Heavy Trucks (Vanilla+)


Half-track heavy trucks in the vanilla style. The Heavy Truck hauls cargo and is the base of the others: the Tanker Truck loads and unloads fluids at ordinary pumps like a fluid wagon, the Artillery Truck deploys on its stabilizers and fires artillery shells in a forward cone, and the Logistic Truck carries a roboport and the five logistic chests, a mobile logistics hub powered by its own solar panels.

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a month ago
2.0 - 2.1
2.03K
Transportation Logistics Combat Storage

i Why put the tanker behind chemical science?

13 days ago

Testing the mod. I like the general idea and alternative logistics options. When it comes to liquids, there's no make chemical science packs without having oil processing up and running. If I am limited to vanilla options, that means putting down pipes or building rails, which are the two vanilla options before chem can be produced.

So why lock the tanker behind chemical science? If I have strung power and pipes all the way to an oil patch or got rail going, I'm not going to tear it all down half an hour later when I can research and make the tanker, so the tanker isn't likely to get used any time soon.

I suggest making the tanker available after unlocking the truck station and fluid handling during green science so it's an option when the first crude oil outpost is built.

13 days ago

Thanks for the feedback! It's on chemical science on purpose. The tanker needs no rails at all: it drives straight to any oil patch, with no track to lay or maintain, so it moves fluids far more easily than a fluid wagon. Having it at green science would make early oil much easier than it's meant to be, which feels unfair compared to the vanilla options. If I ever move it earlier, it would have to cost noticeably more to balance that out. So for now, early oil stays pipes or rails, and the tanker takes over once you reach chemical science and your outposts spread out.

13 days ago

Cool, thanks. It's your mod, so you get to design it however you want, for whatever reason you want. I can see how it is a much better that rails, so I would probably choose the tanker over rails if I had the option when it was time to build my oil outpost, but when the tanker is unlocked by chemical science and I already have oil flowing into the factory through pipes (I don't think I've used rails for my first crude outpost since early access when I started playing), the tanker is now irrelevant. Vanilla with no mods is balanced. I generally install mods like this for an alternative to the vanilla experience, not balance.

But like I say, not arguing with you, it's your mod. Just explaining the thought process behind my suggestion.

12 days ago

Thanks for explaining, that makes sense, and I appreciate the thought behind it. I'll keep it in mind if I rebalance the trucks' unlocks.

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