ConstructionOps
Buildable construction. Fly a crate to a spot, pick what to build on the map, then deliver the materials it needs.
By HenDev
| Date uploaded | a day ago |
| Version | 1.0.0 |
| Download link | HenDev-ConstructionOps-1.0.0.zip |
| Downloads | 9 |
| Dependency string | HenDev-ConstructionOps-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
ConstructionOps
Build your own structures in Nuclear Option. Fly a construction crate to a spot, pick what goes there, fly in the materials it needs. A real, networked, damageable building appears — wired into the faction economy like any other.
Install
Mod manager: install ConstructionOps. BepInEx is pulled in as a dependency.
Manual: install BepInEx 5, then extract this package's plugins folder into
Nuclear Option/BepInEx/plugins/.
Everyone in a multiplayer session needs the same version.
How it works
- Load a Construction Crate — $5m in the loadout screen, on any aircraft with a cargo bay.
- Drop it where you want to build. Once it lands it becomes a construction site.
- Open the map and click the site. Pick what to build: radar station, munitions bunker, hardened shelter, vehicle depot, aircraft factory, warhead plant.
- Fly in the materials it lists. They are stock containers — munitions, naval supply, fuel, radar — dropped near the site.
- The building appears when the last load lands.
The map is the only interface. There are no hotkeys.
Where you drop the crate is where the building goes, so pick flat ground. An unfinished site is a container sitting in the open — bomb it and everything delivered to it is gone.
Mission Editor
New Objective → Construct Building. Choose the build, drag the target marker in the 3D view, set a range and a count. Outcomes attach like any stock objective.
Tick AI will construct this and the objective's faction flies the job in itself.
Multiplayer
Compatible. The server needs the mod installed too.
Every player can build at current version. If it's requested from server owners I can later add an option to let only server owners/admins to build.
Configuring
BepInEx/config/hendev.constructionops.cfg, editable live with ConfigurationManager (F1).
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.