Stranded: Alien Dawn

Stranded: Alien Dawn

Cargo Mech
58 Comments
Zakzahn 6 Jul @ 10:36am 
I would love a second tier of this which puts an AI core in it, essentially making it a mech that can move itself to where you need it.
Moyocoya 29 Mar @ 12:51am 
Is the cargo mech moving faster than someone running ? In other words could it be used to move fastly to a distant place ?
mcluod 17 Jun, 2024 @ 4:15am 
For some reason I can't seem to be able to assign Laara to mount the mech. Even if I assign her ownership, even if she stands right next to the mech - some other survivor (Rita, Samantha) will always be drafted instead even if they are a lot further away.
Could it be that Laara's 0 combat skill is the culprit here ?
Demitrious 11 Mar, 2024 @ 10:40pm 
I don't understand how this is used???

I should walk it to an area... then unmount and somehow load nearby resources, then remount and manually walk the drafted survivor and mech back to base... where I mark it for emptying and repeat??? Is this correct?
Seipherwood 28 Jan, 2024 @ 4:52pm 
Except Delivery Drones have a limited range, they wont go on the other side of the map for instance, while this can. Especially good for when you go hunting Nests
Rixxy123 5 Jan, 2024 @ 9:42am 
Pretty much pointless mod, now that they have Delivery Drones in the game.
Mnementh  [author] 22 Nov, 2023 @ 4:53am 
Thank you, I've been fully engaged with Stranded ever since we started working on the project and still am.

I will investigate internally what's happening with these notifications. Thank you for letting me know about this.
Paraleo 22 Nov, 2023 @ 4:45am 
on the game issue i mentioned it is wierd cuz i saw both messages in roughly the same situations
resources are being delivered or resources arent available but still after a few seconds/a minute you could go and finish the construction cuz the materials appeared.
Paraleo 22 Nov, 2023 @ 4:42am 
np glad to see you are still involved with the game, are you on the stranded team or in the ja 3 game? I just found out the other week you guys did the 3rd one.
Mnementh  [author] 22 Nov, 2023 @ 4:38am 
Oh, that's interesting. It's not caused by the mod, as I'm not affecting devices, storage sites, resource piles, or resource distribution in any way.

No idea why Steam insists on pinging you for comments :D
Paraleo 22 Nov, 2023 @ 4:22am 
by the way i am not subscribed to this thread, but i still get updates xD
Paraleo 22 Nov, 2023 @ 4:20am 
After finishing the new scenario, i kinda figured what the problem is,
resources unavailable message appears when others are delivering materials to a construction site or crafting station, others than the unit controlled by the player.
Those others might not even do it right at that moment they might just have it qued up to do it after they finish the current task.
Mnementh  [author] 22 Nov, 2023 @ 2:45am 
I have polished the code a bit. The mech seems to be working as expected now. The only cases I can identify where resources are blocked are when the mech is in operation, ownership is set to None, or the owner of the mech is in another area and can't access the resources.
SpiritDragon 19 Nov, 2023 @ 9:34pm 
I have the same issue as Gunboat Diplomat and had to delete all these as even "keep empty" didn't work.
Gunboat Diplomat 14 Nov, 2023 @ 12:08pm 
It seems like the scrap metal, ore, and silicon I put-into this mech, then took-out back at the base for crafting, isn't recognised as crafting material properly; production machines say the resources aren't available when they're sitting on a nearby shelf. I've tried save/reload, restart, moving the items around between shelves; none worked.
Paraleo 31 Jul, 2023 @ 3:03am 
Those can be used on isolated houses also to provide some lights and maybe a heater without having a forest of power poles in your base. I have a village setup right now with houses spread out everywhere just for immersion purposes. Looks cool definitely gonna showcase that later in the month.
Paraleo 31 Jul, 2023 @ 3:03am 
On another note i just had again a discrepancy in wave str in my easy playthrough, and found out that my autonomous infrared sensor wasn't actually working,
apparently if you put power usage at zero and connect it to the grid it will not work,
if you put power usage at one the sensor will work,
if you remove the power consumer trait the sensor will not work because the game can't connect it to the power grid.

Reason for making it autonomous is that I am making small turret nests around the base, I like to keep them isolated and try to avoid having stuff working outside of attacks to minimize repairs and fuel trips to such a long distance. To solve this I ended up making smaller versions of the generator and battery which provide less power and only supply the sensor to keep it spinning.
Paraleo 31 Jul, 2023 @ 3:03am 
I checked those functions, I also tried to modify that direct order, but requires knowledge of LUA and game functions.By the way that reminded me of Choggi somehow, the modder with 2k mods (joking but he has a lot) in Surviving Mars, I spoke to him once, he has received Stranded from a follower but he didn't make the move here.
Maybe he is waiting for the game code release? I don't know if I used the proper phrasing on that.
Mnementh  [author] 30 Jul, 2023 @ 10:29pm 
1. That would be easier. However, it cannot be achieved solely by filling properties; it would require the creation of custom code in various places.

2. Spawn defs in the Daily group are triggered once every day, while those in the Hourly group are triggered each hour. The Initial group is triggered at the beginning of the playthrough. The spawn def triggers once and then spawns things based on its properties. It can spawn 1 to 100 items or always 100, and there is also a chance it may spawn nothing. There are no hardcoded limits on how many animals can spawn, but each spawn definition limits itself. Look for the "Map Count Limit" property.
Paraleo 30 Jul, 2023 @ 12:17pm 
First of all thanks for all your answers.

1.I meant buying them animals only, not selling, maybe they could spawn tamed or you would pick the place of delivery like delivering them in a pen but it might be problematic to tame more than one animal in the same pen they tend to interrupt each other's taming process. Better to spawn tamed at the pod.

2.I made my own spawn definitions, problem might be that I picked late fall for one migration, winter for another and spring for the small predators, maybe they are too close together?
But i am going to try to use the nests I remember seeing that option. Is there a limit for local predators on one map shogu, tecatli, gujos might share that constant? Since the Saltu map is filled with shogus plus the ones I am ranching.
In the end there is always the cheat mod you guys released but I liked them appearing on the map and making the effort to get them.
Mnementh  [author] 30 Jul, 2023 @ 11:56am 
I believe that your local copy would prevent the update from occurring.

Trading animals can be... chaotic. The trading pod is not much larger than an adult ulfen. You'll need your people to lead the animals to the pod and then despawn them. If the trade deal fails, you'll have to respawn the animals. The entire process takes up a lot of survivors' time.

Gujos and tecatlis are not spawned by story bits but by daily spawn defs. The spawn def creates a nest that spawns the animals. That's why it's not working well for you.
Paraleo 30 Jul, 2023 @ 10:53am 
By the way would it be easy for a guy like me to mod in a ship animal trader, just to have a complete zoo on the same map? I tried some animal spawning events but they behave a bit inconsistent, I got herbivores spawned and broodmothers every year but not tecatli or birds and the story bits are basically identically setup.
Paraleo 30 Jul, 2023 @ 10:49am 
I was curious but I just thought I spammed your threads enough this week :D
Do I have to delete the mod after I open it it out, the one with the hard drive icon or will I still get updates if I don't modify it?

But for now I am tormenting myself in a trade scenario trying to get some people hitched with little success.
Its basically my last goal here and then finish up decorating my base.
Mnementh  [author] 30 Jul, 2023 @ 10:16am 
Yes, it's @Ender. But it took me 2 weeks to figure out how :D.

I've uploaded a change that connects mech ownership with storage visibility. Now, shared Cargo Mechs can be loaded/unloaded by everyone, while owned mechs can be serviced only by their owners, and forbidden mechs are not loaded or unloaded.

@Paraleo, if you are curious about how to do it, see the last 2 functions in the CargoMech class file.
Paraleo 30 Jul, 2023 @ 7:13am 
not screenshots I ll make some youtube videos, But I don't have a time frame I ll do it in the next month or so hopefully I wont get distracted
Mnementh  [author] 30 Jul, 2023 @ 7:11am 
I just remembered that we added Photo Mode with the last update. It allows you to take UI-less screenshots.
Paraleo 30 Jul, 2023 @ 7:09am 
still good, I don't have it one installed
Mnementh  [author] 30 Jul, 2023 @ 7:08am 
If you install the Cheats enabling mod, pressing Alt+Y will disable the UI renderer, removing the HUD and the floating texts from the screen.

I can't help you for the flythrough camera. It's something I've never done before.
Paraleo 30 Jul, 2023 @ 7:02am 
Cool, I have been meaning to ask are there any tools available right now in the game to make some showcases of the bases I built in my playthroughs.

What I would need is at least a way to hide the UI completely and some way to make some directed flythroughs at least from top down without the mouse showing, basically cutscene level stuff.
Mnementh  [author] 30 Jul, 2023 @ 6:47am 
You've given me an idea on how to disable the skill check for the Cargo Mech with minimal overwriting of functions. Now, it no longer requires a skill check, while other mechs still do.

Ownership will not force survivors to see or not see the storage, Paraleo. The ownership component doesn't contain this logic scripted within it.
Paraleo 30 Jul, 2023 @ 6:20am 
@Ender i tried with a wardrobe. As it is now people can still access it even if owned by someone else, might be interesting to have that on musical instruments if placed in bedrooms on that I am sure it would work,
if the bedroom storage access is your issue I seem to recall there is a locked door mod somewhere, if all you need is some of the survivors not to touch storages u can always remove their deliver activity but be aware if they are crafting they will not be even putting their finished stuff back they'll just drop that on the ground.
Paraleo 30 Jul, 2023 @ 6:16am 
Well I do like a good puzzle, I checked a bit to see how i can bypass our problem just mostly from the editor.
I had some medium programming training but that was 20 years ago.

Easiest way to do it since we can modify any game constant through the editor
Constant MechControlMinSkillLevel we set it to whatever but it changes requirements for all mechs. Don't forget to put it into combat category if you plan to use it.
I am probably going to go with Combat level 1 since i am playing mostly in a city builder mode now.

The ownership requirements can be edited in the filter function tab quite easily, funny thing you can make anyone own a mech but they might lack the skill to operate it aha.
Ender 30 Jul, 2023 @ 3:48am 
is it possible to allow usage of storage only by the affected survivalist ? if none, everyone can interact, if set to X, then only X can load/unload ?
Mnementh  [author] 29 Jul, 2023 @ 10:42pm 
Yes, the mech requires Combat 3. This was unnecessarily hardcoded in the base mech class, and I couldn't change it without overwriting a lot of functions, which I do not like doing.

I was wondering if the mech should have a higher demand priority, but if I do this, survivors will ultimately prefer it over any other storage, even if the other storage is significantly closer to them.
Paraleo 28 Jul, 2023 @ 12:23pm 
But nice job with this one it is a nice addition to the game.
Still hope for that dropship to make an appearance tho as an alternate to the mech and people would be using it to rest and maybe it has a separate storage for meals I know i don't have the skills to make it.
In light to some events in the gaming community any of my ideas you find cool enough to use, use them without fear,if i wanted credit for them I'd open my own gaming studio :P.
Paraleo 28 Jul, 2023 @ 12:22pm 
Ok I have been playing with a bunch of your mods so some feedback on this one:

- Works as intended, it is especially good to use in a nomad style of playing let's say where u go periodically to some areas and gather stuff to bring to main base, the new flags feature should have been paired with the release of a cargo device like this in the live game its quite easy to add for you guys

One caveat the mech has lower priority than a freezer by example so as my people where harvesting a palm meat orchard, they were ignoring the parked mech near it and went to put stuff in the freezer and yes everything was setup fine, now for myself I can just modify the mod to work properly but the normal players can't.
Another thing the mech inherited Combat 3 requirements from the original light mech, maybe intellect or physical this is a fringe case where people play with peace mode and do not have too many survivors skilled in combat,
Maribel 27 Jul, 2023 @ 11:03am 
no idea how it works looks like that
hi_me_sanych 25 Jul, 2023 @ 8:06am 
Really, only now i can to use all of map in game!!! I think this mech must be in the game! This mech and some tools and i can to send survivors to other flag for ore!!!!
Onibaku 18 Jul, 2023 @ 3:52am 
Interesting observation just happened also. Ken was in the "Salvaging" area flag. I re-assigned him to "Home" so he could recharge and do a couple of things. I right clicked the mech to have him drive it back to the salvaging area and the option to Operate it also included the option to assign him to the "Salvaging" area. After using that option, the mech once again worked properly in the Salvaging area. Haven't tested yet to see if it will break again after moving it, but at least there's a workaround fix. That also likely gives you an excellent piece of information to locate a fix.
Onibaku 18 Jul, 2023 @ 3:38am 
Update on behavior: Without flags, survivors still seem to be bringing already stored materials to the mech to store them there instead.

With flags, I still see some weird behavior. You said that you prevented it from re-registering into the new area. Perhaps that's an issue. When I made the flag, the mech seemed to work as intended. After I MOVED the flag, the mech didn't want to work in that area anymore. Taking the mech just outside of the border did make it where the survivor would use it as if it was in the area, but once in the area it won't work.
Onibaku 17 Jul, 2023 @ 1:42pm 
@Thee'e Vang It sounds like you are using the Tepco one. If you're building it from the "Defences" menu, that's the Tepco one. This mech will be found under "Storages" after you've done the appropriate research.
Onibaku 17 Jul, 2023 @ 1:39pm 
@Mnementh Not only are/were (I haven't re-tested on my new insane run yet) they prioritizing the mech, they were actively taking from the storages that already had items in them and bringing them to the mech...no matter the distance. I think it is/was something to do with the flags though overall because I don't see that weird behavior until I use flags. I tend to have a "salvaging" flag so I can keep a guy in there salvaging to a stockpile without people loading up said stockpiles. I had planned to use the same logic but instead using the mech as the "stockpile".
Paraleo 17 Jul, 2023 @ 11:03am 
Also a drone when?
Paraleo 17 Jul, 2023 @ 11:03am 
We need to push your mod to the public eye more since the Tepco one doesn't seem to be maintained and it was quite buggy when I tested it.
Mnementh  [author] 17 Jul, 2023 @ 1:39am 
The update is compatible with previous savegames, but an operator must reposition the mech in order to activate the effect.
Mnementh  [author] 17 Jul, 2023 @ 1:33am 
@Onibaku, I have resolved an issue that prevented the mech from automatically re-registering itself in the new work areas upon arrival. It should function better now.

@Thee'e Vang, I am unable to reproduce the issues you described. Is it possible that you are experiencing interference from other mods that modify the mechs?
Elden Ring 2 when? 17 Jul, 2023 @ 12:10am 
Maybe its a bug for me? But my people when riding on it cannot shoot and can only deliver raw food to it
Mnementh  [author] 17 Jul, 2023 @ 12:09am 
@panzerdrache, the mechs are written as equipment, not as units, meaning they require an operator to function.

@Onibaku, it is intriguing to hear that survivors are prioritizing delivering resources to the mech instead of the nearest stockpile, shelf or chest. There is a logic in place to select the closest storage device. I will look into it.
Your observations regarding the Area Flag are accurate. The Cargo mech is most likely a global storage device.

What do you mean, @Thee'e Vang? The mech has a gun - it shoots slowly and inflicts a significant amount of damage atm.
Elden Ring 2 when? 16 Jul, 2023 @ 11:40pm 
No guns? Why not add the ability for the gun but just nerf it by 50%?
Onibaku 16 Jul, 2023 @ 10:39am 
Edit to the last comment. Apparently using flags didn't quite help the issue. Here's a few observations along with my setup:

Two Area Flags - One surrounding home camp, the other being mobile for "Salvaging" duties. Sizing of both areas is appropriate to cover respective zones.
5 members, 4 assigned to home, one assigned to salvaging.
Mech sitting in salvaging area, Allowing to have materials delivered, forbidden to take materials out.

Issues: Salvager (only when assigned to the salvaging zone) is not able to deposit into the mech. Says no available storage on right click. Fixed when assigning him to global. Assigning mech to salvager didn't help.

Posted separately due to character limitation