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Abstract Modular Equipment

Posted: Thu Feb 08, 2018 7:56 am
by EntropySpark
Currently, from what I've been able to do, all equipment must fit one of the existing equipment categories (energy generator, battery, shield, etc.). I would like to be able to create an equipment that stores power for its own use, but otherwise doesn't have any other category's properties. I've used movement equipment that gave no bonuses, and shield equipment with a max shield value of 0 (to ensure that the energy it has is never used unless I want it to be used), but those will still display the UI information of their category, and I would rather my not-a-shield display that it has full shields and a very fast shield recharge rate. Thanks!

Re: Abstract Modular Equipment

Posted: Tue Mar 27, 2018 9:08 pm
by Rseding91
I believe you can do this already by setting the priority on a battery to primary_input and the output_flow_limit to 0.