Nice work reconstructing these! These must be some of the very few LRR MOCs that have actually managed to make it all the way! (That and Time Raiders, of course!) I haven't actually tried them out yet (hah) so I can't comment on the undoubtedly wonderful animation quality
I really like the Front Loader, in design, size, and execution. I wonder if it's possible to specify a Pickup animation... it probably is, given what the raider does. Would be cool to see it sweep stuff up into its bucket! (And also make it super slow. And behave silly when it comes to existing resources. Hmmm....)
Also, I presume that the Front Loader doesn't handle the STT's Carry upgrade properly (what with nine carry nulls total & CarryStart). So if you're doing this manually you'll probably want to edit those lines (to 16 lots of 3 and 0 respectively). And I guess that the Mega Mole still has CanDoubleSelect and Tracker so the game thinks it has a laser. So just don't double click on it I guess
I can't help but feel that these would both be better as entirely separate vehicles.... making them into a Cafeteria patch makes installing them straightforward (and should you want a manual installation you only have to unpack the .wadp using Wad Recycler and follow the instructions given in script.txt ) . Will definitely look into this, but I'm wondering how to make them a little unique... for the Front Loader. The STT does everything you want super fast. Maybe this thing could clear rubble as well? Hmmm... The Mega Mole is another drilling vehicle and we've already got three so its strategic role is a little less well defined.
Also, research and guesswork seem to indicate that what upgrades are possible are defined in the .ae - more specifically, the presence of Level0001, Level0010, Level0100, etc, in the .ae. That is to say, if you comment them out and remove them, regardless of what Lego.cfg says it won't be able to upgrade. (UpgradeCostOre/UpgradeCostStuds don't control whether a vehicle can upgrade or not). So that might fix some stuff regarding questionable upgrades without having to change any .cfg code.
I wonder what upgrades would work on the vehicles. I could see an Engine upgrade for both of them (gotta go fast) but given the lack of any notable spot to plonk UpgradeTypes I'm wondering what else could be done. I always liked how the original LRR vehicles showed their upgrades graphically, by jets, a second drill, or another pair of wheels, and it would be a shame not to do that. I'll just specify buckets to be placed on the wheel nulls
Don't worry, I'm on it Just need to be in front of a PC with Cafeteria on it so I can test whether it actually works...