AutoArmorSwap


Automatically changes armor when switching between space and land

Content
2 years ago
1.1
251
Armor

i Foreseeable Limitations

2 years ago

I haven't checked this out so apologies if these issues are addressed, but I can foresee some limitations of this mod. I am assuming this is meant to be used with Space Exploration.

  • The sole advantage of power armor is its superior resistances to acid and explosion damage, and to a less extent other damage types. However, the upper tier thruster suits have superior equipment grids, meaning you can put armor/shield modules in the extra slots to negate power armor's advantage.

  • A decent strategy is to put speed and armor/shielding modules in a vehicle and fill your own equipment grid with personal defense lasers. The power armor resistances become moot in this case, so you're better off using the larger equipment grid of a thruster suit.

  • The upper tier thruster suits have significantly larger inventory sizes than power armor. The player is going to end up dumping half their inventory on the ground -- up to 6,000 individual items -- every time they land on a planet.

  • The plague rocket destroys the atmosphere of the planet, so a thruster suit is needed to survive on plagued planets.

2 years ago

Hello!

Ye the mod is meant to be used with Space Exploration, however I am currently using it in my SEK2 run.
With K2 you also get bigger power armor, as I was testing it with these power armors It didn't occur to me that the power armor (MK2) has as much grid slots as the MK2 thruster suit.

I have put zero thought in fighting biters when making the mod. Even with rampant fighting form a distance and then cleanup is fine with either armor from my experience.

There is check done to see if the player would drop their items when changing the armor (line +/- 200 in control.lua)

didn't know about the plague rocket, the code currently checks if the surface has clouds enabled or not. this was the easiest way to check if a suit is needed.

Even if the slots are the same, I still use different equipments in space or on a planet, so having that difference is still nice for me.
The code (should) also remember the last used armor on a atmospheric/non-atmospheric planet, this was done for a future feature of choosing which armor on which surface should be chosen.

2 years ago

Glad you foresaw the inventory one, nothing is as annoying as watching a dense part of the factory turn into thousands of little red Xs. I've reloaded an autosave dozens of times after doing that rather than try to deal with it (before I had to turn off autosave due to the huge file size). :)

Looks like there may be another item of interest: there are (spoiler-related) indoor surfaces accessible from some planets. I have clouds turned off so I can't tell either way, but being indoor, I'm guessing they lack clouds and might be identified as space. Other mods with indoor surfaces like Factorissimo2 and Mobile Factory might have similar problems. The SE one in particular immediately drops you into close-quarters combat, so suddenly switching into unarmored space gear could be unpleasant.

2 years ago

I checked the abnormalities, they also have clouds :)
If I ever get into problems with the cloud checker i would have to implement a the remote.call form SE to check surface type.

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