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Give the Exoskeleton an "off" switch

Posted: Tue May 05, 2015 1:18 pm
by Peter34
I'd very much like for the Exoskoleton module in the Modular/Power Armor to get an on/off switch, so that I can disable it when I don't need it, thereby letting it continue to charge the Batteries via Solar as I make short-distance movements inside my base, moving 2 tiles to here, 4 tiles to there, then 3 tiles elsewhere, and only when I need to move long distances (or to move a short distance but very fast) do I hit the keyboard button to enable the movement bonus.



If my proposed Stealth module is implemented:
https://forums.factorio.com/forum/vie ... =6&t=10286
... then that similarly deserves an "on/off" switch key, so that it doesn't brain Battery power when not needed. Currently no other existing modules really warrant this, but if more are added, it should be considered in each individual case.

Re: Give the Exoskeleton an "off" switch

Posted: Tue May 05, 2015 4:18 pm
by ssilk
This are two suggestions.

One: There are these threads depending this:

A mode, which ignores transport belt movement

https://forums.factorio.com/forum/vie ... f=6&t=5862 Ignore Transport Movement while Deconstructing
https://forums.factorio.com/forum/vie ... =Walk+belt Placement when walking
https://forums.factorio.com/forum/vie ... f=6&t=1173 Moving the player out of th center
https://forums.factorio.com/forum/vie ... f=6&t=6953 Controlled Movement Hotkeys

A "walking mode" (precise control of player position)

https://forums.factorio.com/forum/vie ... f=6&t=6580 Slow/careful walk button
https://forums.factorio.com/forum/vie ... walk#p8236 Run and stamina
https://forums.factorio.com/forum/vie ... f=6&t=1171 Smooth scrolling and walking
https://forums.factorio.com/forum/vie ... f=6&t=6200 Acceleration behaviour when wearing multiple exoskeletons



Two: I can see your second suggestion from a completely different side: Your suggestions makes sense when you would be able to just "switch" the power-armor-configuration. Currently this can be done by creating two power armors and switching between them. It would be useful to make this switching of power-armor or parts in it configurable/fast. But I think this needs be thought a little bit deeper into it... I would say the right way is, that there should be the possibility to switch between two power-armors. Like the weapons. So we can see, that it is useful and when and make it a bit modable or so, that we can have three or more of it. And when we know that, we can formulate somethings, that enables us to switch on/off stuff IN the power-armor.

Re: Give the Exoskeleton an "off" switch

Posted: Thu May 07, 2015 12:52 pm
by Peter34
But will a suit of Modular Armor or Power Armor, with Solar fitted, continue to recharge if kept in the Inventory rather than worn? Because that's the real point of having an off switch. That's why I want it. so that I can save up electrical power until I actually want to use it.

Re: Give the Exoskeleton an "off" switch

Posted: Thu May 07, 2015 2:18 pm
by bobingabout
You could unplug the exoskeleton from the suit, and plug it back in when you want to use it.

Re: Give the Exoskeleton an "off" switch

Posted: Thu May 07, 2015 3:15 pm
by keyboardhack
bobingabout wrote:You could unplug the exoskeleton from the suit, and plug it back in when you want to use it.
Problem with this is that it breaks the work flow. You don't want to interrupted by the need of removing you exoskeleton when you are building.

Re: Give the Exoskeleton an "off" switch

Posted: Thu May 07, 2015 11:08 pm
by ssilk
That's the reason, why I suggested to "switch" the suite with one key and then let's see, if this is really so useful. :)

Re: Give the Exoskeleton an "off" switch

Posted: Sat May 09, 2015 11:13 pm
by bobingabout
The night vision needs an "on/off" switch too.

Re: Give the Exoskeleton an "off" switch

Posted: Thu Apr 19, 2018 9:01 am
by vyktor
I would love this; I find it difficult to pick up stuff from belt (especially if there's two different things on the each side of belt) with 2+ exoskeletons. One click on on keyboard moves you more than 1 tile.

I'd suggest to use:
  • shift "hold to walk (temporary disable exoskeletons)"
  • caps lock "toggle walk" - this would be useful when building tight setups with many exoskeletons equipped

Re: Give the Exoskeleton an "off" switch

Posted: Thu Apr 19, 2018 10:45 am
by mrvn
I would suggest something else:

1) a modifier key to sneak. If you move while pressing this you move really slow. This would help moving the player to pick something from a belt.

2) Have a walking and running mode. When you press down a movement key you start to walk. But if you hit a movement key once and then press it you run. Exoskeletons and afterburners and such would trigger. And once in running mode changing directions would keep running.

Re: Give the Exoskeleton an "off" switch

Posted: Thu Apr 19, 2018 10:57 am
by <NO_NAME>
bobingabout wrote:The night vision needs an "on/off" switch too.
Let's just say it: We need an option to quickly switch on/off most of armor modules.
It could be a sidebar or something.

It's definitely not the first similar request on this forum. There was a lot for each armor module. (exoskeleton, roboports, night vision, personal laser defence)

Re: Give the Exoskeleton an "off" switch

Posted: Thu Apr 19, 2018 12:21 pm
by Hedning1390
I would very much like both belt immunity and a "walk" toggle to be vanilla. I don't care about saving power, but I do care about making constructing things in tight places by hand less annoying.