Closed 3721assistant closed 8 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.
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.
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.
Isn't that Rivet's baby? Check with Riv to see if it's viable to apply gun-like stuff there.
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. :-)
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.
This has since been fixed, you can now use screwdrivers to remove tool mods
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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