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MasterBLB

Captain
1 Badges
Apr 30, 2018
386
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  • BATTLETECH
Brothers @XTRMNTR2K, @Amechwarrior and @Lord_CoH

Here are .json files generated from my code. For the Centurion I simply changed AC10 for AC10++ (+10 dmg), Atlas II is based on this:
AS7-D-HT Devastator.png
Please take these files and use them in your mods, then report back if they worked.
 

Attachments

  • mechdef_centurion_CN9-A_Test.txt
    6,1 KB · Views: 20
  • mechdef_atlas_AS7-D-HT_Devastator.txt
    13,3 KB · Views: 20
Oh, I'm not a modder, I just want to play around with designs for mech engineer without needing to get all the bigger engines and whatnot ;)

Still interested in how this progresses though, keep up the good work!
 
@MasterBLB the files don't work out of the box - at least not as new designs -, but as far as I can tell this is only due to the "ID" field being the same as the source Mech's. It should probably be the same as the file name/UI name of the Mech, then it should work.
 
@XTRMNTR2K could you change the "ID" key manually, and report back?

Did that and it works. Both mechs show up in the MechBay.

The Atlas II is shows up as an illegal design for me, but that is due to the changes ME makes (DHS being larger and Endo-Steel taking up 14 slots, among other things). The Centurion looks just fine.

(Generally speaking the vanilla LosTech Mechs are a bit problematic with ME, so I optimized them and gave them fixed DHS/Endo/FF where appropriate. Any 'normal' mechs should be modified by the built-in autofixer without problems.)
 
Splendid! Maybe not today, but up to tomorrow I'll fix my code to put unique ID when exporting a design.
And glad to hear all that struggling with .json entries won't be for vain^^

EDIT:
@XTRMNTR2K just made a quick fix, let me know if it works. This is outcome you should have:
HBK-4P Final Test.png
 

Attachments

  • mechdef_hunchback_HBK-4P_Final Test.txt
    11,5 KB · Views: 25
Last edited:
Thank you Brother @XTRMNTR2K. The final solution is:
- use mech nickname if present, and append it to existing "Id" key. Potential problem - nick might not be unique, but I suppose even with such flaw my tool will be useful for your needs.
- if there is no nick I use big caliber cannon - UUID instead. And therefore, last test is required - stock Enforcer, but with AC10++, SL+++ and LL+++, no other changes.

Btw, what is that Mech Engineer you mention?
 

Attachments

  • mechdef_enforcer_ENF-4R.txt
    6,8 KB · Views: 13
@MasterBLB Mech Engineer is an expanded mech lab that allows you to change, among other things, engine ratings, armour type, gyros, etc. Gives you many more options in mech lab to customise your mechs - hence why it would be amazing to tinker offline using your tool.

I think it's a standalone mod? I've only seen it talked about alongside XLRP.
 
Thank you Brother @XTRMNTR2K. The final solution is:
- use mech nickname if present, and append it to existing "Id" key. Potential problem - nick might not be unique, but I suppose even with such flaw my tool will be useful for your needs.
- if there is no nick I use big caliber cannon - UUID instead. And therefore, last test is required - stock Enforcer, but with AC10++, SL+++ and LL+++, no other changes.

Btw, what is that Mech Engineer you mention?

The Enforcer works. As for MechEngineer, I've attached a screenshot showing how the Mech looks in the modified ME MechLab:

2019-03-25_1820_1.png


What MechEngineer does is give the MechLab a complete overhaul, as well as introduce as-close-to-TT Mech building rules as possible. As you can see, a Mech by default consists of more components which can be modified and/or destroyed, with various effects depending on the component. Core destruction for instance is a way to kill a Mech even without completely destroying the CT or Head, as is cockpit destruction. Damaged/destroyed arm/leg actuators give accuracy/movement penalties, and so on.

Additional rules can also be enforced if enabled in the mod's settings file, like structure-to-armor-ratio enforcement, or no mixing of DHS and SHS.

The standard components you see like shoulder/upper arm, life support, engine cooling, etc. are added by the so-called autofixer. Arms actuators need to be limited for some Mechs that are not supposed to have hands or lower arm actuators (which is done in the chassisdef), but other than that the autofixer does its work without any additional user input needed.

Mechs with special equipment like LosTech are a slightly different matter, though. The rule-breaking vanilla SLDF Mechs are one such example, where the files need to be set up manually to prevent any errors.

In short: MechEngineer is sweet! Being able to switch engine cores and do more Mech tinkering is great.

@Lord_CoH Yes, MechEngineer is generally standalone, but also works great providing the framework for additional content and features. :)
 
Well, my Mech Designer is entirely based on data from .json files, so things like ex. number of slots in a location, say arm, are variant. Same for weapon data (damage, slots, tonnage. and rest), so as long at that Mech Engineer follows these rules as well there are chances integration between it and my Mech Designer will be possible.
There are concerns, though.
One, in vanilla game there is no equipment which spreads along locations (endo-steel, ferro-fibrous etc) so my application is not designed to handle such kind of equipment. However, I have global tracker for how many slots are used, so it might not be as hard.
Two, additional stuff needs to be same folders where vanilla game stores it, like <data folder>\upgrades\folders acutators, cockpit mods, gyros, targetTrackingSystem, <data folder>\heatsinks etc - Mech Designer reads all .jsons stored in these locations, so if there is something added it's chance it'll be included.

Hmmm...if there are new stuff in .jsons, could you .zip mech, chassis and rest relevant folders and send me? Will check how real are the chances for integration.
 
Hmmm...if there are new stuff in .jsons, could you .zip mech, chassis and rest relevant folders and send me? Will check how real are the chances for integration.

Things like the dynamic slots for ferro-fibrous armor and endo-steel structure are dynamically generated when the game is running (as are the default components); only the "main" component for endo or FF (in the CT) is saved in the mechdef json (or chassisdef, for fixed equipment).

It's probably best if you ask the creators of MechEngineer and CustomComponents, CptMoore and Denadan, about more information - they can tell you infinitely more than I ever could. :)
I'll send you an invite to the Discord via PM.