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[PR] Headlocking
#3
Honestly I was expecting headlocks too. I like additions to combat.

Anyways, this seems pretty good. I haven't seen much of the AI conflict myself, but requiring head access to make new AIs seems like a fair way to address that issue without outright removing constructable AIs or making it require more/rarer materials. I imagine the general framework of locking certain manufacturing recipes to head access would be useful for present and future manufacturable items too.

Oh, and it seems like it tells you if something is locked to Head access too? That's/That'd be pretty good.
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Messages In This Thread
[PR] Headlocking - by github_bot - 10-24-2020, 12:35 PM
RE: [PR] Headlocking - by Frank_Stein - 10-24-2020, 01:51 PM
RE: [PR] Headlocking - by Studenterhue - 10-24-2020, 03:02 PM
RE: [PR] Headlocking - by nefarious6th - 10-24-2020, 03:16 PM
RE: [PR] Headlocking - by Tarmunora - 10-24-2020, 03:40 PM
RE: [PR] Headlocking - by kyle2143 - 10-24-2020, 05:48 PM
RE: [PR] Headlocking - by KikiMofo - 10-24-2020, 08:05 PM
RE: [PR] Headlocking - by Sord213 - 10-25-2020, 08:56 AM
RE: [PR] Headlocking - by saccharineChampion - 10-25-2020, 09:33 AM
RE: [PR] Headlocking - by warcrimes - 10-25-2020, 09:52 AM
RE: [PR] Headlocking - by cyberTripping - 10-25-2020, 11:40 AM
RE: [PR] Headlocking - by Frank_Stein - 10-25-2020, 01:02 PM
RE: [PR] Headlocking - by cyberTripping - 10-25-2020, 01:42 PM
RE: [PR] Headlocking - by Mordent - 10-26-2020, 10:46 AM
RE: [PR] Headlocking - by nefarious6th - 10-27-2020, 09:59 PM

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