Vehicle Equipment Grids Customizer

by Kryzeth

Allows for customization of vehicle grid size (by vehicle type) for both vanilla and modded vehicles. Compatible with AAI Vehicles, Electric Trains, Fusion Trains, Flamethrower Wagon, Aircraft, Cargo Ships, 5dims, and any other vehicle mod.

Tweaks
4 days ago
2.0
1.67K
Transportation Trains

b [Fixed] Power Armor is vehicle?

9 months ago
(updated 9 months ago)

Weird bug where when this mod is enabled alongside a whole bunch of other mods.

the power armor acts like a vehicle grid and won't accept exoskeletons or belt immunity equipment, but it will accept the engines from your Vehicle Equipment Grids mod

It might be a planet mod, but I'm currently testing to see which mod is doing it. None of the ones that should or would touch anything related to the power armor have been the culprit, and with over a hundred enabled it's not fast or easy. I will update when I find it.

https://cdn.discordapp.com/attachments/1203077676290670602/1328254260596703242/unknown.png?ex=678608ad&is=6784b72d&hm=98363b508301ac64641b3918c18ae148d081b2b629b0a3c9f74287ab2175d40c&

9 months ago
(updated 9 months ago)

Hmm, that's odd; I have code specifically in place so that the base game power armor equipment grids are never modified, at least in theory. The only other mod I can see affecting the armor from this image is Titanium, though that might just be the recipe, not the item/equipment grid itself.

Unless my power armor modification prevention code is bugged (certainly a possibility), the only other way this could happen is if power armor equipment grid was set to copy the tank's or something? Or possibly, the power armor grid itself was overwritten by another mod to be a different name, which would (inadvertently) circumvent my modification prevention code.

9 months ago

I tested compatibility with this mod that enables all of the planet mods I could find on the mod portal, (which actually revealed to me a few new compatibility checks I need to make, filing that for later), and none of them cause the issue you mention. I haven't tested with anything but default settings though.

9 months ago

It bothers me that when I remove the customizer it goes back to normal

9 months ago
(updated 9 months ago)

Usual method is to disable half the mods and test (though that might be difficult, when dealing with prerequisites in a massive modpack).

Second option is to add a little something like:

error(serpent.block(data.raw.armor["power-armor"].equipment_grid))

to the end of an existing mod's data, data-updates, or data-final-fixes (preferably this one, since it loads after all other mods); this will cause an error on startup and output the name being used for the power armor's equipment grid. At every point in the data cycle, it should read "medium-equipment-grid"

If it still does, even at the end of data-final-fixes from my mod, then another mod must be the problem, something that loads after mine does. If it changes at some other point in the data cycle, then we should be able to use the name of the equipment grid to find whichever mod changed it (hopefully)

10 days ago

Having either of the Ironclad or Laser Tank from AAI Vehicles causes this issue.

9 days ago
(updated 9 days ago)

Hm, interesting.. I think my check to prevent changes to vanilla armors is failing, but I'm not sure why only with these specific mods enabled... currently looking into it, many thanks for the additional info.

Oh, I think I found out exactly what's happening, those vehicles are just using the power armor equipment grid, so the changes I make are reflected in the base power armor. Just need to remove the existing equipment grid from the vehicles, which should automatically generate one based on the stats that it should have in the settings.

EDIT: Fixed in v1.1.18

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