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Request for technic nuclear core support #38

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SwissalpS opened this issue Jan 5, 2025 · 7 comments
Open

Request for technic nuclear core support #38

SwissalpS opened this issue Jan 5, 2025 · 7 comments
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mod support Request or PR for adding or extending mod support question Further information is requested

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@SwissalpS
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At least one person asked. I +1 'cause if game controller has been added, surely a hot core is worth adding.

@OgelGames
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I'd vote no for that one, at least not an active core, because you can't move an active core even if you empty it.

@OgelGames OgelGames added question Further information is requested mod support Request or PR for adding or extending mod support labels Jan 5, 2025
@SwissalpS
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You can't as in RL or for code reasons?

@OgelGames
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Both, currently there's no way to stop an active reactor and digging it turns it into corium, and that's to make it somewhat realistic.

@SwissalpS
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I argue that the wrench breaks many given game dynamics in general. Picking up full chests, quarries, ... not to mention putting a fully upgraded drawer full of lead into jacket pocket.

What I don't see rn is the wider interest and use case for picking up cores. I think there are more players interested in picking up home-decor inventories. So I'd rather invest time adding those.

I still +1 this thread's idea just for giggles mainly.

@OgelGames
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OgelGames commented Jan 5, 2025

The way I see it, the wrench is like a shortcut, you can still move chests and quarries and everything else, it just takes longer; an active core on the other hand is impossible to move except with a jumpdrive, so the wrench would be bypassing that game mechanic.

@SwissalpS
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OK, fine. Let's not add active ones.
What about inactive ones? Players could remove the burnt out one preserving rods and channel.
Or prepare a stack of new ones in the factory all containing fuel and options set.

@OgelGames
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Fine by me 👍

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Labels
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