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Post Junkyard Gear QOL Changes
Give the ability to remove them from a base for an hour or so after you put them on befre they bind to the base.

Why? In case you throw the entire stack of 500 extensions on a base and it tells you to go fuck yourself afterwards.

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Mon May 09, 2016 12:50 pm
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Post Re: Junkyard Gear QOL Changes
u froob that will teach you to use a packing base


Mon May 09, 2016 1:16 pm
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Post Re: Junkyard Gear QOL Changes
sabre198 wrote:
u froob that will teach you to use a packing base


I usually only mistakenly put 1-2 extra on random exe's. But the annoyance is still there and there is a possibility of someone sticking an entire stack of junkyard hydros for instance on a base.

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Mon May 09, 2016 1:25 pm
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Post Re: Junkyard Gear QOL Changes
Is there a good reason for them to be basebound instead of sticky (can't unequip)?

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Mon May 09, 2016 7:49 pm
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Post Re: Junkyard Gear QOL Changes
anilv wrote:
Is there a good reason for them to be basebound instead of sticky (can't unequip)?


This would also fix the issue.

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Mon May 09, 2016 7:49 pm
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Post Re: Junkyard Gear QOL Changes
They should also take 0 workers and take 0 size when equipped, like augmenters.

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Mon May 09, 2016 7:56 pm
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Post Re: Junkyard Gear QOL Changes
anilv wrote:
They should also take 0 workers and take 0 size when equipped, like augmenters.


Should, or could.

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Mon May 09, 2016 7:59 pm
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Post Re: Junkyard Gear QOL Changes
Should, if going with the can't unequip thing. Otherwise starving bases could get into issues.

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Mon May 09, 2016 7:59 pm
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Post Re: Junkyard Gear QOL Changes
I'll look into making them unequipable instead of sticky :)


Tue May 10, 2016 6:44 am
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Post Re: Junkyard Gear QOL Changes
Extractors and furnaces you should still be able to unequip - otherwise you could mess up your base quite permanently. Being able to destroy them would work too.

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Tue May 10, 2016 8:35 am
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Post Re: Junkyard Gear QOL Changes
Gumigumi wrote:
Extractors and furnaces you should still be able to unequip - otherwise you could mess up your base quite permanently. Being able to destroy them would work too.


This. If possible they should have right-click destroy like augmenters. Basically, they should work just like augmenters.

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Tue May 10, 2016 9:30 am
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Post Re: Junkyard Gear QOL Changes
I was thinking of leaving extractors and furnaces as they are and taking a look into the tags for the extensors and hydros. Will do some testing with them in the upcoming week :)


Thu May 12, 2016 3:15 am
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Post Re: Junkyard Gear QOL Changes
I made the junkyard hydros and extensors sticky, which means you can move them off a base but you can't unequip them once you equip them. The junkyard furnaces and extractors will remain as they are now.


Wed May 25, 2016 2:11 pm
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Post Re: Junkyard Gear QOL Changes
Auxilium wrote:
I made the junkyard hydros and extensors sticky, which means you can move them off a base but you can't unequip them once you equip them. The junkyard furnaces and extractors will remain as they are now.


Are the extensors already quite small? There could be an issue with permanently overhulled starving bases otherwise.

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Wed May 25, 2016 2:50 pm
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Post Re: Junkyard Gear QOL Changes
anilv wrote:
Auxilium wrote:
I made the junkyard hydros and extensors sticky, which means you can move them off a base but you can't unequip them once you equip them. The junkyard furnaces and extractors will remain as they are now.


Are the extensors already quite small? There could be an issue with permanently overhulled starving bases otherwise.


The extensors actually stay equipped if a base is out of rations (because they're now sticky). So even a kit without rations will have a good amount of hullspace to work with. I didn't think this was a problem because at best a player could use such a base as a transfer station with a bubblewrap as a shield. Slaves won't work because the tradebay will unequip.


Wed May 25, 2016 2:54 pm
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