ConstructionOps
Buildable construction. Fly a crate to a spot, pick what to build on the map, then deliver the materials it needs.
By HenDev
CHANGELOG
Changelog
1.1.0
- Changed AI behaviour: haulers no longer try to land on the site. A helicopter holds a low hover clear of the crate and sets its load down from there.
- A lost crate run is re-flown by a different aircraft instead of being quietly dropped.
- A wrecked or stuck hauler hands its airframe back rather than holding a faction slot all mission.
- Construction may go slightly over a faction's AI aircraft limit (
AI/SlotOverdraft), so a faction whose slots are taken by the air war can still get a crate out. - Material is counted in tonnes, not containers. A 6 t pallet and a 10 t container both count toward the same manifest line, and either can be flown to satisfy it.
1.0.0
- The AI can build it for you. A Construct Building objective now has an AI will construct this checkbox; tick it and the objective's faction flies the whole job in itself.
- Haulers are real sorties that can be shot down, and each costs an airframe out of faction supply.
- New
AIconfig section: sortie caps, supply reserve, pacing, rotorcraft preference, and the fixed-wing drop parameters. - Works in singleplayer and multiplayer. Older missions load unchanged with the checkbox off.
0.9.0
- Every player can build, not just the host. Clients send their choice to the host, which builds and broadcasts the site list back.
- Pilots get paid for logistics: delivering a load credits score and funds, and a completion bonus is
split between everyone who flew loads. Both are configurable under
Rewards.
0.8.0
- Rank scaling is gone. Every aircraft has its own explicit material manifest and build interval in the catalogue asset, from 4 loads to 24.
0.7.0
- Per-airframe factory tuning: each aircraft can have its own material cost, its own build interval, or be switched off entirely.
- The probe file now opens with an aircraft roster listing every airframe with its exact jsonKey.
0.6.0
- Construct Building is a real objective type, with a build dropdown and a draggable target marker. Outcomes attach to it like any stock objective.
- The 0.5.0
build:naming convention stays as the vanilla-compatible fallback.
0.5.0
- Mission designers can require construction: a WaitSeconds objective named
build:...completes when the matching construction finishes. Supportscount=,near=andradius=. ConstructionOps.sites.txtnow lists everything built this mission and everybuild:objective's current count.
0.4.0
- Nothing commits without a confirmation showing the real material bill.
- Aircraft factories cost more material for a higher-ranked airframe.
- The catalogue moved into an authored asset so it can be retuned without touching code.
0.3.0
- The build panel is per-site and opens by clicking a site on the map.
- Sites draw with a structure icon at a legible size, and show the icon of what they are becoming.
0.2.0
- The feature itself: drop a Construction Crate, pick what to build from the map panel, fly in the materials, and a real networked damageable building appears.
- Six builds: radar station, munitions bunker, aircraft shelter, vehicle depot, aircraft factory and nuclear warhead plant.
- Placement is validated for slope, water and overlap, because the game validates none of it.
- A warhead plant is refused unless the faction owns warhead storage.
0.1.0
- First build. Read-only: dumps
ConstructionOps.probe.txton the first mission load and changes nothing in game.