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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Removable battery mods #8767

Closed 3721assistant closed 8 years ago

3721assistant commented 10 years ago

Currently we have several battery mods, and if you try to apply another kind of battery mod into a tool, you will get the former mod back. So can't we just remove the mod without inserting a new mod in it? So we can get an atomic battery mod and use it to power EVERYTHING

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KA101 commented 10 years ago

Issue: UI to do so isn't easy. Quickest way I can think of would be getting a quasi-mod that represents "generic battery compartment" and having that get returned when you install a typical one.

3721assistant commented 10 years ago

For gun mods, it can be unloaded using Unload command, after you unload the ammo. Can't battery mods be handled in the same way? If the charges in the mod can not be unloaded (charge mod, UPS mod or atomic mod) just unload the mod instead.

KA101 commented 10 years ago

Last I checked, gun mods are a separate and rather complex coding method. I'd love to be wrong, so feel free to write it up and PR.

Headjack commented 10 years ago

Isn't that Rivet's baby? Check with Riv to see if it's viable to apply gun-like stuff there.

KA101 commented 10 years ago

Rivet shoots IRL, but I don't think she does a lot with gun mods. Rivtech gear is expensive milspec stuff that's generally ready to kick ass straight off the shelf, just load it and go! Doesn't need those expensive mods. :-)

Rivet-the-Zombie commented 10 years ago

Gunmods are a terrifying bucket of spaghetti code. We don't want to replicate anything that ugly. Code to swap toolmods is quite possible, we just don't want to implement it in the same way that gunmods are currently implemented.

Xpyder commented 7 years ago

This has since been fixed, you can now use screwdrivers to remove tool mods