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Mod Request - Player exploding mines as portable equipment


everywomans

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I believe implementing a mod for a simple mine or trap from repurposed objects from basic NMSky is achievable, but there are various levels of realism that involve increasing coding challenges to make the experience more enjoyable.

 

As part of the craftable player deployable portable equipment (like beacons, automatic miners, refiners, or exocraft pads), modify one of these existing model objects to explode or radiate as a trap on contact/proximity. Perhaps part of an existing mod like Exploding Whippy Plants by Jhookah or vanilla game hazardous plants could be repurposed easily such as replacing the plant appearance by an existing (re)modeled object (combining a paving tile or shrunken beacon or tiny signal booster models with the whipping plant functions). Such an item could be added to the player deployable equipment list as a deployable mine or trap. The detonation criteria would seem to be already coded into the hazardous plant definitions. Upon triggering, a trap would persist but a mine would destruct.

 

Add the mine or trap to the menu of craftable items, and then add the mine or trap to an equipment list in the menu for deploying from the inventory (z key). When created, the crafted item would appear in the inventory. Like beacons, restrict one mine or trap per inventory slot to keep the player properly powerful when mobile. To prevent self explosion, the player would be required to deploy (mouse wheel key) a mine or trap at a distance outside of the player volume, like a summoned vehicle or crafted base clipping item criteria. Or for added drama, if the mine were accidentally placed within the detonation radius, the player would take some damage and be more cautious about deploying distance. In the simplest case, the player would be unable to pick up a mine but could destroy it with a mining beam or boltcaster.

 

Ideally, a player could reclaim a mine into the inventory by disabling or without harm or cost. Define the mine item so that when picked up to the player inventory, or possbly when in the player volumetric space, no explosion nor reclaiming fragment animation will ever occur, such as when a flower is picked by the (e) on the keyboard with the rotating cursor countdown clockface. For crafting a mine, require chromatic metal and ion batteries as components, as well as phosphorous, dioxite, or destabilized sodium. For crafting a persistent trap, require an advanced ion battery, platinum, and uranium, radium or sulphurine. Traps would be reclaimable even when triggered.

 

The mine explosion or trap radiation within a radius would damage the health of creatures, sentinels, and destroyable doors or any other destroyable object, such as sentinel loot remains, crystals. minerals, etc. If detonation is not yet enabled in the repurposed deployable object, an object clipping volume, or teleport radius could be used to define a detonation criteria, and either the health would shrink, or when an existence threshold is met, like in mining, the game code itself would delete the exploded creature item or object from the game. The mine health would also need to be zeroed upon detonation so that the game code would automatically delete the mine, or else the mine code function itself would include self destruction definitions.

 

Explosion effects on terrain might be none, or existing functions like the terrain manipulator excavation could be applied to the terrain when the mine detonates. A modder could repurpose existing graphics explosion animations like the asteroid mining, resource mining explosions, terrain manipulation, or the existing fragment animation when reclaiming deployable equipment. The Effects Overhaul Mod by Trevix or Better Asteroid Explosions by Lo2k might be useful.

 

Alternately, as another way of implementing a mine or trap from repurposed game objects, a craftable teleporter object with remoddled appearance as a mine or trap, deployable or even not deployable to the inventory, could be used to teleport (with an explosion animation) a triggering object to nowhere oblivion. As a mine, the remoddeled teleporter itself would vanish upon triggering, or as a trap, persist as a remoddeled object.

 

Lastly, as more advanced modding projects, a mine could be triggered by a player using a command key; or when firing a multitool weapon aimed at the mine; or when scanned by the player or a sentinel; or as a timed detonation started upon deployment of the mine.

Edited by everywomans
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