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Best you can do, is set the variable "StackLimit" to "1" under the big "StatusEffects" array for a given piece of equipment.

If said piece of equipment has more than one such effect, change every instance of "StackLimit" from "-1" (infinite) to "1".

Which tells the game "if the mech mounts more than one of these, only apply the effect one time, and ignore all the rest". So, you could mount a bunch, but it would be wasted tons and slots.

(If I understand correctly.)
 
Which tells the game "if the mech mounts more than one of these, only apply the effect one time, and ignore all the rest". So, you could mount a bunch, but it would be wasted tons and slots.

(If I understand correctly.)
100% correct... although in hindsight, I should have mentioned that updating the item's description text to reflect this is highly recommended.

@LadyAlekto did the same with (limited) stackable item effects in RogueTech, where I originally got the inspiration from.
 
So apparently you can change inventory slot size in chassisdef
You can put an extra slot for say the head for example so you can easily add a cockpitmod.
However the inventory slot "background" UI doesn't show the extra slot. I think its static.
Anyone know where the graphics for inventory is and if you can add an extra slot graphic for the head (and extra slot for the center torso)?
These would be my cockpit and gyro slots.

Thinking of also combining some of the targettrack and cockpitmod upgrades and make it just one cockpitmod upgrade.
 
So I'm planning to make a mod that combines all the hardpoints from the different variants into a single underlying chassis (except in cases like the Cicada where the variants have different engines). My goal is to have salvage accumulating as a single pool for each model of mech regardless of how many custom variants I may end up adding. I think the salvage is based on the chassis definition referenced in the mech definition, so if multiple mech definitions point to the same chassis I expect that to do what I want.

Based on my initial look at the files, getting them to work this way should be straightforward since the different variants all reference the same graphical model anyway. The only downside appears to be that some combinations wouldn't display all the weapons, but it turns out that's already the case for some of the standard configurations (the Locust only has two underlying CT hardpoints on the model, so the variant with two energy and two support hardpoints there can't show everything if you use three or four of them). Since it's already an issue occasionally, my guess is that the code is built to deal with it already.

Before I got started, though, I figure I'd ask to see if anyone has attempted this or something similar and run into unexpected problems.
 
So I'm planning to make a mod that combines all the hardpoints from the different variants into a single underlying chassis (except in cases like the Cicada where the variants have different engines). My goal is to have salvage accumulating as a single pool for each model of mech regardless of how many custom variants I may end up adding. I think the salvage is based on the chassis definition referenced in the mech definition, so if multiple mech definitions point to the same chassis I expect that to do what I want.

Based on my initial look at the files, getting them to work this way should be straightforward since the different variants all reference the same graphical model anyway. The only downside appears to be that some combinations wouldn't display all the weapons, but it turns out that's already the case for some of the standard configurations (the Locust only has two underlying CT hardpoints on the model, so the variant with two energy and two support hardpoints there can't show everything if you use three or four of them). Since it's already an issue occasionally, my guess is that the code is built to deal with it already.

Before I got started, though, I figure I'd ask to see if anyone has attempted this or something similar and run into unexpected problems.

I've combined the hardpoints in the chassisdef JSONs of most of the mechs that have multiple variants, and it works. The two standard Griffins can mount missiles on either side torso now, for example, and it shows up as two pods like the SLDF variant.

If you don't care about matching up graphics perfectly, you can technically even put hardpoints in locations where none exist, such as the experiment I did with putting missile hardpoints in the side torsos of the Catafract. It will either show the wrong sort of weapon art asset, or no art at all.
 
I've combined the hardpoints in the chassisdef JSONs of most of the mechs that have multiple variants, and it works. The two standard Griffins can mount missiles on either side torso now, for example, and it shows up as two pods like the SLDF variant.

If you don't care about matching up graphics perfectly, you can technically even put hardpoints in locations where none exist, such as the experiment I did with putting missile hardpoints in the side torsos of the Catafract. It will either show the wrong sort of weapon art asset, or no art at all.
Thanks, good to know.

And, yeah, I remember in the beta that you could throw in arbitrary hardpoints that way... for now, I won't be doing that. However, if/when I get around to coding in my house rules for mech construction, that will almost certainly come in handy.
 
So I'm planning to make a mod that combines all the hardpoints from the different variants into a single underlying chassis (except in cases like the Cicada where the variants have different engines). My goal is to have salvage accumulating as a single pool for each model of mech regardless of how many custom variants I may end up adding. I think the salvage is based on the chassis definition referenced in the mech definition, so if multiple mech definitions point to the same chassis I expect that to do what I want.

This is a great idea. I like the idea of salvage by chassis rather than variant.
Most mech and their equivalent variant are nearly identical with one or two additional/subtraction weapons.
Victor
Thunderbolt
Griffin
Orion
Quickdraw
are essentially the same.
Centurion, Wolverine and Highlander swaps an ballistic hardpoint for an energy hardpoint.
Heck the Locus LCT-1M and LCT-1S can use the same chassis because of the missile hardpoints in arms.
 
One of the CCC components does the "combine different mechs parts into one mech dance" allready, so you might find some know-how there. Can't tell you exactly wich one, but I think morphyum did most of the salvage-things.
 
This is a great idea. I like the idea of salvage by chassis rather than variant.
Most mech and their equivalent variant are nearly identical with one or two additional/subtraction weapons.
Victor
Thunderbolt
Griffin
Orion
Quickdraw
are essentially the same.
Centurion, Wolverine and Highlander swaps an ballistic hardpoint for an energy hardpoint.
Heck the Locus LCT-1M and LCT-1S can use the same chassis because of the missile hardpoints in arms.
From testing with the Locust and an early save, it appears this will require code changes and is going to be more complicated than I'd like.

It appears that the code tracks salvage per type of mech, despite displaying the chassis ID... so when I gave the base LCT-1V chassis all the Locust hardpoints and pointed the mechdefs for the 1M and 1S to the chassisdef for the 1V... I ended up with multiple stacks of LCT-1V partial salvage in storage.

Edit: Hmm... unless this was just an issue with one of the stacks coming from the save file prior to my changes and the other stack coming from playing after the change. I suppose I need to spend more time collecting salvage just to be sure.

One of the CCC components does the "combine different mechs parts into one mech dance" allready, so you might find some know-how there. Can't tell you exactly wich one, but I think morphyum did most of the salvage-things.
Looks like that will be needed, all right.

Which means I won't be able to just modify the JSONs, which in turn means that when the Linux version of the game is released, getting my own mod to work on my own system could be a challenge. Well, time to start learning how BTML works, I suppose.
 
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Does a Shop JSON with no Requirement Tags apply to all planets, or no planets?
 
I used to know where to edit in the constants JSONs to increase the variance in mission difficulties, and I can't find it.

Any ideas?
 
I think it's one of the entries that moved from simgameconstants into constants/difficultysettings.
 
Has anyone figured out how to make damage drop off with range, or by range bracket?

Needed for the "snub" PPC, for starters.
 
From testing with the Locust and an early save, it appears this will require code changes and is going to be more complicated than I'd like.
It appears that the code tracks salvage per type of mech, despite displaying the chassis ID... so when I gave the base LCT-1V chassis all the Locust hardpoints and pointed the mechdefs for the 1M and 1S to the chassisdef for the 1V... I ended up with multiple stacks of LCT-1V partial salvage in storage.
Edit: Hmm... unless this was just an issue with one of the stacks coming from the save file prior to my changes and the other stack coming from playing after the change. I suppose I need to spend more time collecting salvage just to be sure.
Looks like that will be needed, all right.
Which means I won't be able to just modify the JSONs, which in turn means that when the Linux version of the game is released, getting my own mod to work on my own system could be a challenge. Well, time to start learning how BTML works, I suppose.

Just repeating what you did.

I added missile hardpoints (replacing the ballistics HP) and changed all the Locusts mechdef to using the LCT-1V chassis as the base
Changed the variant to LCT-1 (From LCT-1V)
Changed LCT-1V chassisdef to LCT-1 (json and vermanifest)
Modified the mechdef LCT-1M, LCT-1S and LCT-1V to using LCT-1 chassis as

LCT-1 appear as the version; think salvage type will be the same.
Only thing that is wonky currently is the stock config/description is now undefined.

But I think this thing is workable
 
Just repeating what you did.

I added missile hardpoints (replacing the ballistics HP) and changed all the Locusts mechdef to using the LCT-1V chassis as the base
Changed the variant to LCT-1 (From LCT-1V)
Changed LCT-1V chassisdef to LCT-1 (json and vermanifest)
Modified the mechdef LCT-1M, LCT-1S and LCT-1V to using LCT-1 chassis as

LCT-1 appear as the version; think salvage type will be the same.
Only thing that is wonky currently is the stock config/description is now undefined.

But I think this thing is workable
I did further testing just to make sure there wasn't something weird going on when starting from a saved game.

Definitely ended up with a stack of LCT-1V parts that was from the MG variant and a distinct stack that was from the SRM variant. So I'm pretty sure it gets the name from the chassis, but stacks it based on the mech.

Sooner or later I'll figure out how to modify the code so that this works the way I'd like it to (unless someone else does it first)... but the way the rest of my life is going right now, I'm pretty sure it's going to have to be later.
 
I did further testing just to make sure there wasn't something weird going on when starting from a saved game.
Definitely ended up with a stack of LCT-1V parts that was from the MG variant and a distinct stack that was from the SRM variant. So I'm pretty sure it gets the name from the chassis, but stacks it based on the mech.
Sooner or later I'll figure out how to modify the code so that this works the way I'd like it to (unless someone else does it first)... but the way the rest of my life is going right now, I'm pretty sure it's going to have to be later.
Just modded so that all the variants are based on one chassis (added Hardpoints where required)
Locust - LCT-1V
Thunderbolt - 5S
Essential all others LCT-1M, LCT-1S versions become variants of the one chassis; Stock descriptions will refer only to the original chassis (LCT-1V)

i think I'm just going to start a campaign like this and see how it goes.