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Allow to set turret filters per groups/properties
Posted: Fri Jun 06, 2025 2:38 pm
by Duck986
Re: Allow to set turret filters per groups/properties
Posted: Fri Jun 06, 2025 7:05 pm
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.
Re: Allow to set turret filters per groups/properties
Posted: Sat Jun 07, 2025 4:02 am
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.
Re: Allow to set turret filters per groups/properties
Posted: Wed Jun 11, 2025 12:19 pm
by konage
+1, very relevant for prom ships too
Re: Allow to set turret filters per groups/properties
Posted: Sun Jun 22, 2025 5:49 am
by Speedyquader
+1, I'd love to have more flexible turret priority controls!