Exoskeleton would be more useful if it had, at the least, some acceleration built in, so that the maximum speed is not reached unless the player has been moving for a certain amount of time.
This is especially a problem with lots of exoskeletons when trying to do work in the factory. Having "slow as rocks" or "ludicrous" as your only two options for speed is somewhat sub-ideal.
Even better would be some way to set maximum speed on the fly, as well as ignoring concrete speed bonuses so that the character doesn't speed and slow while moving across the factory or hopping buildings and so on.
This could be built into the mech armor as an added feature, or be added as a separate equipment grid item similar to the belt immunity equipment - e.g. "exoskeleton governor". It would be a good fit for fulgora or vulcanus as a mid-game QoL item, or on Aquilo as a late game treat.
Better speed control for player with exoskeleton
Moderator: ickputzdirwech
-
- Manual Inserter
- Posts: 2
- Joined: Tue Jan 28, 2020 5:27 am
- Contact:
- AileTheAlien
- Filter Inserter
- Posts: 400
- Joined: Sat Mar 11, 2017 4:30 pm
- Contact:
Re: Better speed control for player with exoskeleton
+1 for acceleration! I think there used to be a mod that added some acceleration for exactly this reason, but I can't seem to find it now.
Re: Better speed control for player with exoskeleton
Good idea. I think 95% of the time I disabled my exoskeleton would not have been necessary if it had acceleration built in
Re: Better speed control for player with exoskeleton
Good one mate. Especially hard when I try to pick up something from belt or ground. Or run through a lot of pipes.
-
- Manual Inserter
- Posts: 1
- Joined: Mon Dec 16, 2024 10:52 pm
- Contact:
Re: Better speed control for player with exoskeleton
Might be able to repurpose the logistic requests/ maximum items UI for this.
As a percentage (so the settings survive removing armour or exoskeletons), what is the minimum speed and the maximum speed you want to go?
Perhaps this range is tied not to the player or the exoskeletons, but rather to individual armour sets. Attaching it to sets will allow people to continue the practice of hot-swapping pre-configured armour configurations. Run like the wind to the perimeter in your robot kit, swap to slower combat kit.
If this idea is accepted and there’s a UI element, adding a tick box to enable slower acceleration to max speed would be really mint.
Behold, art;
| Armour speed
| min%_______max%
| 40% [ - - - | - - - - - | ] 100%
| [x] Ramp acceleration
As a percentage (so the settings survive removing armour or exoskeletons), what is the minimum speed and the maximum speed you want to go?
Perhaps this range is tied not to the player or the exoskeletons, but rather to individual armour sets. Attaching it to sets will allow people to continue the practice of hot-swapping pre-configured armour configurations. Run like the wind to the perimeter in your robot kit, swap to slower combat kit.
If this idea is accepted and there’s a UI element, adding a tick box to enable slower acceleration to max speed would be really mint.
Behold, art;
| Armour speed
| min%_______max%
| 40% [ - - - | - - - - - | ] 100%
| [x] Ramp acceleration
Last edited by PropaneMilo on Mon Dec 16, 2024 11:15 pm, edited 1 time in total.
-
- Inserter
- Posts: 22
- Joined: Sun Oct 27, 2024 4:39 pm
- Contact:
Re: Better speed control for player with exoskeleton
This is a must, +1
AileTheAlien wrote: Mon Dec 02, 2024 11:31 pm I think there used to be a mod that added some acceleration for exactly this reason, but I can't seem to find it now.
Btw,this is the mod that enables you to use acceleration https://mods.factorio.com/mod/adaptive_ ... rom=search