Vehicle (partial) customization project
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 20/100
Research direction
Review the vehiclechassisdefs handling for FixedEquipment and the requested AllowedLocationsOverride and CustomWeights behavior. Confirm which of the critical and optional requests are in scope, then define completion through vehicle customization behavior and compatibility validation; the issue names no source files or tests.
Written by the indexing model from the issue text.
Description
Creating an issue on github as reuqested to not loose this in ticktes
Critical issues - this project cannot proceed without this implemented
- Fixed gear
vehiclechassisdefs do not process "FixedEquipment": [] block at all - i tried putting it in on some vee, its just ignored
we need ME to either implment it or some custom that replaces it for vees - AllowedLocations override
locations on fakevees do not match locations on mechs, so AllowedLocations on gear makes their placements on vees invalid
we need a custom for gear that overrides AllowedLocations by UnitType
something like
"Custom": {
"AllowedLocationsOverride": [
{
"UnitType": X
"AllowedLocations": A
}
Not Critical, but will real helps our sanity:)
RedBat's tools we currenyly use to validate vees is using this custom in vehiclechassisdefs to override weight of a gear installed
"CustomWeights": [
{
"ComponentDefID": "Gear_Vehicle_Compartment_Infantry_BA2",
"Tonnage": 8
}
]
would be realy nice if ME implements this in game too, will save us from creating hundred of copies of the same infantry and cargo bays with different weights
Maybe Maybe nice to haves - something we might use if its available, but we can go without this
- ArmorLock - some custom flag in chassisdef that prevent player from modifiying unit armor in mechbay. Idk if implementing this is ever possibvle in light of compatibility with ArmorRepair mod
- Vehicle/ProtoMech heatsink TT validation
TT rules for vehicle and protomech heatsink are this
unit must mount enough heatsinks to cover heatgen from all of its energy weapons. Only energy weapons matter, other types dont even if they generate heat
- Dominant language
- C#
- Stars
- 7
- Forks
- 6
- PR merge metrics
- No merged PRs in 30d
Getting set up
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First steps
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BattletechModders/CustomComponents#18 · 1 comment ·
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