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Filtered Grid
Posted: Thu Sep 01, 2016 6:57 pm
by Ranakastrasz
Suggest making grids have a catagory table similar to assembly machines. All equipment have a catagory, like recipies do.
Equipment can only be placed in grids with accept that catagory.
Exosuit Equipment would work only in power armor (or robots) while Wheel or Engine equipment might boost a Tank or Car.
Re: Filtered Grid
Posted: Thu Sep 01, 2016 7:35 pm
by aeros1
Ranakastrasz wrote:Suggest making grids have a catagory table similar to assembly machines. All equipment have a catagory, like recipies do.
Equipment can only be placed in grids with accept that catagory.
Exosuit Equipment would work only in power armor (or robots) while Wheel or Engine equipment might boost a Tank or Car.
I am pretty sure it is already possible. A bit croocked though, but I think bob's mods have disabled personal equipment for armor grid.
Re: Filtered Grid
Posted: Fri Sep 02, 2016 7:34 am
by Rseding91
This is already possible and implemented in 0.14. In fact it's mandatory that you define an equipment category for each equipment piece.
Re: Filtered Grid
Posted: Fri Sep 02, 2016 11:06 am
by bobingabout
I actually went a bit over the top when I modded in the categories for vehicles.
"car", "tank", "vehicle" (any vehicle), "armored-vehicle" (Anything that would be considered armored, in my case it's tanks, and armored trains), "train" (any locomotive or cargo wagon), "locomotive", "cargo-wagon", "armored-train", "armored-locomotive", "armored-cargo-wagon". And then of course "armor" which is the default.
But, I agree, the reason I went with what I went with is because things like an exoskeleton to boost the speed of a car, tank or train make very little sense... you'd probably want an item that does the same job with a different name... like "engine overdrive unit". on top of that it's probably a bad idea to put them in a cargo wagon, because it doesn't do anything (Well, it MIGHT increase the speed limit, I don't know.)