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fix: only single exosuit can be worn now #5933
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is it a bug or feature that ONLY_ONE
allows wearing mulitple exosuits? bit leery of adding a new flag, so it'd be great if we could fix ONLY_ONE
when it happens to be a bug.
I could go both ways on this, and while my gut says to consult whoever added them, I have no clue how feasible that is. Does that imply that an exo-suit (be it the sleeker military version or the implicitly bulkier industrial suit) is thin enough and light enough to qualify as 'underwear', or does it imply that it's so broadly adjustable as to encompass even heavy power armor? (The " The thing about stacking the same exosuit by messing with whether they're active or not is definitely a bug, and stacking multiple types is probably a bug, but I kind of like it the way it is. The power requirement for the two 'best' exo-suits comes out to 700000 units (350000 each); light power armor is 750000 units (potentially cut to 50% or 25% of this with the right CBMs). Exo-suit power draw can't be mitigated the way power armor's can. Having said all that, the damage resistance values for exo-armor could probably stand to be tweaked. Military and industrial exo-armors give 48/48/40 bash/cutting/ballistic protection, which seems slightly insane. (Though the coverage is 35%, so maybe I'm overestimating their impact.) |
ONLY_ONE means you can only wear one of the same item, not only one of similar items. If it was applied to shirts you could only wear one long sleeved shirt but not only one torso item. It's definitely a bug that can only be fixed with more JSON flags because we have no means within existing JSON to block similar items that feasibly should block each other. I asked Chorus in the dev chat what She thought and it was greenlit. The build error appears unrelated. |
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As Exo-suits are not feasible to be multi-worn this feels reasonable. Additionally ONLY_ONE should not be expanded to include this. ONLY_ONE is for not wearing the same item more than once, which doesn't cover the several different Exosuit items we have in-game.
https://www.nbcnews.com/mach/innovation/robotic-exoskeletons-are-changing-lives-surprising-ways-n722676
https://www.army-technology.com/projects/raytheon-xos-2-exoskeleton-us/
That's present-day tech, which is subject to a host of issues that make it relatively infeasible for extended use (particularly in the context of military exo-suits—when they run out of power they're dead weight, and that's a problem when working out logistics pipelines). In other words, things change when you add things like microreactors and plutonium fuel cells into the equation. Moreover, I could very much see someone coding exo-suit sections for the legs versus power armor for the arms/back, splitting the speed and strength bonuses between the two (and honestly, now that I say this, I'm tempted to do it myself; modularity is good). It doesn't have to be binary, and I would argue that it shouldn't. If we need something akin to an "excludes_wearing" list, that's fine (and AFAIK, should be possible to set up by referencing abstract items). |
Checklist
Required
main
so it won't cause conflict when updatingmain
branch later.Optional
Purpose of change
fixes #5920
Describe the solution
Introduced new "EXOSUIT" flag, so any item with this flag will conflict with eachother, removed "ONLY_ONE" flag, for said items, as obsolete.
Describe alternatives you've considered
Testing
Tested so it does not affect other clothing;
Checked all(4) items with both on/off states
Additional context