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 "Liquid Metal" - Modifiable Module Strength 
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Joined: Sun Jul 22, 2012 3:06 pm
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 "Liquid Metal" - Modifiable Module Strength
"Liquid Metal"


Filler Story:


This mod aims at making bunker modules tuned to whatever playstyle you like.

How?

There are 2 materials in Materials.ini contained within the mod. The first, Liquid Metal Plating A, is what the exterior and supports will be made of. The second, Liquid Metal Plating B, is what the floors, walls, and ceiling will be made of. Therefore by changing the values of Bounce, Friction and StructuralIntegrity, you can change ALL of the bunker outer strengths and inner strengths to be tuned to what playstyle you like. For example, if you want a toughened bunker that can withstand laser beams of insane intensity, it's entirely possible with this mod. On the other hand if you want the ground and ceiling to be concrete again, you just need to find the concrete values from Base.rte/Materials.ini and input them as Liquid Metal Plating B values.

The materials it's packed with are similar to a high strength titanium alloy and resist small arms fire and diggers 100%. Everyone faction has a weapon or two, or a tool (in Techion's case, the Nanolyzer) that do break through this material. I made this material specifically to mimic something similar to what a spaceship would be made out of (save the concrete). A secondary reason for making this specific material was to prevent AI from digging themselves into a hole causing massive lag on certain maps. As a side bonus, you can feel safe using a digger to clean up unwanted gibs and weapons to prevent the actor limitation bug.

The pieces are off-coloured to a bluish hue to distinguish them from the Base modules.

NOTE: When modifying LiquidMetal.rte/Materials.ini DO NOT change the RGB values associated with the plates.
There's a secondary warning contained within the mod for the ones who miss this tidbit :)


Image

Download:
LiquidMetal.rte.Zip
LiquidMetal.rte.Rar


Version History:

ToDo:


Last edited by Corpsey on Sun Jan 05, 2014 8:38 pm, edited 1 time in total.



Sat Jan 04, 2014 10:47 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
Whoa... Very interesting.


Sun Jan 05, 2014 2:50 am
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Joined: Tue Oct 15, 2013 8:13 am
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Post Re: "Liquid Metal" - Modifiable Module Strength
the innerside of the concrete (blue lines) must be harder than a steel... is it right?


Sun Jan 05, 2014 6:07 am
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Joined: Sun Jul 22, 2012 3:06 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
Yes, the 'Liquid Metal' materials are much tougher than the base "Metal". (More than 300% stronger for the bunker top)

24px (1 small block) of Liquid Metal is about equal to 96px of concrete, with the exception that the 24px of liquid metal also completely stops (and ricochets) less powerful weapons and diggers. Also, the Liquid Metal pieces are more than twice as expensive in some cases, so there are situations where you may be better off using standard bunker modules.

Although it's completely modifiable. If you want it stronger, you only need to increase 1 or 2 values in LiquidMetal.rte/Materials.ini (StructuralIntegrity)

The original idea:


But yeah, the blue 'Floor', 'Wall' and 'Ceiling' (in rare cases) are made of a material almost 300% stronger than the Base.rte's "Metal"


Sun Jan 05, 2014 8:19 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
I don't get it



Sun Jan 05, 2014 8:38 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
It's simple..

Use it as it is, or modify it (LiquidMetal.rte/Materials.ini).

Or, don't use it, that's fine too.


Sun Jan 05, 2014 8:40 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
Could this be used on actors? I'd love a T-1000 actor made of this stuff.


Sun Jan 05, 2014 8:57 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
It could.

Actually changing the material of actors is easier than changing the material of bunkers. Changing bunkers requires changing the material palette, whereas all you need to do to change the material an AHuman is made of is change the AtomGroup Material

Code:
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff <-- This.
      Resolution = 4
      Depth = 0


Edit: Although... You should also modify your unit logically. For example, this material has terrible welding properties (just, for the sake of making it less overpowered) and is more expensive.. so your JointStrengths should decrease, and price should increase - probably making the unit less effective overall. Edit: Also, you could increase the GibWoundLimit but this is more advanced.

But, by all means, make overpowered things.. the game is singleplayer anyways so you're only cheating yourself.


Last edited by Corpsey on Thu Jan 09, 2014 3:36 am, edited 1 time in total.



Sun Jan 05, 2014 9:06 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
I'd like to listen, but my brain is just in hibernation for the winter
Gimme a few days for it to process


Sun Jan 05, 2014 9:37 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
Unison wrote:
I don't get it



You too? I'm feeling less lonely.

I mean, can't you just do that with the basic bunker modules of Base.rte?


Mon Jan 06, 2014 6:55 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
Not everyone wants to potentially break the base.rte.


Mon Jan 06, 2014 7:47 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
TheFunsizeNinja wrote:
Not everyone wants to potentially break the base.rte.


I do, then I try to fix it again
Feelsgood


Mon Jan 06, 2014 8:34 pm
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Post Re: "Liquid Metal" - Modifiable Module Strength
Unison wrote:
TheFunsizeNinja wrote:
Not everyone wants to potentially break the base.rte.


I do, then I try to fix it again
Feelsgood


:D I do that a shitload of times with my vanilla modules. Actually grassland plains are a zero-gravity zone and my AK-47 shoots .50AE rounds.


Wed Jan 08, 2014 8:28 am
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Post Re: "Liquid Metal" - Modifiable Module Strength
Vlads wrote:
I mean, can't you just do that with the basic bunker modules of Base.rte?


I guess you could, but this provides a secondary set of bunker pieces regardless, if you've modded Base.rte or not.


Perhaps I should disassociate it entirely from vanilla pieces and remove the concrete and metal, but I require some feedback in order to attempt that. Actually, the main concept was that this was supposed to be pieces of a ship's hull but I figured most people probably have maps that are ground-based and would rather have them appear fashioned as if they were put on the ground. I do plan on making more 'Space Ship'-esque pieces but they would be using these same materials and possibly Polyethylene and Aluminium Foam. The thing is, because the palette is so limited I actually have to figure out how to differ it (aesthetically) from the metal and concrete noise - for that I'm planning on using patterns. I may update this soon with some concept art and take some feedback from it, and of course if people want they can post some designs of their own here and I'll credit them if I use it (although PMing me may be a better idea?).


For those that need clarification, this mod is its own folder and does not modify Base.rte. At all.


Thu Jan 09, 2014 4:03 am
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Post Re: "Liquid Metal" - Modifiable Module Strength
I edited it for high bounce
My guns just jump off the top of my structures now


Thu Jan 09, 2014 6:08 pm
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