warp-core

Results 165 comments of warp-core

If you want two different weapons going in different directions (one focusing on normal damage and the other on ion damage) the sprites should be different to reflect that they...

The default behaviour is to `add` for all the attributes I've made `remove` lines for. I suppose we could add `add` options for the currently overridden attributes, but it's not...

The existing behaviour for descriptions and licenses is to add. Not being able to remove the existing description, only being able to add to it with plugins was the reason...

Applying that here would change the behaviour of existing syntax. While the syntax for outfits is a bit of a mess, my understanding is that changing the result of existing...

Ok, added `add` for `cost`, `mass`, `jump range`, and mapped attributes, and allowed `clear`ing mapped attributes. `remove` would be the same as `clear` for mapped attributes so nothing happens there....

All the other attributes are what I've referred to as 'mapped` (nothing particularly special is done when loading them, they are just shoved into a Dictionary object). This still only...

#6386 because it's somewhat related

Going to start with the: **Piezoelectric Shaft** In game: 4560 active cooling Produces 312 energy based on cooling. 2420 heat capacity. 134 tons. 4560 cooling + 312 energy generation isn't...

> Can you please make the PR title more informative (you should have an edit button up top)? Oops, forgot to change it when creating the PR.

I'm not sure how to modify the build mechanism to record the version in main.cpp before compiling. Currently, main.cpp does contain the version number in a string literal for use...