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A17 Custom Vehicles Modlet

Dude the helicoptor is AMAZING. I have to be honest I thought it would be lazy and just be a remodeled gyrocoptor but I was pleasantly surprised. THANK you for VTOL capatibilities (VTOL = vertical take off and landing for those not in the aerospace industry) and sooo much better handling than the gyrocoptor. The other vehicles are fun too but this one is by far the gem of this collection. Looking forward to the boat because that's a core capability not in vanilla.

 
apologies to Manu and anyone else, i got the issue resolved, was exactly what Ace said, removing old versions and left over files, appreciate the help all, again amazing mod Manu really love it.
no worries, glad it works now, have fun!

 
Dude the helicoptor is AMAZING. I have to be honest I thought it would be lazy and just be a remodeled gyrocoptor but I was pleasantly surprised. THANK you for VTOL capatibilities (VTOL = vertical take off and landing for those not in the aerospace industry) and sooo much better handling than the gyrocoptor. The other vehicles are fun too but this one is by far the gem of this collection. Looking forward to the boat because that's a core capability not in vanilla.
Glad you like it!

If you haven't played the A16 version of the mod, the Helicopter flying was way better there. Was all done with custom C# code. And it had weapons too.

I will eventually bring back those features to A17, when the build is more stable. The vehicle code still seems unfinished in A17, so I don't want to lose time on stuff that will change.

- - - Updated - - -

manux Can you add a helicopter dropping bombs on zombies?
Hi TARCH26, see the answer in the above post about weapons. Basically, not before A17 is more finalized.

 
The helicopter has no propeller sound at the moment. Can the propeller sound be added?
Hi soldier626, the rotor sound I had in A16 was also controlled by custom code in order to change the pitch dynamically based on it's current speed. Without custom code I could only add a simple rotor sound that doesn't change pitch with speed. I may look into it at one point.

Also be aware that most flying vehicles don't need gas to fly right now (TFP bug), and when you don't put gas in it, not sound comes from the engine.

 
Thanks guys, and thanks to TFP for adding all the new features, especially the new Vehicles Physics, it makes such a big difference!
I’m new to this mod but it looks really great. My (stupid) question is do you have to build each vehicle with parts? What are the requirements?

 
build them with parts just like you would the Vanilla Vehicles, And "grease Monkey" found in the Intelligence tree is the required perk, as it is with Vanilla Vehicles. Type in "Manux" in the crafting Window and you will see the required ingredients/parts for the vehicles.

 
Update: New Mono-Hog prototype

A monocycle/monowheel type vehicle I quickly prototyped using the RoadHog(motorcycle) model as a base.

It's still experimental, but works enough to add it to the modlet.

Also, the second vanilla bicycle seat should now have a better placement

[video=youtube_share;jue0A-AcKRA]

 
Nope haven't played the A16 version of the mod. I'm already happy with it as is, so if it'll get even better, then yay :p

 
build them with parts just like you would the Vanilla Vehicles, And "grease Monkey" found in the Intelligence tree is the required perk, as it is with Vanilla Vehicles. Type in "Manux" in the crafting Window and you will see the required ingredients/parts for the vehicles.
Thank you!

 
These are just AMAZING additions! I particularly like jetpack, human powered gyro, and experimental uniwheel. Is that in downloads now?

 
These are just AMAZING additions! I particularly like jetpack, human powered gyro, and experimental uniwheel. Is that in downloads now?
Yes all vehicles are on github. Every time I add a post with a blue "Update" title, it means github has been updated.

 
nupackicon.jpg

Not sure if this will work here, but I redid the jetpack icon based from a cap of your youtube demo of it.

This should be a png, but I don't know if the forum will retain the image properly.

Edit: Nah, looks like it converts it to a jpg for display. LMK on discord if you want it. (I sent you a pm)

 
Last edited by a moderator:
I didn't play much of A17 and I do not spend much time on things like recipes and progression, so if you have any suggestions on how to make things better for the game experience with this modlet's vehicles, let me know...

Or you can also simply modify the modlet's XMLs to your liking.
The biggest balance issue right now is probably steel in recipes... you can only find it or buy it at the trader until crafting it unlocks at level 100. (Personally I think steel should unlock about level 50 or so.)

This means earlier game intended vehicles like the pedal powered gyro wouldn't be available until after the gas powered version, devaluing its unlocking in progression.

I would think the quad would unlock after the minibike but before the motorcycles, the new motorcycles and uni wheel version would unlock after or at the same time as the regular motorcycle, and the car would unlock before the 4x4.

If you would rather work on adding more vehicles, I can edit xml and adjust the recipes aligned around the aforementioned progress levels. I can post the changes here, or you could roll them into the release.

(TFP might change progression like steel production as well, which might require further progression rebalancing.)

 
I think this adjustment in the manux recipes might balance the vehicles better easily.

I tripled the cost from the required steel and changed it to forged iron.. that way its not level locked to level 100, but still requires significant resources.

I did this to the manux bigengine, the manux rotor, and the vanilla gyro chassis. (The vanilla gyro would still be level locked requiring its accessories to build. Only it's chassis would be craftable earlier so the pedal gyro could be constructed earlier in game.)

I'm not 100% sure if this is how you unlock a recipe.. I just removed the learnable tag from the vanilla gyro chassis and appended it to the manux recipe additions.

If this is NOT how you remove the learning requirement, that will have to be corrected to make the vanilla gyro chassis craftable earlier than it's vanilla unlock requirements.

(If thats wrong, can someone either correct it or lmk how I should have done it?)

Code:
<configs>
<append xpath="/recipes">

	<recipe name="manux_bigEngine" count="1" craft_area="workbench" craft_time="1200">
<!--		<ingredient name="resourceForgedSteel" count="40"/> -->
		<ingredient name="resourceForgedIron" count="120"/> <!-- Gareee Adjustment to 3x iron-->
		<ingredient name="resourceMechanicalParts" count="30"/>
		<ingredient name="resourceSpring" count="20"/>
		<ingredient name="resourceMetalPipe" count="15"/>
		<ingredient name="smallEngine" count="3"/>
	</recipe>

	<recipe name="manux_vehicleCarChassis" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="resourceForgedSteel" count="150"/>
		<ingredient name="resourceMechanicalParts" count="25"/>
		<ingredient name="resourceDuctTape" count="18"/>
		<ingredient name="resourceLeather" count="25"/>
		<ingredient name="resourceElectricParts" count="10"/>
	</recipe>

	<recipe name="manux_vehicleCarAccessories" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="resourceMechanicalParts" count="10"/>
		<ingredient name="resourceDuctTape" count="15"/>
		<ingredient name="resourceHeadlight" count="4"/>
		<ingredient name="resourceElectricParts" count="15"/>
		<ingredient name="resourceScrapPolymers" count="20"/>
	</recipe>

	<recipe name="manux_vehicleHP4x4TruckPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="vehicleWheels" count="4"/>
		<ingredient name="vehicle4x4TruckChassis" count="1"/>
		<ingredient name="vehicle4x4TruckAccessories" count="1"/>
		<ingredient name="manux_bigEngine" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleQuadPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="vehicleWheels" count="4"/>
		<ingredient name="vehicleMotorcycleChassis" count="1"/>
		<ingredient name="vehicleMotorcycleHandlebars" count="1"/>
		<ingredient name="smallEngine" count="2"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleHellGoatBikePlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="vehicleWheels" count="2"/>
		<ingredient name="vehicleMotorcycleChassis" count="1"/>
		<ingredient name="vehicleMotorcycleHandlebars" count="1"/>
		<ingredient name="manux_bigEngine" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleRoadHogPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="vehicleWheels" count="2"/>
		<ingredient name="vehicleMotorcycleChassis" count="1"/>
		<ingredient name="vehicleMotorcycleHandlebars" count="1"/>
		<ingredient name="smallEngine" count="2"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleCicadaCarPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="vehicleWheels" count="4"/>
		<ingredient name="manux_vehicleCarChassis" count="1"/>
		<ingredient name="manux_vehicleCarAccessories" count="1"/>
		<ingredient name="smallEngine" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleBigWheels" count="1" tags="learnable">
		<ingredient name="resourceScrapPolymers" count="60"/>
		<ingredient name="resourceAcid" count="3"/>
		<ingredient name="resourceForgedIron" count="6"/>
		<ingredient name="resourceOil" count="6"/>
		<ingredient name="resourceCoal" count="30"/>
	</recipe>

	<recipe name="manux_vehicleBigWheels" count="1" tags="learnable">
		<ingredient name="vehicleWheels" count="3"/>
		<ingredient name="resourceGlue" count="6"/>
	</recipe>

	<recipe name="manux_vehicleMonsterBeetlePlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="manux_vehicleBigWheels" count="4"/>
		<ingredient name="manux_vehicleCarChassis" count="1"/>
		<ingredient name="vehicle4x4TruckAccessories" count="1"/>
		<ingredient name="manux_bigEngine" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleHelicopterChassis" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="resourceForgedSteel" count="250"/>
		<ingredient name="resourceMechanicalParts" count="40"/>
		<ingredient name="resourceDuctTape" count="30"/>
		<ingredient name="resourceLeather" count="35"/>
		<ingredient name="resourceElectricParts" count="20"/>
	</recipe>

	<recipe name="manux_vehicleHelicopterRotor" count="1" craft_area="workbench" tags="learnable">
<!--		<ingredient name="resourceForgedSteel" count="100"/> -->
		<ingredient name="resourceForgedIron" count="300"/> <!-- Gareee Adjustment to 3x iron-->
		<ingredient name="resourceMechanicalParts" count="20"/>
		<ingredient name="resourceElectricParts" count="10"/>
		<ingredient name="resourceGlue" count="20"/>
		<ingredient name="resourceDuctTape" count="20"/>	
	</recipe>

	<recipe name="manux_vehicleHelicopterOH58Placeable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="manux_vehicleHelicopterChassis" count="1"/>
		<ingredient name="manux_vehicleHelicopterRotor" count="1"/>
		<ingredient name="vehicleGyroCopterAccessories" count="1"/>
		<ingredient name="manux_bigEngine" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleJetPackPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="resourceForgedSteel" count="100"/>
		<ingredient name="vehicleGyroCopterAccessories" count="1"/>
		<ingredient name="resourceScrapPolymers" count="20"/>
		<ingredient name="resourceElectricParts" count="20"/>
		<ingredient name="resourceDuctTape" count="20"/>
	</recipe>

	<recipe name="manux_vehiclePedalGyroPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="vehicleWheels" count="3"/>
		<ingredient name="vehicleGyroCopterChassis" count="1"/>
		<ingredient name="manux_vehicleHelicopterRotor" count="1"/>
		<ingredient name="resourceHeadlight" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

	<recipe name="manux_vehicleMonoHogPlaceable" count="1" craft_area="workbench" tags="learnable">
		<ingredient name="manux_vehicleBigWheels" count="1"/>
		<ingredient name="vehicleMotorcycleChassis" count="1"/>
		<ingredient name="vehicleMotorcycleHandlebars" count="1"/>
		<ingredient name="manux_bigEngine" count="1"/>
		<ingredient name="carBattery" count="1"/>
	</recipe>

<!-- Gareee Gyro body unlock adjustment -->		
<recipe name="vehicleGyroCopterChassis" count="1" craft_area="workbench">
<!-- Was originally  <recipe name="vehicleGyroCopterChassis" count="1" craft_area="workbench" tags="learnable"> Now the chassis is unlocked, but the accessories for the vanilla version are still gated. Gareee Adjustment -->
<ingredient name="resourceForgedSteel" count="150"/>
<ingredient name="resourceMechanicalParts" count="50"/>
<ingredient name="resourceDuctTape" count="25"/>
<ingredient name="resourceLeather" count="50"/>
<ingredient name="resourceElectricParts" count="20"/>
</recipe>

</append>
</configs>
 
That's awesome Gareee, thanks a lot! Haven't played enough of the game to know how progression really fits a real game.

I'll take a deeper look later when I have more time.

Thanks a lot for the icon! Will talk to you on discord.

 
Hi Garee, I took a look at your suggestions, and I agree with most of it, but I also think that progression is touchy right now, because as you mentioned many more balancing changes may happen, so I don't necessarily want to spend too much time on it.

The biggest balance issue right now is probably steel in recipes... you can only find it or buy it at the trader until crafting it unlocks at level 100. (Personally I think steel should unlock about level 50 or so.)
This means earlier game intended vehicles like the pedal powered gyro wouldn't be available until after the gas powered version, devaluing its unlocking in progression.
For now, it might be simpler to just keep the original steel recipes but also offer alternate recipes that use forge iron, like the ones you suggest in your second post.

And if I also remove all the vehicles progression gating, they would all be craftable at any time, given that you have the parts for them.

I would think the quad would unlock after the minibike but before the motorcycles, the new motorcycles and uni wheel version would unlock after or at the same time as the regular motorcycle, and the car would unlock before the 4x4.
Here's a short reasoning of how I had set progression for custom vehicles so far.

I didn't really want to touch the vanilla vehicles progression and also didn't want to add new levels for grease monkey, so I tried to insert the new vehicles the best I could within the current context.

There is no existing level between the minibike and the motorcycle, that's why the quad is currently at the same level as the motorcycle. And it's actually currently faster and more powerful than the vanilla motorcycle.

The HellGoat Bike and the Mono-Hog, are very powerful and much faster than the regular motorcycle or even the RoadHog (HP motorcycle), which is why I put them so far in progression. But I agree that right now all those cool vehicles are all at the top level of the chain, hard to get.

The cicada car, I put pretty early, because it's not powerful, cannot do much off-road, it's main advantage is carrying capacity, and number of seats.

The vehicles in this modlet don't necessarily fit well with the progression system as it is. Bringing the powerful bikes earlier could be done, but should they also get nurfed? I kind of like them as they are, fast, powerful and agile. :smile-new:

Problem with progression is it's also hard to please everyone. Some people like to play survival and suffer, and some others like the OP stuff. :smile-new:

So I'm not sure what to do with all that...

 
Like I said, I'm not setup to test with a server currently. The mod may partially work without having it on all clients, but again, to my knowledge, you need it on clients to fully work. And this is theoretically true for all modlets that include icons and/or unity resources.
Just an FYI. It is working for my group pretty flawlessly. We have a dedicated server on Pingperfect and all of our users have it installed locally. We are running Allocs Server Fixes, BC-Commands, some of the S420 Simple UI modlets, and a series of modlets I wrote. All A-OK here.

 
Could add a separate progression.xml with your vehicles unlocked earlier, and a recipes.xml with forged iron for the lower tier vehicles, as an optional download for those that want that :) Personally I like that the more powerful vehicles are something to work towards tho.

Of course that wont fix all balancing and progression and such, but a quick temp fix for those that want it all :)

 
Just an FYI. It is working for my group pretty flawlessly. We have a dedicated server on Pingperfect and all of our users have it installed locally. We are running Allocs Server Fixes, BC-Commands, some of the S420 Simple UI modlets, and a series of modlets I wrote. All A-OK here.
Glad to hear, thanks for the info!

 
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