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Tool Armors #52322

Merged
merged 44 commits into from
Dec 4, 2021
Merged

Tool Armors #52322

merged 44 commits into from
Dec 4, 2021

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Drew4484
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@Drew4484 Drew4484 commented Oct 16, 2021

Summary

Features "Powered utility armors for non-combat purposes"

Purpose of change

The goal is to add non-combat powered exoskeletons. These are based on real production models and are intended to be useful in things like construction and vehicle work.

Describe the solution

Added an initial suit based on the Sarcos Guardian, a load lifting and battery operated skeleton designed for easy use. Also adds an ICE powered equivalent.

Describe alternatives you've considered

Carrying a forklift and an integrated toolset at all times.

Testing

Spawned both suits, wore, activated, deactivated. Activated, let run until battery or fuel was exhausted.

Additional context

}
],
"warmth": 60,
"power_armor": true,
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Most likely shouldn't be declared as "power armor". In particular, it makes the suit incompatible with all normal clothing. Pictures of the real thing obviously show people wearing the exoskeleton on top of work jumpsuits rather than being completely naked.

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I changed this to tool armor based on your suggestion, thank you!

"armor": [
{
"encumbrance": 40,
"coverage": 100,
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Shouldn't have 100% coverage? The real exoskeleton is basically a metal frame over clothing, it barely offers any protection at all. Particularly imbalanced because being made of steel and having thickness 8 will make this almost as protective as dedicated combat suits.

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These have been updated.

@Maleclypse Maleclypse added the Items / Item Actions / Item Qualities Items and how they work and interact label Oct 17, 2021
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Needs a couple spawn locations. What about if it's a more common version of the existing exoskeletons that can occasionally appear in labs?

@Maleclypse
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Or in prototype finale type rooms for microlabs?

@Drew4484
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Needs a couple spawn locations. What about if it's a more common version of the existing exoskeletons that can occasionally appear in labs?

Added to a microlab for testing.

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So does this... do anything? I'm not an expert at reading the jsons, so forgive me if I'm mistaken, but it looks to me like the active version does nothing without power_armor: "true", not even reducing the encumbrance or compensating for its own massive 90kg weight. I get that it's a proof of concept thing, but if it's going in the main build, it would suck to find this rare and cool-looking piece of loot and find out it does literally nothing. May I suggest adding the Lifting and Jacking qualities when active? That seems in line with your vision, and also makes finding the suit a nice little treat, since it'd be the only Lifting tool that doesn't require you to drag an annoying little vehicle around.

Also, the weight thing really is a problem. The way even the true power armors work is that they require you to haul around their full weight under your power, even when they're active. That means this 90kg suit is going to horrifically overencumber anyone other than super-strong mutants with Strong Back, which sounds like the opposite of putting "less strain on the body". I presume you could overwrite the weight on the (on) version or use the "weight_capacity_bonus" to give it added carrying capacity, but the combat power armors don't do either of those things, so I'm not sure if they would be considered good practice.

Speaking of the other power armors, the weight is out of line with them as well. For reference, the Heavy Combat Exoskeleton, which has extremely thick armor and is explicitly stated to be impractically heavy and clumsy, weighs only 75kg and has 20 encumbrance when powered. I suppose a non-combat model could afford to be a little more inefficient, but it still seems like a lot.

Oh, and ftr you don't have to type it in as "90718 g". You can just write it as "90 kg" and the system will parse it just fine.

@Entity-y
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Now there's an exosuit I'd use, I'm guessing the integrated toolset draws off the suits battery power for welding?

@Drew4484
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Added an ICE variant, burning gasoline instead of using a battery. Still WIP, so weights haven't been balanced yet.

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So does this... do anything? I'm not an expert at reading the jsons, so forgive me if I'm mistaken, but it looks to me like the active version does nothing without power_armor: "true", not even reducing the encumbrance or compensating for its own massive 90kg weight. I get that it's a proof of concept thing, but if it's going in the main build, it would suck to find this rare and cool-looking piece of loot and find out it does literally nothing. May I suggest adding the Lifting and Jacking qualities when active? That seems in line with your vision, and also makes finding the suit a nice little treat, since it'd be the only Lifting tool that doesn't require you to drag an annoying little vehicle around.

Also, the weight thing really is a problem. The way even the true power armors work is that they require you to haul around their full weight under your power, even when they're active. That means this 90kg suit is going to horrifically overencumber anyone other than super-strong mutants with Strong Back, which sounds like the opposite of putting "less strain on the body". I presume you could overwrite the weight on the (on) version or use the "weight_capacity_bonus" to give it added carrying capacity, but the combat power armors don't do either of those things, so I'm not sure if they would be considered good practice.

Speaking of the other power armors, the weight is out of line with them as well. For reference, the Heavy Combat Exoskeleton, which has extremely thick armor and is explicitly stated to be impractically heavy and clumsy, weighs only 75kg and has 20 encumbrance when powered. I suppose a non-combat model could afford to be a little more inefficient, but it still seems like a lot.

Oh, and ftr you don't have to type it in as "90718 g". You can just write it as "90 kg" and the system will parse it just fine.

Step one is get them in the game and working, step two will be to build effects like assisted lifting and power tools.

The weight is based on actual production models, which are quite heavy. The power armor in game uses supermaterials and is (in the later marks) designed to be as minimally encumbering as possible due to combat conditions. While power armor is meant to only support it's own weight, this is meant to lift hundreds of pounds including internal power supply and to counterbalance a user lifting heavy objects in front of them. Compare a HMMVW to a forklift.

@Maleclypse
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In case there's a lot of #dev-help chatter between when you are on next. https://discord.com/channels/598523535169945603/598529174302490644/901654588128632832

@Drew4484
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The two suits, battery powered and ICE powered, spawn, can be worn, and consume their respective power sources. Next is balance passes on the consumption, then adding in tool effects.

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This is coming along well. I had some questions that may just need you to explain things to me. Good stuff!

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@Maleclypse
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I think you just deleted the whole electronics file instead of only your changes.

@Drew4484 Drew4484 requested a review from Maleclypse October 30, 2021 17:42
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This is pretty cool and seems fairly reasonable. Thanks!

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  • Approve

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@github-actions github-actions bot added astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Nov 28, 2021
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ISuckM8 commented Nov 30, 2021

Pretty nice, good job!

@kevingranade kevingranade merged commit c232b41 into CleverRaven:master Dec 4, 2021
@Drew4484 Drew4484 deleted the Tool-Armor branch June 20, 2023 06:41
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8 participants