions.

Why they should? How Devs spend their FREE time into making a fun game for us is strictly their decission. If you read a bit more, in fact, you would already have spotted all the “patch notes” you are looking for…

…That’s what the repo is for if you are into experimentals, you can read most changes there and follow any outstanging bug EVEN if you have 0 idea about c++. If you bother to read, most commits/PR have already some notes about their changes in “readable” format. Some even have FULL design threads…

…If you compare with any other comercial tittle “patch notes”… CDDAs repo notes are usually much better explained.

…How do you think I know all this changes and issues affecting them?[/quote]

Because finding random snippets regarding bugs/updates should not be a treasure hunt. People actually have lives outside of this forum. Packing a 5 minute readme with each update regarding what it was that changed is common sense in programming. Because even the other programmers will not know what was changed…which is silly…putting it nicely =P

People actually have lives outside of this forum.

Reading your request seems that Devs should be a exception to that, and have to do even more for free.

Packing a 5 minute readme with each update regarding what it was that changed is common sense in programming.

It takes a “bit more” than 5 mins when you actually have to crossrelate changes in different PRs and translate the design threads into a single sentence… On top of the duplicated effort of reposting information that IT’S ALREADY ACCESSIBLE for everyone with the interest to look for it…

…That’s why they do the effort ONLY when stable releases happen, because by that time all the intermediate steps while incorporating new features, optional PRs and the inevitable cycle of bug hunting should be over, meaning the changes are “final” and usually much less to document and present to the “general public” (Put in other words… Less overall effort for a more accurate “current state” of the game presentation)

Wow that took so much time.

  1. Ammo-based turrets now come with two free ammunition racks when crafted. (If you’re updating from an old save, feel free to debug them in).
  2. Diamond and Blob recipes are mostly hidden until you find the parts (Vortex/spiral stones for Diamond, and you start with 1 “growing blob?” recipe)
  3. More stat tweaks.
  4. Fuel changes have been integrated, but only at vanilla values.

The rest are mostly changes in the back to reduce redundancy and make the mod smaller; as well as get everything working.

  • Changed diamond everything.
  • Changed blob everything
  • Changed vortex everything (Generators and Engines use water, which should last quite some time).

Note that this is FAR from a final version so there will be bugs and oversights. This is just the “Managed to get everything working by slaving through the nights” version. Lots of messy code and hacks until I have time to address them more completely.

Download link on the OP.

The changes to diamond and blob stuff is significant and is probably hard to get into if you don’t know what you’re doing. And until I have a more intuitive system to introduce them, I’ll explain them here:

"R"ead a vortex stone or spiral stone to gain access to the recipes. (They use Book_Data in order to not clutter the menu)
Craft a Diamond Matrix. As of now I can’t get the mod to overwrite the CVD machine for tool data, so you just need carbon and hydrogen for now.
Load the diamond matrix with charcoal.
To make the base frames requires spiral stones as well as charges from your diamond matrix.
You can then install any wooden frame/plate as diamond parts (just not structural frames).

Diamond vehicles are biased to be small, but light. As such, I removed all those old diamond turrets. Instead, install diamond edges and diamond lances on your vehicle and smash through zombies. Diamond vehicles soak a considerable amount of damage and can be easily replaced so don’t worry too much about repairs. However, your structural frames can only be replaced with more spiral stones, and are in limited supply, so keep an eye on them.

First craft the “growing blob?” recipe. It will then grow into an amorphous core and some gelatinous/oozing masses.
"R"ead them to gain access to the recipes.
Place the amorphous core as a “Blob Nursery”. This is your vehicles engine, seat, and is necessary to grow your other blobs.

As for individual blobs.

Gelatinous masses act as your general frames/parts.
Oozing masses can act as storage, wheels, or generators. As generators, they turn meat (any kind, or bone, or blob globs if using assimilators) into battery power. As storage they can store battery power, liquids, or items. To change their features, "a"ctivate them. Note that all Oozing parts block movement.
Metalloids are stronger versions of gelatinous masses and work exactly the same, albiet being much tougher to make and break.

There are also various turrets, I removed the majority of them and kept them simple. Although they’re fairly weak, you can make lots of them in order to overwhelm enemies with sheer numbers.

Note that if you have a “growing” blob, they will no longer grow by themselves. Place them in the blob nursery until they are fully “fed” then activate them. Blob parts will also no longer regenerate, but instead break into blob globs; which you can feed to your assimilators.

Thus, while diamond parts will focus on small, but powerful vehicles. Blob parts will tend toward huge, slow, roving fortresses bristling with dozens of turrets. Especially since oozing feeders/assimilators are very slow to generate power and thus you require loads of them.