Random Additions

Legionite

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Just a mod with some features that others thought should have been in the game, like:
- These have to be set by the block-maker:
BLOCK modules:
[ModuleItemSilo] - Silos with internal storage for less lag.
[ModuleClock] - budget your time more wisely, or in creative, even set it to a fixed time in the day.
[ModuleReinforced] - A module with customizable damageable values which allows full control over how your block takes damage.
[ModuleFuelEnergyGenerator] - Convert your booster fuel to power with shift (or a full tank).
[ModuleLudicrousSpeedButton] - Conveyors are too slow? Overclock them with power to boost them to L u d i c r o u s S p e e d
[ModuleItemFixedHolderBeam] - Lock items on the conveyor to the conveyor.
[TankBlockScaler] - Change the size the block sits at on the conveyor.
[BurnerJet] - Burn the enemies while boosting your boosters.


PROJECTILE modules:
[SplitProjectile] - The fabled projectile that fires another projectile.
[GravitateProjectile] - Projectiles that can float at at set altitude.
[InterceptProjectile] - Homes in and destroys missiles.
[KeepSeekingProjectile] - keeps seeking no matter what, beyond what the normal SeekingProjectile allows.
[LanceProjectile] - A projectile type that can phase through targets to deal damage from within.
[OHKOProjectile] - A projectile type that overrides any block's ability to stall out damage, basically makes the target block act like a cab.
[WeightedProjectile] - Since projectiles have hard-coded weight values, this overrides that and allows full customization of the projectile's weight.
[TorpedoProjectile] - It's like the missile projectile type but only works when submerged


- Passive changes present on install:
Blocks resize to chunk-size on blocks that can grab them - this can be seen through the scrapper picking up blocks.
Fabricators return resources on detach - no more lost resources when they jam up for no reason.
Crash reporter has been repurposed to help the mod makers in debugging crashes.
[Toggleable] Shields are set to use shield armor typing correctly - known vanilla bug!


Available on TerraTech Mod Manager
For modders interested in incorporating any of these modules into their mod, some module information is available on github




 
Last edited:

Tankuality

Well-Known Member
May 6, 2021
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can we get an improvement to the brightness of lights and the ability to turn them on and off?
 

Legionite

TAC Packing
May 20, 2017
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forum.terratechgame.com
can we get an improvement to the brightness of lights and the ability to turn them on and off?
I'll look into adding that

can we get the ability to enable and disable gyroscopes?
Technically that could be done with the existing BF Trim Gyroscope, try using that for now.

Update Dump

RandomAdditions Update Version - 1.1 & 1.1.1
RandomAdditions Update Version - 1.1
NEW:
+ New Projectile Module "SeekingProjectileIgnoreLock" which makes seeking projectile ignore player lock-on
+ New Projectile Module "InterceptProjectile" which makes SeekingProjectile intercept MissileProjectiles
- Also can be used on a normal projectile to intercept a target.

Changes:
+ Organized internal classes a bit more neatly - no hierarchies have changed

FIXES:
+ Settings should now save correctly on change


RandomAdditions Update Version - 1.1.1
FIXES:
+ Naming and updates should be constant now

RandomAdditions Update Version - 1.2
NEW:
+ New Projectile type "SpiltProjectile" which is a projectile type which shoots more projectiles
+ Any shields that are Standard typing are now patched to be Shield typing like they rightfully should be.
Changable in settings (NativeOptions settings)
- This may drastically change your playstyle - be warned that armor now has a solid purpose

FIXES:
+ Fixed inconsistencies with variable naming for ModuleReinforced
+ Fixed crash caused when ModuleReinforced is triggered by the environment
 
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Cupholder

Doing something I shouldn't
May 9, 2021
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Is it possible to make a module that makes boosters depend on energy instead of fuel? Same functions but it has a different requirement.
 

Zonko

Well-Known Member
Sep 20, 2019
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Well, i'd like a fuel-powered fuel tank.
Like a fuel burning generator, but adds to fuel tanks.
So you can fly for a long time.
 

Zonko

Well-Known Member
Sep 20, 2019
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Isn't that just a normal fuel tank, or are you talking about intakes, which generate fuel?
No, i mean: it takes fuel to run.
But it works better than a regular fuel tank.
So that instead of loads of tanks, you have only one or two, but lots of fuel.
 

Skihiley

Well-Known Member
May 8, 2020
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Fuel powered fuel tank? A fuel tank that runs on fuel? What the Or do you mean a fuel tank that can be refueled by burning (fuel chunks) resources? Jeez I just said fuel too many times
 
Last edited:

Cupholder

Doing something I shouldn't
May 9, 2021
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How did we get sidetracked to this, having a fuel tank require fuel is paradoxical and rids the purpose of it.
A module that allows for boosters to run on energy would be ideal, but a module that creates fuel as long as there's power left would do the job too, just not as cool
 

Skihiley

Well-Known Member
May 8, 2020
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Aren’t these block suggestions? From my understanding random additions aren’t blocks, they‘re block modules. Which (modify?) a block or projectile somehow.
 

Zonko

Well-Known Member
Sep 20, 2019
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Fuel powered fuel tank? A fuel tank that runs on fuel? What the Or do you mean a fuel tank that can be refueled by burning (fuel chunks) resources? Jeez I just said fuel too many times
A fuel tank that runs on fuel.
Like: Tiny tank, huge refill rate, does not work without fuel burnable stuff.
Like a generator, except the output is not batteries getting refilled, but fuel tanks getting refilled.
 
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totally anonymous

Anonymous account for anonymous suggestion spammin
Feb 10, 2021
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In an anonymous world of anonymous
A fuel tank that runs on fuel.
Like: Tiny tank, huge refill rate, does not work without fuel burnable stuff.
Like a generator, except the output is not batteries getting refilled, but fuel tanks getting refilled.
so basically a furnace generator that produces fuel. I think this would be more practical to use if sozin's always regen fuel mod and fuel regen didn't exist
 

Serevel

New Member
Dec 9, 2021
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hey i was wondering how to download or use the changes under These have to be set by the block-maker:
if someone can help that would be nice
 
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Legionite

TAC Packing
May 20, 2017
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Update Dump Continued

RandomAdditions Update Version - 1.3.2
NOTICE:
- I am aware of the SplitProjectile spread being inconsistant.
- This is a long-standing issue with the base(unmmodded) game. Try any vanilla gun without mods and turn while shooting. It's low on the developer priority list(?!?) so it's not going to happen anytime soon.
Else install Fireflywater's "Terra Tech Spread Fix" to solve the issue
NEW:
++ All Modules no longer need to have "RandomAdditions." before them. This should make it easier to use the modules.
+ Extended range of the free camera mode by 2.5 times. Also allowed it to go underground like during Build Beam
+ ModulePointDefense now has a value "ShareFireSFX", which shares the SFX with ModuleWeapon. Mandatory to leave on true if the audio bugs out.
+ ModulePointDefense now has a value "PulseAimCone", which allows you to adjust the angular aiming range of the beam pulses fired from your defense

+ ModuleModeSwitch allows weapons to have more than one projectile type - note that both types cannot fire at the same time. Some types of ModuleWeapon's FireSFX will not work properly with this.

+ ModuleRepairAimer is a long-ranged repairing alternative to the standard Repair Bubble. It intentionally repairs targets at random so it's mostly intended for use for widespread repairs out of action, like a dedicated repair station or repair tech.
Advised you make it have the widest aiming range possible for maximum usefulness - Ignores line-of-sight rules
>!! THIS MODULE IS NOT ALLOWED TO BE HOSTED ON CUSTOM VANILLA-LIKE CORP BLOCKS UNTIL FURTHER NOTICE !!<

FIXES:
+ ModulePointDefense should now work on official mod blocks
+ WeightedProjectile should now properly scale with actual gravity
+ OHKOProjectile no longer contributes to lag when not in use
 

Darvin

TerraTech Arms Dealer
Jun 13, 2020
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is there a change in InterceptProjectile? my point defense missiles seem to have stopped working, guns and lasers are fine tho. i've set the missiles to automatically shoot without spacebar, and it works before. i only found out today that it stopped working because i needed to increase their range

i've tried writing "InterceptProjectile" instead of "RandomAdditions.InterceptProjectile" no luck yet

weirdly enough when i placed another working point defense, it started to shoot, but even then the missiles goes straight to the tech instead of intercepting

and i havent changed anything before today