Schall Tank Platoon


Adds different classes and tiers of tanks in-par with power armors, having vehicle equipment grid. Aims to fill the gaps the vanilla game should have. Not overhaul nor OP. Vanilla oriented and balanced. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro, Español)

Content
1 year, 1 month ago
0.16 - 1.1
35.7K
Transportation Combat

i [Responded] Vehicle Grid Items.

5 years ago

Hey there,
To begin with, I want to Thank You for the great mods You have made.
Now on to the topic, I have been using Tank Platoon mod with Vehicle Grid alongside with Cargo Ships mod. I believe it would be fitting if it would be possible to insert vehicle grind items aka. vehicle battery etc. into locomotives, wagons, cars(tho I don't use them) and various naval ships from Cargo Ships by Schnurrebutz.
Lastly, would You consider adding support to Schall Armoured Train with modification called Config Train Specifications?

5 years ago
(updated 5 years ago)

It would be much easier if it is done from the side of "Vehicle Grid", which is adding category "vehicle" to the last of equipment_categories if each of the grid introduced there. So end up something like:

equipment_categories = {"armor", "vehicle"}

If done on my side, it would be overriding Optera's code - not a nice or good way to do.

For "Cargo Ships", it seems it do not even have equipment grid at all from the code. (I know this but have never played with it.) If there is any grid, it would be provided by "Vehicle Grid". So please request Schnurrebutz to introduce grid to the ships with above-mentioned equipment categories, OR request Optera to add.

I understand your request about "Schall Armoured Train", but from the modder side of view, I cannot just read the "assumed vanilla but can be modified by other mods" data.raw values and multiply it as property of my items.
For example, vanilla locomotive has 1000 health. My mod assigned 1500, 2250, 3000, 3750 health to my four tiers of armoured locomotives. If I were to apply data.raw values with multipliers, players setting some very low/high values, may cause error and crash their game, which I don't want to risk that.
So if such edit is needed, it should be done by "direct editing" in mod options again, like what "Config Train Specifications" is doing. Request there for the additional options.

PS: In general, when you want a certain "item editor mod" to work with items in an "item provider mod", the request should go to the "item editor mod" side. For examples, when I made the mod editing vanilla belt speed, I would NOT ask the devs to make their vanilla belts supporting my belt editor mod, right?

EDIT: If DellAquila is willing to make related supports to my mod(s), I can provide help (like what can be copied from vanilla locomotive option value, what needs a new option).

5 years ago

Thanks for a quick reply on the topic.
I understand now, thanks to your explanation. I will try asking DellAquila about that.

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