Made me think, why isn't there a `bonus-equipment` type, which facilitates cumulative addition of one or more modifiers when added to an equipment grid.
List of modifiers that I'm aware of:
Code: Select all
character_crafting_speed_modifier :: double [R]
character_mining_speed_modifier :: double [R]
character_running_speed_modifier :: double [R]
character_build_distance_bonus :: uint [R]
character_item_drop_distance_bonus :: uint [R]
character_reach_distance_bonus :: uint [R]
character_resource_reach_distance_bonus :: uint [R]
character_item_pickup_distance_bonus :: uint [R]
character_loot_pickup_distance_bonus :: uint [R]
quickbar_count_bonus :: uint [R]
character_inventory_slots_bonus :: uint [R]
character_logistic_slot_count_bonus :: uint [R]
character_trash_slot_count_bonus :: uint [R]
character_maximum_following_robot_count_bonus :: uint [R]
character_health_bonus :: float [R]
Code: Select all
modifiers = {
{ name = "<name>", value = <value> },
...
}
It would facilitate all kinds of gadgets that can be added to equipment grids: robotic arms (reach bonus), shielding (health bonus), shock absorbers (mining bonus), etc.
I'm not sure if this sort of thing can be done via existing equipment types (a cursory glance didn't turn up any suitable options), so currently modders are forced to use scripting via events. That's fine, but it gets difficult if you want cumulative items that apply not only together, but also in relation to any other modifiers from research, original character entity, etc. as we don't have full details on what initial values or other buffs are applied (not that I can find anyway).
A bonus equipment type would greatly simplify these sorts of things and enable a plethora of imaginative gadgets to be added to the game via mods.