I noticed the Survivor Rocket Launcher today. That’d be a cool thing to put on a (manual) turret.
An upgraded version could be a 6-tube rocket rack. That can ripple-fire all six homemade rockets in a burst if you so choose.
[quote=“The Lone Badger, post:141, topic:7616”]I noticed the Survivor Rocket Launcher today. That’d be a cool thing to put on a (manual) turret.
An upgraded version could be a 6-tube rocket rack. That can ripple-fire all six homemade rockets in a burst if you so choose.[/quote]
Six-shot rocket rack? Mount a few on a Hatchback perhaps?
“Rocket barrage ready!”
KA101 fears the rockets are too small to mount some on the back of a Flatbed and make a Blaze Organ
Okay, before I add anything else, I tried this new feature:
Automated turrets no longer include their frame in the recipe. Instead, you mount the frame itself on the vehicle, and then mount the weapon on the frame. Manual turrets still require their unpowered frame in their recipe.
Please tell me if you run into any problems.
Link in the OP is updated as always.
Oh, storage battery cases were sacrificed for this. In exchange, storage batteries work like all other batteries. I can’t overwrite existing recipes and vehicles, so pre-installed storage battery cases are always broken and fall off once moved. Their batteries should be unaffected.
I don’t think we want to include a prepackaged mod with the game if it breaks the rest of the game when it’s enabled. What’s preventing you from making the turrets work without breaking storage battery cases?
I appropriated the way the battery mount works. I figured it was more useful this way.
And unfortunately, I can’t overwrite existing recipes (Causes recipe conflict), and can’t overwrite existing vehicles (Game tries to install the components from both entries into one vehicle).
Why not duplicate the battery mounting box code, and make your copy run the turrets?
Because I fail at modding.
To be more precise, it isn’t possible with only JSON. At least AFAIK.
So clone the DDA repo and start poking around in the C++ side of things?
I came to this project with zero C++ experience whatsoever, and now I’m one of the head devs. If I can do it, anyone can!
None here either.
KA101 should see about that “blazemerge” branch he’s had kicking around, now that the freezes are over and the backlog is a bit better controlled
Caterpillar treads have been added! Three versions, rubber, steel, and hard steel. You’ll need Fabrication/Mechanics 6/7 to see them.
The rest have been changes to existing stuff, disassembly recipes, items when destroyed, weight/volume etc.
[quote=“The Lone Badger, post:141, topic:7616”]I noticed the Survivor Rocket Launcher today. That’d be a cool thing to put on a (manual) turret.
An upgraded version could be a 6-tube rocket rack. That can ripple-fire all six homemade rockets in a burst if you so choose.[/quote]
I suppose, but when you make a turret manual, it loses all burst capability. You’d have to control it via “configure individual turrets” menu.
Oh, and I added Blast canisters and upped Big Bang Canisters to larger explosions. I also made it so you could use the explosives ANFO/RDX/HMTD. The explosive canisters should be enough to bust down regular, wood, and cement walls. But for metal walls you’ll have to be lucky with the Big Bang Canister or use a real explosive.
Now, I’m well aware that those materials require specialized handling and a significant trigger force like a blasting cap, but currently their only real use is in things like the sand bomb (50 RDX) and the RDX Charge; (1000 RDX). You get FIVE per recipe.
Fixed, thanks for reporting.
You can downloaded the updated version in the OP.
Manual turret aiming no longer sucks. Or at least does so much less than before.
Okay… Changed a lot of things.
A LOT of internal changes, removed unnecessary capitalizations, reorganized files and coding, etc
Finally replaced vanilla turrets, they’re manual now and require a turret frame. On the upside, vehicles with turrets have a turret frame on them already; so you can salvage them off wrecks.
Changed all turrets to have manual and auto variants, manual turret + fire control system + turret engine = auto turret. Yes, that includes things like the hypervelocity driver and slingshot autocannon.
The recipe menu has exploded so I moved them all to a single menu.
Made small electric motors a teensy bit stronger, previously they couldn’t even move the minimum vehicle parts, so now they can at least move something.
More stat fiddling.
Added 3 items that were suggested to me, they’re probably not balanced. The Vortex Generator, Vortex Engine, and… well, it holds cargo.
The three items are in the blaze_test.json file, and the blob items are in the blaze_blob.json files. So if you want to remove them there should be no need to file dive. They’re self-contained so deleting them will cause no issues with the rest of the mod.
I probably missed something somewhere, so if you encounter any bugs, tell me and I’ll get right on it.
I think the names of manual and automatic turrets are different enough to avoid confusion, but tell me if you have problems.
Link to the OP is up to date is always.
Bug reports: Dragon Turret and Flamethrower Turret can’t be installed at all. Swappable storage batteries are a trainwreck.
Minor: Word “system” spelled “systm” in item descriptions.
Not sure if bug: Name inconsistency, flamecaster turret used to install scorcher turret.
General: This is some really awesome stuff, but a little more naming consistency would be appreciated. Perhaps everything should simply be either “mounted (name)” or “turreted (name)” without exception, with mounted being operated by standing on them, and turreted being operated through the vehicle menu.
Right now, for example, a “laser cannon mount” sounds like a fixture you mount a laser cannon on, while a “laser autocannon” sounds like someone took a laser cannon and made it rapid-fire. It would be much simpler if they were just “mounted laser cannon” and “turreted laser cannon”.
Also, swappable battery cases being usable as turret mounts by cheesy players is way less of a problem than battery cases being turned into an unusable mess.
Hm. I’m having trouble finding the fire control part to make some turrets automated. Does anyone know the recipe for it, and how you learn it? I’m digging through the mod files but I can’t seem to find it anywhere.
There should be two recipes for it, computer+electronics at 3 and 5. The easy one rips it out of an existing turret, and the harder one makes it from scratch.
Okay fixes:
Fixed spelling error.
Fixed unmountable turret issue.
More general name consistancy.
I returned storage cases. I came second, so I should be the one who makes the concessions. I did give it less durability though, and gave the chassis more. You don’t require expensive parts to make the chassis anymore so I figure if you want to cheat a bit that’s up to you.
Link in the OP is up-to-date as always. Thanks for the feedback.
There should be two recipes for it, computer+electronics at 3 and 5. The easy one rips it out of an existing turret, and the harder one makes it from scratch.
Okay fixes:
Fixed spelling error.
Fixed unmountable turret issue.
More general name consistancy.
I returned storage cases. I came second, so I should be the one who makes the concessions. I did give it less durability though, and gave the chassis more. You don’t require expensive parts to make the chassis anymore so I figure if you want to cheat a bit that’s up to you.
Link in the OP is up-to-date as always. Thanks for the feedback.[/quote]
You’re totally awesome man, and this is this game’s best mod. What was up with the unmountable turrets anyway? I looked really close and couldn’t find a thing wrong.
You know, I kinda like the idea that you can use a battery mount as a ghetto turret fixture. Easy to scavenge, but less durable than a proper mount. After all sometimes you’ve got a proper professional weapon mount, but other times you may just be zooming down the road with your homemade laser cannon hotwired into the car’s electrical system.
Edit: “aneedler turret” on installation list where an ID name snuck into a “name” name.
Looks like the vortex generator and the engine’s ids are switched around in the part installation requirement.
I like the idea of weird experimental vehicle parts like those.
Fixed, and uploaded.
There was another part using the same id in a separate file, it took me a while to find it too.