Make mk 1 power armour 6 x 8 instead of 7 x 7
Make mk 1 power armour 6 x 8 instead of 7 x 7
On first glance, you'd think that the difference in slots between the two power armours (7 x 7 vs 10 x 10) wouldn't amount to much, but in fact, it is huge, and in my opinion, the gap is too big.
In terms of space, the MK 1 has half that of the MK 2 (49 vs 100), but in terms of fitting the actual useful modules (legs, roboport, shield, NVG, personal laser), which are all 2x2 at least, the MK1 functionally only has 6 x 6 = 36 slots, a third of what is available to the MK 2. When you include the space taken up by the fusion generator (4 x 4 =16), you have a maximum of 5 slots for a 2x2 item, which works out to one each of Legs, shield, NVG and roboport. 1 x 2 batteries can fit in the extra vertical column, but there's nothing of use that can fit in the extra horizontal column unless you decide to forego the fusion generator for mass solar panels.
With one fusion reactor, the MK 2 has space for at most 21 4x4 modules, and practically speaking, including four batteries gives you 19 modules. By 'useful module count', the MK 2 is about four times better than the MK 1.
So I'm suggesting that the MK 1 have 8 x 6 slots overall, which would eliminate the dead space. While there's one fewer slot than before, all the slots can be used by useful items. Assuming you're using a fusion core and two batteries, that leaves 48-20 = 28 slots for 7 2x2 modules.
In terms of space, the MK 1 has half that of the MK 2 (49 vs 100), but in terms of fitting the actual useful modules (legs, roboport, shield, NVG, personal laser), which are all 2x2 at least, the MK1 functionally only has 6 x 6 = 36 slots, a third of what is available to the MK 2. When you include the space taken up by the fusion generator (4 x 4 =16), you have a maximum of 5 slots for a 2x2 item, which works out to one each of Legs, shield, NVG and roboport. 1 x 2 batteries can fit in the extra vertical column, but there's nothing of use that can fit in the extra horizontal column unless you decide to forego the fusion generator for mass solar panels.
With one fusion reactor, the MK 2 has space for at most 21 4x4 modules, and practically speaking, including four batteries gives you 19 modules. By 'useful module count', the MK 2 is about four times better than the MK 1.
So I'm suggesting that the MK 1 have 8 x 6 slots overall, which would eliminate the dead space. While there's one fewer slot than before, all the slots can be used by useful items. Assuming you're using a fusion core and two batteries, that leaves 48-20 = 28 slots for 7 2x2 modules.
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
What if some players have old save games with old grid 7x7, but inventory of armor cannot be migrated into 6x8?
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Non-fitting stuff could just be deleted or dropped into inventory or on the ground. They would either have to rebuild the lost stuff or reinsert the stuff from their inventory or the ground.
Both ways it should not be a big deal as they probably still have the recipes and a factory making the intermediates.
Would still be better to make equipment grid size dynamic like inventory grid size. Then old armors would just keep their size and new armors would have the new size.
And mods could finally implement armor equipment grid enlargement equipment you could place into equipment grids to enlarge them to the right and/or bottom.
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Grids keep the equipment wherever it was placed originally, reference point is top left.
They don't care if equipment is off the grid or overlapping. These checks only run when placing equipment manually.
They don't care if equipment is off the grid or overlapping. These checks only run when placing equipment manually.
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Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Actually 6x8 is just times more useful than 7x7. However with current options for power generation it is really not much as you will most likely fill it with PSPs anyway.
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Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Considering with the MK1, you end up either with nothing in 1 of the corners, or a solar panel, I'd be all for losing a single slot for this change.
on that note, the 5x5 of the basic modular armor could also go with a 4x6, for similar reasons. in for example the case of wanting to put as many shield generators in there as possible which is a 2x2, you could fit 4 of them in the current layout, but 6 of them on a 4x6... though you'd really only want to use 5 of them and put PSPs in the last spot.
on that note, the 5x5 of the basic modular armor could also go with a 4x6, for similar reasons. in for example the case of wanting to put as many shield generators in there as possible which is a 2x2, you could fit 4 of them in the current layout, but 6 of them on a 4x6... though you'd really only want to use 5 of them and put PSPs in the last spot.
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Funny how I wish the mk2 had an empty 1x1 slot for belt immunity equipment
My Mods: mods.factorio.com
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
It's a hidden item with 1x1.
My Mods: mods.factorio.com
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Eh, the FFF still shows it as 1x1.
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