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	<updated>2026-04-19T02:47:38Z</updated>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15331</id>
		<title>Legacy RockPatch Wishlist</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15331"/>
		<updated>2006-04-09T10:06:44Z</updated>

		<summary type="html">&lt;p&gt;62.254.32.17: /* General Bugfixes/Corrections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Category:RockPatch]]{{RockPatch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the community-editable wishlist for features of pd&#039;s [[RockPatch]].&lt;br /&gt;
*This is &#039;&#039;&#039;not&#039;&#039;&#039; a list of &#039;&#039;demands&#039;&#039;.&lt;br /&gt;
*These are &#039;&#039;&#039;not&#039;&#039;&#039; features that &#039;&#039;are&#039;&#039; already implemented.&lt;br /&gt;
*This list does &#039;&#039;&#039;not&#039;&#039;&#039; guarantee the feature &#039;&#039;will&#039;&#039; be implemented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page exists because every coder in the community would otherwise bug pd through forums, e-mail and messengers, asking &#039;&#039;&amp;quot;Couldn&#039;t  you...?&amp;quot;&#039;&#039; &#039;&#039;&#039;NO!&#039;&#039;&#039; If you want to request a certain feature for RockPatch, do it &#039;&#039;here&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This list is ordered by the following criteria:&amp;lt;br&amp;gt;&lt;br /&gt;
*There are several topical lists, choose the one that fits best.&lt;br /&gt;
*Newer wishes are added to the bottom.&lt;br /&gt;
*The list was spread over several pages for a reason. &#039;&#039;Keep it that way.&#039;&#039; (Look at the history to see why.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; You wish to request a warhead-feature. That would, of course, be a Totally New Feature. However, &#039;&#039;Weapons related&#039;&#039; fits even better for something about warheads. Weapons related is on Page 5. So your wish belongs to Page 5, Weapons related, at the bottom of the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;I just want to underline that this is not a demand list but only a collection of ideas because I&#039;m the only person who has the&#039;&#039;&lt;br /&gt;
 &#039;&#039;possibility to change anything at the moment... teaching others how to do this would be a solution but it would mean much learning&#039;&#039;&lt;br /&gt;
 &#039;&#039;to them (I think).&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 &#039;&#039;I will choose the easiest for me and the most useful for the community things first.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 &#039;&#039;So don&#039;t be angry if you&#039;re wish doesn&#039;t get &amp;quot;fulfilled&amp;quot;.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 -pd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Bugfixes/Corrections=&lt;br /&gt;
*Warfactory exit path flipped, allowing the prerelease structure art to be implemented&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;br /&gt;
*Fixing the 74-unit-bug, aka whiteboy bug&lt;br /&gt;
*Fixing of the &amp;quot;Tank Bunker only allows ground locomotor units&amp;quot; issue (it should allow hover locomotor too).&lt;br /&gt;
*Fixing of the &amp;quot;TIBMINExx is hardcoded to spawn xx entry from [Tiberiums]&amp;quot; issue, preferably changing xx to an INI-controlled value&lt;br /&gt;
*Fixing of the &amp;quot;AttachedParticleSystem= nullifies Burst=&amp;quot; issue&lt;br /&gt;
*Fix various hardcoded YR bugs. See [http://marshall.cannis.net/ump/index.htm#bugs] for list.&lt;br /&gt;
*Fix Carryall Logic for Hind.&lt;br /&gt;
*Fix Debris Logic/Improve it&lt;br /&gt;
*Rumor has it that NonVehicle=yes does not actually block Vehicle Hijackers, it just gives a no entry cursor and still lets them hijack...this needs fixing.&lt;br /&gt;
*NonVehicle=yes also needs to prevent the Tote action (carryall logic) from grabbing the unit too.&lt;br /&gt;
*UseOwnName=true cannot be used on a VehicleType (only InfantryTypes). Any vehicle placed inside an IFV will cause the IFV to have a name of &amp;quot;Rocket IFV&amp;quot; (or Repair/Machine Gun if IFV mode 1/2/3).&lt;br /&gt;
*Any way to optimize cloaking code or speed it up&lt;br /&gt;
*Fix VehicleThief and Thief logic (currently, you need both to get hijackers to work but the infantry can then enter refineries to no effect)&lt;br /&gt;
* Fix the PrismSupportModifier bug (if a [General] section is declared on a map and a value is not defined there, the value is set to infinite or something)&lt;br /&gt;
*The use of HoverPad=yes causes an Internal Error if the AI uses a Nuke or Weather Storm. This is a pain because the HoverPad=yes can be used to make hover units land on service depots and, better yet, allows an airpad to come with a free aircraft - but we can&#039;t use it because of the damned IE!&lt;br /&gt;
:Not so much of a problem, see discussion.&lt;br /&gt;
*having 2 PKT files makes some maps get listed ingame twice. can you fix this?&lt;br /&gt;
*Fix adding new [BuildingTypes] breaking single player campains. See this link for a better description: [http://www.cannis.net/tutorials/ra2yr_nobreak_yrmissions1/]&lt;br /&gt;
*Fix code so you can build all units of a BuildLimit &amp;gt;1 in a row&lt;br /&gt;
:(right now, if you have BuildLimit=10, for example, you can only build 9, something else, and then the last one)&lt;br /&gt;
*The &#039;sell unit&#039; function can be resurrected using a super weapon. However, you can sell any docked unit, including Tank-Bunkered units. Selling a Tank-Bunkered unit leaves the Tank Bunker walls up, rendering it useless. Selling the Tank Bunker then causes an Internal Error. Now, we don&#039;t want &#039;sell unit&#039; forcibly resurrected, however it would be nice if either A) Tank-Bunkered units couldn&#039;t be sold (preferred choice), or B) Tank-Bunkers&#039; walls retracted and the Bunker continued to work normally (second choice), or C) selling a &#039;broken&#039; Tank Bunker did not cause an Internal Error.&lt;br /&gt;
* HarvestersPerRefinery&lt;br /&gt;
:Make this usable&lt;br /&gt;
*A rules option so that units will consider in their threat scan neutral player-owned units that have a weapon or non-zero threat rating. It&#039;s so annoying if your mod has something that generates neutral infantry opponents that your units and, more importantly, the AI completely ignores.&lt;br /&gt;
* fix the &amp;quot;AI doesn&#039;t deploy MCVs with new locomotors set on them&amp;quot; bug(IE hover, jumpjet, subter...)&lt;br /&gt;
*Fix the Droppod Locomoter&lt;br /&gt;
*Force refresh when returning from game-mode menu to apply changes to the menu made by a game mode, such as money range, or starting units range.&lt;br /&gt;
*Tote action (carryall logic) and Heal action (negative damage weapon given to an infantry) need to point to sequences in mouse.sha rather than to the same single frame.&lt;br /&gt;
*If an AnimToInfantry call occurs for an animation that is positioned in a place where no infantry can land then the call will be suspended (potentially for the remainder of the game). This is believed by some to cause a general game slow down. Either way, it doesn&#039;t look nice. Perhaps the call could be cancelled if there is no space...&lt;br /&gt;
*[WeaponXTurretLocked=true]  &amp;quot;bug&amp;quot; when unit turns 180 the turret may spin in the opposed direction instead of following with voxle unit’s direction.&lt;br /&gt;
*[AccelerationFactor=0.01]; This has a problem with voxel scales.&lt;br /&gt;
*[IsTrain=yes], [MovementRestrictedTo=Railroad] one of these has the control for the train movement and the turn is 135 or 90 but the train should only turn 45 to prevent jumping tracks.&lt;br /&gt;
*in RA2 you can place a PKT with a map/maps in a mix, and rename it to an MMX and the map will work, like a map pack, however, the YR equevalant YRO(as documented by deezire) files don&#039;t actually work. my idea is to try and make them work!&lt;br /&gt;
*Improve the havester logic so it (the harvester) cannot go to an enemy base (and then get killed) when there is an Ore on it (enemy base) [C00LDuDe]&lt;br /&gt;
* Factory Plant Settings reduce Solyent values to prevent income generation explotation. (If implemented, this should definitely be optional - I myself reduce soylents manually so I don&#039;t want them reduced further by owning an Industrial Plant.) By default vehicle refund should be 50%. Basically if you make a vehicle 25% cheaper, you should only get 50% of its value back&lt;br /&gt;
* Code the Hospital=yes and Machine Shop tag so that owning multiple buildings does generate an undocumented cumulative effect.&lt;br /&gt;
* The game reads langmd.mix &amp;gt; missionsmd.pkt and uses it to determine which gamemodes the stock maps are available in. Editing this file and dropping it in the directory causes random bugs and duplicate entries in the map list. If possible, add a rules tag pointing to a filename to read &#039;&#039;instead&#039;&#039; of missionsmd.pkt (de-hardcode the reference, like the IsIFV= and similar new tags do). Like [General]PKTFile= .&lt;br /&gt;
* A fix for the ridiculous slowdown caused by having an extra CD drive or too-good hardware. In my case, my P4 3.0GHz and GeForce 5900 are (my the sound of it) the two pieces of hardware that stop me running YR...&lt;br /&gt;
*Fix the currently unworking CloakStop= tag (Tratos)&lt;br /&gt;
*Fix it so that your computer doesn&#039;t have to be in 16-bit colour for the windowed mode (from adding -WIN to a shortcut) to work, i.e. it supports 32-bit colour too. -Nighthawk200&lt;br /&gt;
*Make Fighters/Aircraft Cloakable with their own cloaking unit and can dogfight, ATA without Jumpjet= or altering the height-fongsaunder&lt;br /&gt;
*Allow aircrafts/copters to transport vehicles correctly, not by setting a ridiculous ammount of transportable units. (ex: you&#039;d have to set the Hind and the NightHawk to have alot of pips, about ten, just so one tank could fit in it) (A&amp;amp;#108;ex05)&lt;br /&gt;
*Allow rotors to work with Aircraft units (not just copters) correctly without any bug. (A&amp;amp;#108;ex05)&lt;br /&gt;
*Fix the error when having a gate that slides down (TS style) instead of opening sideways which made the gate appear OVER a unit passing on the downed gate. (A&amp;amp;#108;ex05)&lt;br /&gt;
*Fix it so that when you add a superweapon upgrade to a building that has a superweapon, it overwrites the previous superweapon, instead of just adding it as a new superweapon (perhaps make it an optional tag) [Nighthawk200]&lt;/div&gt;</summary>
		<author><name>62.254.32.17</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_3&amp;diff=15540</id>
		<title>Legacy RockPatch Wishlist/Page 3</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_3&amp;diff=15540"/>
		<updated>2006-04-07T19:23:08Z</updated>

		<summary type="html">&lt;p&gt;62.254.32.17: /* Revive from earlier C&amp;amp;C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::::&#039;&#039;Please use [[Talk:RockPatch/Wishlist|the main Wishlist Talkpage]] for comments, not this page&#039;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Revive from earlier C&amp;amp;C=&lt;br /&gt;
*Re-enabling the Ice1Set, Ice2Set, IceShoreSet allowing it to work properly. &lt;br /&gt;
*Pulling the bridge controls out of the game so multiple bridges can be made like TrainBridgeSet tilesets and custom bridges like one or two tile wide bridges. Also be able to use land tiers and to link two or three different bridge sets like urban road bridge set and natural road bridge set to gather. &lt;br /&gt;
*Fully Restoring the Tiberium Veins logic ALONG with their link to the Chem Missile Logic.&lt;br /&gt;
*Adding logic for Scraped Tiberian Sun Weed Cleaner, that would just kill the tiberium waste tentacles but doesnt harvest them.&lt;br /&gt;
*Revival of the Laser Fence logic&lt;br /&gt;
*Reenable cloak detection sensors on buildings from SensorArray=yes.&lt;br /&gt;
*Make Ore Refinery Storage work again and re-enable the Silo logic&lt;br /&gt;
*Make a working Mobile Gap Generator (which doesn&#039;t need to deploy) [pd]&lt;br /&gt;
*Re-enable the Firestorm super &#039;weapon&#039; (probably takes more work than the super&#039;s that are just weapons)...its a perimeter fence that when activated blocks anything from penetrating it.&lt;br /&gt;
*Implement the &#039;Webby&#039; logic from TS:FS where an infantry shot with it gets imobilised and a webbed animation plays over it (like the infantry got caught in a police net or something). Its from the Cyborg Reaper, but could have many other uses in YR mods.&lt;br /&gt;
*Implement &#039;Limpet&#039; logic from TS:FS where a weapon fired from a structure removes the structure (like a land mine) and attaches a spy feature to the enemy unit so you can see where it goes, even into shrouded areas.&lt;br /&gt;
*Enable Multi-Engineer logic from TS and RA1 as a multi play option (OR As a permanent option in Rulesmd.ini - would be needed for some mods)&lt;br /&gt;
*Enable Fog Of War from TS and RA1 (Working tag in [MultiPlayerDialogSettings]) (the semi-working map-system is &amp;quot;severly flawed&amp;quot;)&lt;br /&gt;
*Enable the extra Floater-style locomotion from Firestorm-- this might be a pain in the ass to do ... and make it so more than one of this movement types can be defined though, rather than it being a single, global value&lt;br /&gt;
*Tiberium dammage/heal&lt;br /&gt;
**A control for tiberium damage from Ore/tiberium   .. TibDamage= or something to the effect&lt;br /&gt;
*Re-enabling Visceroids (two baby visceroid being able to merge in one adult visceroid if close to each other)&lt;br /&gt;
*The TS Amphibious APC Logic. &lt;br /&gt;
*Reviving all TS Codes that is not used in YR&lt;br /&gt;
:(Still different than request a particular logic revived)&lt;br /&gt;
*Re-enable the Meteor/Ion storm logic(From Tiberian Sun)&lt;br /&gt;
**Weather storm made able disable certain units/weapons as the ion storm did in TS.&lt;br /&gt;
*Deformable ground (like in Tiberian Sun)&lt;br /&gt;
*Making CaptureTheFlag=true work as in RA1.&lt;br /&gt;
*Re-enable RA1/TS campaign map selection stuff (probably not possible and way too much work for very few people who would use it, but might as well add it)&lt;br /&gt;
*Make it so veinholes and destroyable cliffs can be destroyed with normal weapons (not just railguns)&lt;br /&gt;
*Re-implimentation of fire logic.&lt;br /&gt;
*Re-implimentation of RA1 spy logic.&lt;br /&gt;
*Fully working cyborg logic&lt;br /&gt;
*RA1 aircraft movement&lt;br /&gt;
*Reenable &#039;Toggle Power&#039;&lt;br /&gt;
*Renable cloakable=yes logic on buildings (was used for the limpet mine in FS) would be useful for pratical land mines (current versions are just firestorm walls or legaltarget=no) and demo traps&lt;br /&gt;
:(Different request than a general &amp;quot;please make cloakable buildings available)&lt;br /&gt;
*In Red Alert 2 you could select a Harrier and get an enter cursor on other Air Force Commands, allowing you to give the Harrier a new &#039;home&#039;. This doesn&#039;t work in YR 1.001 and would be extremely useful, given that mods add new aircrafts and new landing pads.&lt;br /&gt;
*Re-enable manual reload (a vehicle must reload at service depot when run out of ammo) (EDIT by A&amp;amp;#108;ex05: HAS to be ONE UNIVERSAL tag, since else it would have to be coded into every unit so that they each have it, taking too much time, but it could be just coded so that you have to add a tag to units that determines how much ammo shots a unit has. Also, it should be possible to enable or disable the little ammo icon, since a unit with too much ammo would look messed up.)&lt;br /&gt;
*Make it possible too add/modify Teslabolt &amp;quot;Projectile&amp;quot; colours&lt;br /&gt;
*Re-activate the commando &amp;quot;Burstdelay&amp;quot; so we can make Carpet bomber&lt;br /&gt;
*Create scaped TS Battery Logic, where a crate could give a superweapon, that in turn gives a player the ability to use auxiliary power for arround 1 minute.&lt;br /&gt;
*Re-enable the Tech Level slider from TS and FS so you can modify how advanced the available technology is (ie at 10 you get superweapons, at 3 you only can build as far as a war factory) [Nighthawk200]&lt;br /&gt;
*Bring back the old superweapons, like the Drop Pods.  And get the other ones, like the classic MultiSpecial (multi missile) working like it did in TS. (&amp;lt;I think that works with the FireSw -Nighthawk200)&lt;br /&gt;
*The ability to add resources, like a new ore type, or tiberium (like in TS), but with it&#039;s own graphics. (A&amp;amp;#108;ex05)&lt;br /&gt;
*Re-Enable Spaceport from Dune 2000/Dropship Unloading from TS, and allow it to be coded so it can also work as Chrono Reinforcements. (A&amp;amp;#108;ex05)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RockPatch}}&lt;/div&gt;</summary>
		<author><name>62.254.32.17</name></author>
	</entry>
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