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Vehicle Madness for A21


Ragsy 2145

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The original concept for Vehicle Madness started way back in the early days of A17 and now continues for 7 Days to Die in A21,  Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game.

 


About Vehicle Madness in A21

 

Features 67 drivable vehicles and 130 plus vehicle wreck variations for the ultimate variety and 46 repairable vehicles

Harvest wrecked vehicles to salvage the parts for crafting vehicles on the VM Workbench .

 

You will come across a variety of different types of vehicles in the world that may have repairable versions you can to fix up !!

 

You can either find the 'repairable version' and fix it with the appropriate restoration tool or craft a vehicle on the VM Workbench with parts harvested
from the vehicle wrecks in the world.

 

A vehicle restoration kit consists of the following parts that can be found in the world or crafted at appropriate levels  on the Workbenches :
  <ingredient name="Footpump" count="1"/>
  <ingredient name="BatteryChargerUnit" count="1"/>
  <ingredient name="VMToolRatchetSet" count="1"/>
  <ingredient name="HotwireKit" count="1"/>

   .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. 

 

****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****.

 

If you dont come across a vehicle you like you can still craft most of the vehicles by salvaging parts from vehicle wrecks such as:

Transmission (and damaged version)
Engine (and
damaged version)
Seats (and
damaged versions)
Carburetor (and
damaged version)
Battery (and
damaged version)
Alternator (and
damaged version)
Chassis (and
damaged version)
Body parts (
doors, hood, trunk and Fender and bumper)
Full
Vehicle Madness Style Wheels
Wheel Rims

Damaged wheels

 

If your vehicle becomes damaged during gameplay you can repair it as normal with the 'vanilla repair kit', dont forget to perk

into 'Grease Monkey' to improve the repair kit percentages as vehicles take more damage in A21 after recent changes in vehicle code. 

 

We have had to increase the levels of degredation in this version from what we  had the A20 version (The A20 vehicle damage systems

were intended to get people familiar with the direction TFP where going with vehicles in A21).

 

We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes.

 

Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained

by salvaging the vehicles in the world  (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional

wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench.   There are some full damaged wheels you can

collect on the roads to make a full wheel using our 2x damaged = 1 good system. 

 

To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench

along with a car lift  (craftable) , a compressor and a ratchet set ( craftable and  lootable in world) ......you can then, after learning how, assemble the various vehicle

parts into the various assemblies to build your custom vehicle.

 

Car body assembly (requires a fully body kit)
Electrical subsystem assembly
Car engine assembly
Car Body Kit
Vehicle Madness wheel set

 

** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike),   we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds,  vanilla parts however will not fit the custom vehicles system build method  **

 

 

***** We recommend that you use a bigger backpack modlet such as the ones by KhaineGB as there are many parts to collect. *****

 

 

The Vehicle Madness Current Team

Ragsy

ActiniumTiger

 

 

A special mention to the testers and thanks for the feedback and bug reports

A21 Testers

Furious Ramsey and his 'Rebirth Crew'. 

Guppycur

bdubyah

 

7 Days Community Forum Testers

Khayotik

Vilesyde

  Advisor69

Ryguy

 

 

Acknowledgements :

Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17,  without whom this would not have been possible..

 

Guppycur  - Original creator of VM and all round support on the development path so far.

Marcus -  Sourcing a few hard to find vehicle models

Telric -   Help on the buffs system in A20.

HaidrGna  -  Spawning system code in A19 and A20 and general support on development.

Mumpfy  -  'The Texture Guru'  for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version).

Random Person  - Texture work on the original VM in A17

bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support.

DUST2DEATH  - Support feedback and original Development of VM in A17 with Guppycur and the original team .

Magejosh - XML Checking and testing for A20

Éric Beaudoin -  Vanilla vehicles donated to Vehicle Madness in A20 and A21 versions.

 

Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 and Beta2.0  , feel free to take the current localizations and add more languages.

Thanks also go to MikeyUK   for adding the missing world entity localisation for Beta2.0 and some work improving Icons.

 

 

 

***** Note:  You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission ,

these assets must not be used in any venture that attempts to make money out of modding ****

 

 

Vehicle Madness A21 Download link

 

 

 

SMX UI Patch for Vehicle Madness A21

Note: This patch is only needed if you run the SMX suite by Sirrilion

 

Vehicle Madness Localisation française cliquez ici  by Rygastan

Décompressez le fichier, puis copiez le fichier de localisation dans le dossier de configuration

de Vehicle Madness, puis autorisez le remplacement du fichier Localization.txt existant.

 

*****  Please Note :  This is an Overhaul mod in modlet form and is required on both

Client and Server as with other mods that add new assets. *******

 

**** Overhaul Modders can use this modlet overhaul as a 'recommended add-on ' if you wish but leaving the core files of vehicle madness intact ****


 

A brand new game save is required as this modlet overhaul adds a lot of

new blocks in the game and changes existing ones too !! 

Failing to start a new save game will break your existing save so be warned up front !!! 

 

 

 

Changelog Beta 3.0 from the Experimental Version :

1. Fixed Interceptor Lights not working

2. Fixed No Icons for some vehicle wrecks in creative menu

3. Fixed Spiker r/h light off center

4. Fixed Military Wheels Textures no AO

5. Fixed Buggy 2 no brake light

6. Added Brake lights to EMS vehicles.

7. Fixed FairHaven Sedan -  Indicator lights glowed in daytime

8. Fixed various window textures blacked out in distance during fog durations.

9. Fixed EVO Lancer headlights not aligned to body correctly

10. Fixed Ambulance sellable to trader.

11.  Fixed Big Rig1 wreck texture.

12.  Fixed Orange EVO interior texture to bright

13. SMX patch for VM updated to A21

 

Changelog Beta 3.0 Experimental :

1. Added more vehicles to the total (Including 3 new vanilla shuttle busses to vehicle pool). Total now is Lots (67)
2. Vehicle spawning removed in this version as has become more problematic in later A20 versions and A21.
3. In light of the above added repairable bicycle block to find for early game and you will spawn in game with a bicycle restoration tool.
4. Added two small moped repairable blocks to spawns that can be restored if you collect the correct materials for the recipe and without any workbench requirements.
5. Added TFP Motorcycle repairable block to spawns that can be restored if you collect the correct materials for the recipe and the Restoration tool
   can be made in at the vanilla workbench when you get the required player skill level.
6. Added more vehicles to recipes
7. Added more repairable vehicle options to the world (now at 46).
6. Added additional seating via the mod option to a lot more of the vehicles in A21 (Seating Details in Entity Classes file).
9. Changed name of 'Repair tool' to 'Restoration Tool' to avoid confusion with vanilla repair kit.
10. Acid added to vehicle harvesting for Wasteland treasure perk as was missing in Beta2.0.
11. Added electrical wire to vehicle harvesting as you are gonna need lots of it.
12. All vehicles and wrecks have had a texture pass for the new A21 world lighting and unity updates to A21 physics and particle requirements.
13. All Vehicle Madness xml's updated to new A21 requirements.
14. Added lots more vehicle wreck options inc 6 new vanilla wrecks for harvesting (4x4 and Motorcyle Wrecks all 3 stages) Total now 140 variants.
15. Loot re-balance for new Alpha version (again loot amounts keeps changing per alpha point release so feedback appreciated).
16. Workbench compressor and vehicle lift added to recipes and can be crafted along with rachet(Ratchet)set if you cant find them in loot.
17. Removed the Tractor, Fire engine and forklift and replaced with new vehicles.
18. Removed blacked out windows from many vehicles where possible and replaced with clear/transparent /scratched / dirty windows.
19. Changed vehicle exit positions on a lot of vehicles to clear the body coliders on exit ...
20. Changed Physics on a few vehicles that were overly stiff suspensions and some have more roll on cornering e.g Big Vehicles.
21. Fixed a few vehicle placing issues where wheels were in ground on place or vehicle too high.
22. Recipe correction for battery charger, now requires a good battery and not a damaged one.
23. Repairables can be harvested for parts and are no longer fixed ornaments in game if you dont repair them .

 

 

Changelog Beta 2.0 :

1.  Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety.

2.  More wreck variations 80+.

3.  Added 30 + Repairable Vehicles that you can repair on roadside with special kits,  dont forget to take some fuel with you . 

4.  20+ custom vehicles that may or may not spawn in the world with the luck of RWG.

5.  Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles.

6.  New Vehicle Sounds applied for all vehicles.

7.  Loot overhaul inline with A20 system  ( as usual feedback much appreciated on this area).

8.  Our own particle systems for exhausts and vehicle damage.

9.  Reviewed and updated storage sizes and vehicle speeds

10.  Apocaliptic Style textures for the rustic used look

11.  Recipe changes for crafting to help with vanilla engine shortages in the original version .

12.  Added more deco stuff to collect on roads ..

13.  More wrecks in world specifically on the country roads and reduced loot to balance out the numbers .

14.  Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed)

15.  Numerous of the the original vehicles have had brake lights added and some addition headlights where needed.

16.  Added a few decorative advertising boards to world ..these can be harvested .

17.  Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle.

18.  Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ...
(like for instance vehicles ran into and stopped dead on mailboxes  and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point).

19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much :)

20. Reworked vehicle physics in-line with vanilla settings.

21. Making gas is more expensive and requires more oil shale to craft your own gas.
22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these  are only on the 'Pickup style vehicles or open trucks but not all and is still WIP.

23.  Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot.

24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets.

 

 

Changelog Beta 1.1 :

1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom).

2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles

3. Increased amount of wrecks on roads and in biomes to provide more resources.

4. Experimental block damage changes

5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player).

6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before.

7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point)

 

 

 

Have fun 🙃
The Vehicle Madness Team  !!!

 

 

Edited by Ragsy 2145
Remove pics tosave space (see edit history)
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41 minutes ago, mr.devolver said:

I see tractor. I wish vehicles could have some special extra functions besides getting you from point A to point B...

 

Awesome stuff as always, Ragsy!

Never say never ...... maybe we will come up with some ingenious solutions in time :)

 

Release will be later on Today last minute things and balancing .

 

Regards

Ragsy!!

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3 hours ago, Ragsy 2145 said:

Never say never ...... maybe we will come up with some ingenious solutions in time :)

*COUGH* Shooting zombies with water cannons while riding fire truck, causing them fly away and ragdoll when they fall down; using various different attachements for tractors for farming, mining, destroying blocks faster to make room for a new building faster, etc... *COUGH*

 

You know, I'm not trying to give you a heart attack, I would just like to say that ingenious solutions are always nice. :o

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3fLPpwt.jpg

 

Mod is available for download now ... enjoy !!   link in the OP

 

Feedback on the Harvesting and spawn balance would be welcome !! 

 

and yes forgot to say before that the vehicle sounds will get a work over between now and the next Beta version along with the other things we plan to work on stated in the OP.

 

 

Have Fun

Ragsy

and Tiger (aka ActiniumTiger)

 

Edited by Ragsy 2145 (see edit history)
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3 minutes ago, Ragsy 2145 said:

3fLPpwt.jpg

 

Mod is available for download now ... enjoy !!

 

Feedback on the Harvesting and spawn balance would be welcome !!   and yes forgot to say before that the vehicle sounds will get a work over between now and the next Beta version along with the other things we plan to work on stated in the OP.

 

Have Fun

Ragsy

and Tiger (aka ActiniumTiger)

 

 

Thank you very much Ragsy and the whole team, to enjoy diogenes and destroy cars, hehe.

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Just now, mr.devolver said:

Ragsy, I downloaded the mod and I wanted to try it, but I must ask. Will it work with existing save? I would hate to start a new world and go through all the stone age again, it's really tearing me apart because I want this mod badly! 🚗

 

Hi mr.devolver

 

A new start is required, for adding new blocks.

 

Just wonderful, great work, love the mod, thanks to everyone involved.

 

P.S. Ragsy is it normal for wrecked cars to emit white smoke?

Edited by Gouki (see edit history)
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1 minute ago, Gouki said:

 

Hi mr.devolver

 

A new start is required, for adding new blocks.

Damn. Now we only need a mod that would let the player inherit an old service revolver from his deceased old friend + a bunch of ammo to make the stone age slightly more bearable.

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Just now, mr.devolver said:

Damn. Now we only need a mod that would let the player inherit an old service revolver from his deceased old friend + a bunch of ammo to make the stone age slightly more bearable.

 

Sorry, mr.devolver, to start again, I had to wait all Sunday for the mod to start again and it was worth it.

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20 minutes ago, Gouki said:

 

Hi mr.devolver

 

A new start is required, for adding new blocks.

 

Just wonderful, great work, love the mod, thanks to everyone involved.

 

P.S. Ragsy is it normal for wrecked cars to emit white smoke?

Yes there are smoking car wrecks ... but we are looking to replace them with more wreck variants in the future, if you do not want the smoking versions you can just comment out the line in blockplaceholders.xml that says

<block name="guppyVehicleBlockSedan1Smoking" prob=".8"/>
<block name="guppyVehicleBlockSedan2OnFire" prob=".8"/>

And start a new save other wrecks will take thier place on the new start ................ Some like them some dont so left them in

 

Ragsy !!

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Just now, Ragsy 2145 said:

Yes there are smoking car wrecks ... but we are looking to replace them with more wreck variants in the future, if you do not want the smoking versions you can just comment out the line in blockplaceholders.xml that says


<block name="guppyVehicleBlockSedan1Smoking" prob=".8"/>
<block name="guppyVehicleBlockSedan2OnFire" prob=".8"/>

And start a new save other wrecks will take thier place on the new start ................ Some like them some dont so left them in

 

Ragsy !!

 

So the mod is fine, I only commented on it because I thought it was a bug or some vanilla.
Thanks for the mod, diogenes thanks you.

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9 hours ago, mr.devolver said:

Damn. Now we only need a mod that would let the player inherit an old service revolver from his deceased old friend + a bunch of ammo to make the stone age slightly more bearable.

hmm...someone could create a custom quest for it....Just need some requirements.

 

For example....the player has to find pieces to a map where the revolver is buried.  Said pieces of map would need to be somewhere in early game loot...

 

Or...turn in 5 blunderbuss' at the trader for 1 pistol... :)

Edited by Laz Man (see edit history)
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1 hour ago, Laz Man said:

hmm...someone could create a custom quest for it....Just need some requirements.

 

For example....the player has to find pieces to a map where the revolver is buried.  Said pieces of map would need to be somewhere in early game loot...

 

Or...turn in 5 blunderbuss' at the trader for 1 pistol... :)

I don't know. It would have to be something that would get the veterans through the first week of stone age without feeling like they are just wasting time lol

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4 minutes ago, mr.devolver said:

I don't know. It would have to be something that would get the veterans through the first week of stone age without feeling like they are just wasting time lol

I suppose, the game is doing a great job if the veterans can't make it past the first week....LOL.....

 

....death from boredom....🤣

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