CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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add combat exoskeleton template to aftershock nanofab #73475

Closed KamikazieBoater closed 1 week ago

KamikazieBoater commented 2 weeks ago

Summary

Bugfixes "Add Combat Exoskeleton template to Aftershock Nanofabricator"

Purpose of change

Allow the new combat exoskeleton nanofabricator templates to be used with nanofabricators when running the Aftershock mod.

Describe the solution

Aftershock overwrites the standard nanofabricator control panel to allow for the use of the mods Wraitheon production chips. The overwrite needs to be updated to allow for the use of the recently added combat exoskeleton templates added by #68758

Describe alternatives you've considered

Ideally there would be a way for Aftershock to extend the existing definition of the nanofabricator control panel terrain's allowed template ids rather than overwrite, but I'm not aware of an existing means for doing so.

Testing

Added the id for the combat exoskeleton template to the list of allowed nanofabricator templates in aftershock, loaded game, and was able to produce combat exoskeleton parts at a nanofabricator as expected.

John-Candlebury commented 2 weeks ago

I dont oppose to the concept, but those are vanilla combat exoskeletons and their modules. You should make a new template and list that uses the aftershock versions.

KamikazieBoater commented 2 weeks ago

I dont oppose to the concept, but those are vanilla combat exoskeletons and their modules. You should make a new template and list that uses the aftershock versions.

I'll put together a separate PR for Aftershock enhancements to add a relevant template for the Aftershock combat exoskeleton variants, along with adding appropriate references and updating associated loot lists. If that gets done before this is merged to main, I'll close this PR since the new scope will encompass this fix.

John-Candlebury commented 1 week ago

Failed to originally grasp that this was a valid bugfix when playing without the exoplanet mod. Thanks for the fix.