Open ph3rr3t opened 5 years ago
Thank you for a very detailed feature idea list.
For reference, a lot of these things are implemented (player inventory size) can already be set manually (move player, rename/move/delete beacons, change building OC setting, etc.), but things like regenerating would definitely be painful to do manually as you would have to rebuild their tag manually.
I'm not sure how we would best handle regenerating, because most things (ex. foliage) appear to be removed entirely from the save when removed in game. We would probably have to keep a separate storage of all objects that act like this and update it every time CSS updates the map. See #31 .
If there is a specific feature you would like to see sooner rather than later, please create a separate issue for it.
The regeneration idea was just added for completeness sake. I kinda figured something like that would be rather difficult to do.
Other than that, great work on the program thus far. Thought it would be best to just give you guys all one neat list so that if you got bored working on one thing, could just look this up for ideas on what to work on next.
Thanks a bunch!
On second look, it appears that foliage being removed is stored as things that have been removed rather than the removal of existing plant data tags. See Script>FactoryGame.FGFoliageRemoval
. It might be more doable than I previously thought.
Delete
- Duplicate player characters
Added in PR #79
https://satisfactory.gamepedia.com/Satisfactory_Wiki
-----Individually &/or in nested groups:
Change:
Toggle on/off individual:
Destroy/Delete/Remove:
Rename, Move, &/or Delete: - DONE (what about spawning new ones though?)
Move: - DONE
Set Size: - DONE
Delete: - DONE