Though I suspect this is by design as your feet are no longer on the concrete, I find the Mech Armour flying very jarring when navigating a busy base with lots of floor tiles, especially once you get to (refined) concrete. It feels like the suit is out of juice as you're rushing around and suddenly go to limp mode in the air.
FFF-443 explicitly mentions wanting 1 movement speed and that "it would be very annoying to have one of the speeds slower", so hopefully the mismatch of flying and running speeds on tiles can be classed as something worth correcting?
Many thanks for your support~
Mech armour fly speed lacks tile speed bonuses
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Re: Mech armour fly speed lacks tile speed bonuses
Second this - my whole base is full of concrete, and walking around with the mech armor makes the movement very janky.
If this is not a bug and won't be fixed, I'd like to write a mod to fix it - if someone could point me to 1) how can I find if the player is flying and 2) how can I update the flying speed, then I think I should have everything I need to write a mod to fix this.
If this is not a bug and won't be fixed, I'd like to write a mod to fix it - if someone could point me to 1) how can I find if the player is flying and 2) how can I update the flying speed, then I think I should have everything I need to write a mod to fix this.
Re: Mech armour fly speed lacks tile speed bonuses
Thanks for the report however this is working as intended. It was specifically programmed to ignore tile movement speed when in the air.
If you want to get ahold of me I'm almost always on Discord.
Re: Mech armour fly speed lacks tile speed bonuses
Hey Rseding91,
Thanks for confirming. It's a shame as this does mean that the comments in FFF-443 mismatch to the gameplay behaviour.
I'd be interested in taking the time to mod a solution to this. I'm looking through the documentation but currently missing where the relationship between tile speed and character speed breaks upon flying. Any ideas on a good starting point?
Thanks for confirming. It's a shame as this does mean that the comments in FFF-443 mismatch to the gameplay behaviour.
I'd be interested in taking the time to mod a solution to this. I'm looking through the documentation but currently missing where the relationship between tile speed and character speed breaks upon flying. Any ideas on a good starting point?
Re: Mech armour fly speed lacks tile speed bonuses
It's not currently possible to mod this behavior.taoquitok wrote: ↑Sun Dec 01, 2024 6:11 pm Hey Rseding91,
Thanks for confirming. It's a shame as this does mean that the comments in FFF-443 mismatch to the gameplay behaviour.
I'd be interested in taking the time to mod a solution to this. I'm looking through the documentation but currently missing where the relationship between tile speed and character speed breaks upon flying. Any ideas on a good starting point?
If you want to get ahold of me I'm almost always on Discord.
Re: Mech armour fly speed lacks tile speed bonuses
So it wouldn't as simple as enforcing the entity property "affected_by_tiles=true" after checking to confirm the player is still on a pre-set list of tiles to keep the applied movement modifer ?
If not, as character_running_speed_modifier looks to be modifiable, presumably I could use on_player_changed_position and a check for the tile they're on (assuming there isn't an existing player property that includes their current tile?) and update character_running_speed_modifier accordingly?
If not, as character_running_speed_modifier looks to be modifiable, presumably I could use on_player_changed_position and a check for the tile they're on (assuming there isn't an existing player property that includes their current tile?) and update character_running_speed_modifier accordingly?