|Auton Assembly Hangar|
This adds a new cargo hold expansion device, the auton assembly hangar. As with other cargo hold expansions, the assembly hangar adds cargo space, 50 tons to be exact. In addition, the assembly hangar has the special ability of building (and naming) custom autons equipped with armor and devices selected from items stored in the assembly hangar. The assembler rejects items that are alien, illegal, or weigh over 6 tons. The assembly hangar may be found for sale at auton dealers, but it is expensive at over 10,000 credits.
Updated to 1.1 at 890 downloads.
Balance approved, Auton, Devices,
DockScreens, Featured, Quality approved,
|Added (Last modified)||01.05.2011 (15.01.2013)|
Wonderful work, PM!
tried this in a game generated four Autons in total: worked perfectly: Thankyou for sharing this great work and adding a great resource for players.
Excellent mod, indeed! I couldn't help but to set my copy up to accept 3 individual devices. I also added a numerical generator for each created auton, to make it easier to identify them when using multiple, same-class autons.
Found a bug, might be due to interaction with other mods. When creating an Auton, and while having 2 different weapons of the same damage type (for example, a Partisan and an Arbalest) in my cargo hold, it will be created with the weapon I did not select. Trying to create a 'sniper' auton, then ended up with one that used spread pellet shots. Etc. Happened more than a few times. Will try to reproduce this one some more.
Tried it again. It seems it will not work at all with any custom weapons (for example, from Weapons Extended 4). Instead, the Auton will use a different weapon, sometimes from vanilla Transcendence, sometimes from WE4. What could be causing this?
WE4 has a randomizer that is applied on every ship (so that the game isn't too boring). It also works on recently spawned ships, which is what is happening in your case.
yeah, that can be considered a bug. I wanted spawn autons to have random weapons too, however this is in conflict with this mod.
I suppose I have to find a solution to this.
Updated at 398 downloads. It prevents WE4 randomizing auton equipment. (Thanks to Atarlost.)
thanks to the lot of you, from me reporting this issue to fixing it all happened in the span of a few days. THANKS.
Updated at 409 downloads. The assembly hangar may be enhanced at auton dealers (if certain conditions are met). Enhancing the hangar allows it to use items up to level 8 instead of 7.
GREAT. Would upvote again if I could.
Updated at 413 downloads. The hangar cannot be used to build autons if it is damaged or if the ship is paralyzed (by EMP).
Updated at 417 downloads. The hangar may build custom mule autons. A disabled previous version of a muleless assembly hangar is also included.
Fantastic news... babysitting my mules is nerve-wracking. This should help a lot.
thanks works well
Updated to 1.08b at 489 downloads. Military items can only be used if the assembler has been enhanced. Also, the player may dock with mules and disassemble them (if the assembler is installed).
Reuploaded at 493 downloads. All autons may be recycled. In addition, autons may be equipped with ammo and launchers. Mules may be equipped with a miner's hold, which increases capacity and lets them attract and collect ore.
Holy shindigs, PM. Freaking awesome. I'm guessing this means all autons are dockable now?
Question: have you considered adding some of the extra drone commands from PlayerShip Drones v4 to the autons? It would be great having them be able to guard my wingmen. Possibly through a device or assembly hangar upgrade that provides improved auton control options? Having it be an ability of the assembly hangar would make it useful to keep it equipped; right now I generally assemble an auton, then replace it with my miner's hold again. Just an idea.
But regardless, what an update to what is possibly my all-time favorite mod (that I haven't worked on myself ;D). Respect!
Added "Balanced", "Quality approved" & "Recommended"
No, only mules are dockable. Recycling an auton occurs from the assembly hangar dockscreen, and it will disassemble an auton within range 10 of the playership, if the playership has enough cargo space to hold all of the parts and cargo.
Autons inherit from the same base used by standard autons, so they will not use advanced commands unless the base auton code itself is modified. As a result, rather than jump through hoops trying to make a mule (with a miner's hold) dock and grab ore, I made the mule attract ore (slowly) like a magnet.
Update at 610 downloads. Custom mules gain the same dockscreen background from Auton Overwrite.
Reuploaded at 619 downloads. Take all option appears when docked with a mule and Take All mod is found. Unidentified items read "Unknown" instead of its identified name when equipped on a new auton.
Updated to 1.08d at 665 downloads. Autons may be equipped with a primary weapon and a launcher (although autons may have trouble using both simultaneously).
Great mod, man.
Reuploaded at 686 downloads. Bug where launcher mass was not counted was fixed.
FYI: The hangar works fine with my autons; however, the related Auton Overwrite crashes my sys (the hang-up only occurs with Mule Autons). Anyone know if this has been fixed? MTIA.
Although I did not get any crashes, mules called a function in Playership Drones that they should not call. Auton Overwrite has been reuploaded to fix that.
Thank you, PM! I heart my SuperMules!
Updated to 1.08g at 783 downloads. Autons can fire a weapon and launcher simultaneously. Also enabled a military item that can enhance the assembly hangar.
Reuploaded at 805 downloads. Fixed bug that blocked equipping items on autons. Thanks to marsrocks for finding the bug.
Updated to 1.1 at 890 downloads. Your ship's reactor determines maximum tech level usable by the assembly hangar. For example, a Hyperion allows access to level 9 items.
Reuploaded at 929 downloads. Military items require id or an installed military reactor. Restart after update required.
Reuploaded at 943 downloads. Ships with powerful default reactors do not need military ID to use military items. No restart necessary.
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