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Hey folks!

I have been slowly chipping away at more vehicle upgrades for Vanilla Vehicles Expanded. For all the newcomers: We're working on a cool little mod adding upgrades to different vehicles. First we're tackling Tier 1, where each vehicle will have several different upgrades you can mix and match or even do all of them.

Once we tackle Tier 1, we will do some vehicle upgrades for Tier 2 and 3, but I wouldn't expect too many upgrades per vehicle - the idea is that Tier 1, while the lowest tier, has the highest scope in upgrades, allowing T1 vehicles to really excel if you put more resources into them.

Upgrades also change visuals of the vehicles in cool ways!

Previously I believe I have shown the Traveller upgrades. I think it's time I show you what upgraded bangbus looks like!

 And now for the upgrades you can unlock on it:

OFFROAD TIRES

  • Label: offroad tires

  • Description: Replace the tires with deep threaded tires that provide more traction and will allow the vehicle to move significantly faster offroad.

  • Effect: 

    • Set Off Road Path Cost Multiplier to 1.5

    • Set Winter Path Cost Multiplier to 0.80

    • Set World Speed Multiplier to x1.10

  • Cost: 4x VVE_Wheel, 40 steel, 40 chemfuel

  • Work cost: 2000 ticks

  • Uses vehicle colors: False

  • Visuals added: Add the layer called Tier1_Van_UpgradeTires to the vehicle rendering.

EXPANDED CARGO SPACE

  • Label: expanded cargo space

  • Description: Increase the amount of cargo that can be hauled by this vehicle.

  • Effect: 

    • Increase CargoCapacity by +120

  • Cost: 40 Steel, 120 Cloth

  • Work cost: 2100 ticks

  • Uses vehicle colors: False

  • Visuals added: Add the layer called Tier1_Van_UpgradeCargo to the vehicle rendering.

EXTENDED ENGINE

  • Label: extended engine

  • Description: Improve the engine to significantly improve acceleration rate of the vehicle.

  • Effect: 

    • Acceleration rate increased by 0.03

  • Cost: 40 Steel, 2 Component

  • Work cost: 3200 ticks

  • Uses vehicle colors: False

  • Visuals added: Add the layer called Tier1_Van_UpgradeEngine to the vehicle rendering.

REINFORCED ARMOR

  • Label: reinforced armor

  • Description: Weld a layer of reinforced steel plating to the vehicle, increasing its armor value at the cost of increasing vehicle mass and lowering acceleration.

  • Effect: 

    • Increases ArmorRating_Sharp by +0.10 on all vehicle components.

    • Increases ArmorRating_Blunt by +0.10 on all vehicle components.

    • AccelerationRate decreased by 0.01

    • Mass increased by 40 kg.

  • Cost: 120 steel.

  • Work cost: 6000 ticks

  • Uses vehicle colors: True

  • Visuals added: Add the layer called Tier1_Van_UpgradeArmor to the vehicle rendering.

IMPROVED EXHAUST

  • Label: improved exhaust

  • Description: Change the exhaust system of the vehicle into a more efficient one, decreasing the visibility of the vehicle and improving fuel efficiency.

  • Effect: 

    • FuelConsumptionRate decreased by +4

    • Visibility decreased by 0.4

  • Cost: Car Exhaust x2.

  • Work cost: 2000 ticks

  • Uses vehicle colors: False

  • Visuals added: Add the layer called Tier1_Van_UpgradeChemfuel to the vehicle rendering.

Now how about we take a look at a Roadkill tank with all unlocked upgrades? There are two different, mutually exclusive cannon upgrades too!


ENGINE COVER

  • Label: engine cover

  • Description: Cover the engine with extended armor plating, protecting it from gunfire.

  • Effect: 

    • Engine is no longer set to External

    • Engine ArmorRating_Blunt is set to 0.52

    • Engine ArmorRating_Sharp is set to 0.78

  • Cost: 80 steel

  • Work cost: 3200 ticks

  • Uses vehicle colors: True

  • Visuals added: Add the layer called Tier1_Tank_UpgradeEngineCover to the vehicle rendering.

REINFORCED ARMOR

  • Label: reinforced armor

  • Description: Weld a layer of reinforced steel plating to the vehicle, increasing its armor value at the cost of increasing vehicle mass and lowering acceleration.

  • Effect: 

    • Increases ArmorRating_Sharp by +0.18 on all vehicle components.

    • Increases ArmorRating_Blunt by +0.16 on all vehicle components.

    • AccelerationRate decreased by 0.01

    • Mass increased by 110 kg.

  • Cost: 260 steel.

  • Work cost: 6000 ticks

  • Uses vehicle colors: True

  • Visuals added: Add the layer called Tier1_Tank_UpgradeArmor to the vehicle rendering.

GUNNER SEAT

  • Label: gunner seat

  • Description: Extend the cabin by adding space for an additional gunner, with all the required apparatus.

  • Effect: 

    • Add 1x Gunner slot

    • Driver is no longer the gunner

    • Vehicle can now fire whilst moving if gunner is present

  • Cost: 60 Steel, 2 Component

  • Work cost: 3200 ticks

  • Uses vehicle colors: True

  • Visuals added: Add the layer called Tier1_Tank_UpgradeGunnerSeat to the vehicle rendering.

ARMORED THREADS

  • Label: armored threads

  • Description: Improve the armor of the threads by covering them in thick steel plating.

  • Effect: 

    • Left Track is no longer set to External

    • Right Track is no longer set to External

    • FrontLeftDriveSprocket  is no longer set to External

    • FrontRightDriveSprocket  is no longer set to External

    • BackLeftDriveSprocket  is no longer set to External

    • BackRightDriveSprocket  is no longer set to External

    • Left Track ArmorRating_Blunt is set to 0.52

    • Left Track ArmorRating_Sharp is set to 0.78

    • Right Track ArmorRating_Blunt is set to 0.52

    • Right Track ArmorRating_Sharp is set to 0.78

    • Mass increased by 40 kg.

  • Cost: 220 steel.

  • Work cost: 6000 ticks

  • Uses vehicle colors: True

  • Visuals added: Add the layer called Tier1_Tank_UpgradeThreadArmor to the vehicle rendering.

LONG BARREL

  • Label: long barrel

  • Description: Increase the length of the tank barrel, allowing for more precise shots over significantly longer distance, but decreasing the rotation speed of the cannon.

  • Effect: 

    • maxRange of the roadkill cannon increased to 48.9

    • spreadRadius of the roadkill cannon decreased to 2

    • rotationSpeed of the roadkill cannon decreased to 0.9

  • Cost: 100 steel, 2 components

  • Work cost: 7800 ticks

  • Uses vehicle colors: True

  • Mutually exclusive with: Short barrel

  • Visuals added: Add the layer called Tier1_Tank_UpgradeLong_CannonTop to the vehicle rendering.

SHORT BARREL

  • Label: short barrel

  • Description: Decrease the length of the tank barrel, allowing for more rapid shots at the cost of precision and range. The reduced weight of the turret allows for faster rotation speed.

  • Effect: 

    • maxRange of the roadkill cannon decreased to 24.9

    • spreadRadius of the roadkill cannon increased to 5

    • warmUpTimer of the roadkill cannon decreased to 2.5

    • reloadUpTimer of the roadkill cannon decreased to 3.0

  • Cost: 40 steel, 1 component

  • Work cost: 6000 ticks

  • Uses vehicle colors: True

  • Mutually exclusive with: Long barrel

  • Visuals added: Add the layer called Tier1_Tank_UpgradeShort_CannonTop to the vehicle rendering.

Next up we will talk about Highwayman and Prowler, but for now, I got to go!

Let me know what you think, and what vehicle upgrade ideas you have!

Comments

Dominayton

Could you add some Shambler faces to Vanilla Texture Expanded for Facial Animation? I found that the face of a zombie I caught looks so peaceful (even cute? ) It's hard to recognize that she's a zombie.

oskarpotocki

Please report it on that mod. It’s not under my control, it’s a sort of franchised mod made by Cassie!

Gustavo Righetti

Hmm instead of "upgrades" it would make more sense if you could swap out modules entirely. rather than just "adding" stuff to a vehicle part like a "longer barrel", you could swap out the thing entirely for a different weapon, making the whole customization thing incredibly varied. Instead of having a "flamethrower tank" i could just make any combat vehicle into a flamethrowing vehicle or a rocket launcher. seriously, think about the possibilities

oskarpotocki

Sure, I think about the possibilities, but also about the work load. At the end of the day, what you're suggesting would take extraordinarily more time. My approach is cleaner and quicker to do while still allowing for some customization.