Allow to set turret filters per groups/properties

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Duck986
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Allow to set turret filters per groups/properties

Post by Duck986 »

TL;DR
list bad, group good.PNG
list bad, group good.PNG (172.9 KiB) Viewed 656 times
What?
Allow to set turret filters per group or even per some internal property, rather than only specific prototypes.
Why?
Some mods add many new enemies and even tiers of enemies with different resistances and weaknesses. Adding them all to the filters creates large lists that are rather inconvenient to scroll through, and a lot of turrets with large lists may take a toll on UPS or RAM (though the latter reason is more of a guess since I don't know how exactly the filters work). Below are some examples from Krastorio 2 + Rampant, fixed combo and a rampant discussion.

DXvXNkG.png
DXvXNkG.png (469.1 KiB) Viewed 656 times
GKX2f7A.png
GKX2f7A.png (133.91 KiB) Viewed 656 times
ebNXZGN.png
ebNXZGN.png (184.1 KiB) Viewed 656 times
G72wiEf.png
G72wiEf.png (163.04 KiB) Viewed 656 times
angramania
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Re: Allow to set turret filters per groups/properties

Post by angramania »

Great idea. Even in vanilla, it's annoying to add all kinds of spitters, strafers, etc., individually instead of just selecting entire groups. With mods, it becomes a nightmare. The same goes for asteroids. Why should we have to do extra clicks in every game to add every type of big or huge asteroid, when we always just want the whole group?

It would be great if the game automatically created groups based on type (biter, spitter, metallic, carbon, etc.) and size (small, medium, etc.) and placed these groups at the start of the enemy list.
h.q.droid
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Re: Allow to set turret filters per groups/properties

Post by h.q.droid »

Second that. Maybe they can use the existing request group mechanism? It already allows arbitrary signals and should be directly usable as a turret filter. Using a request group would also allow const combinators to output filter groups as signals.
konage
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Re: Allow to set turret filters per groups/properties

Post by konage »

+1, very relevant for prom ships too
Speedyquader
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Re: Allow to set turret filters per groups/properties

Post by Speedyquader »

+1, I'd love to have more flexible turret priority controls!
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