More "abilities" on one module?


Is it possible to give a module more than one function?
Here’s an example what I want to do;

Making a module that have camouflage and shield ability, but I can’t get it to work. Am I missing something or isn’t possible?

category = “DEFENSES”
classname = “SIM_ShieldModule”
cost = 22
crew_required = 0
description = “[Rebel] Special engineered rebel camouflage shield”
guiname = “Fighter Camouflage Shield II”
hitpoints = 6
max_cloak_power = 60
cloak_rechargerate = 0.01
cloak_consumptionrate = 0.02
icon =
name = “fighter_camoflage_shield_II”
powerconsumed = 0.35
recharge_rate = 0.006
resistance = 6
shieldpoints = 10
size = “FIGHTER”
slot_type = STANDARD
stack_effectiveness = 0.3
weight = 0.31
uisortpos = 2044
restricted = “rebel”

0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000[/code]

hmm, perhaps its lacking datapoints. cant say for certain this would work, however.

It seems like a cool idea to me. But I regret that it isn’t possible.
The SIM_ShieldModule wasn’t made to handle cloaking. Most module classes were only made to handle their intended functions, unfortunately.

I really do wish we can swap out and add abilities by simply putting in the appropriate variables. A “black globe” camouflage shield is one perfect example of the types of cool stuff you could make if we had that freedom.

I can see why he would not make mutiflex assetts. Some would say its too abusive. One slot, one feature.

Thanks for the replies.
Too bad it isn’t possible, I guess next step is to suggest/wish for it on the suggestion board.


I’ve discovered that you can at least make things generate power by giving them negative power draw values, but I haven’t played around with it much.

It is annoying though to see a negative power value in the ship design screen.