I think just about everything from the old thread has been implemented in some way or another. Time to make a new thread to gather ideas. Stuff that hasn't been implemented from the old thread to the best of my knowledge: "ammo_fuse": Changing behavior when ammo lifetime runs out. "apply_effect_spec": Multiplying unit characteristics by values upon ammo hit. "splash_ally_multiplier": Changing splash damage done to allies. "fire_in_transport": Making certain units be able to fire in transports. See Raevn's suggestion below as well. "can_res_wreckage": Allowing units to resurrect wreckage. "assist_units" and "unassistable": More fine tuned controls on assist building. "impacts_on_water_surface": Fixing the "sea_floor" target layer "splash_damages_self": Splash damage that doesn't affect the unit of origin. And now for a new request: Suggested Flag: "build_bar_tabs" Normal Location: In the json of any fabrication unit or factory. Variables accepted: An array of strings. Default variable: Not applicable. Prerequisites: none Expected Behaviour: Makes the unit only load specific build bar tabs into its build bar UI. Example: In unit_cannon "build_bar_tabs": [ "unit_cannon" ], The unit cannon will now only use the "unit_cannon" build bar tab, which, if properly defined in build.js, would have all of the unit cannon buildable units organized in a single tab.
As originally posted by @nanolathe Suggested Flag: auto_reclaim Normal Location: in any *build_arm.json file. Variables accepted: boolean; true or false. Default variable: false Prerequisites: none Expected Behaviour: As with "auto_repair", auto_reclaim will allow the unit to automatically reclaim any wreck within range as long as there is space in storage. Example: fabrication_combat_bot_build_arm has: "auto_reclaim": true The Combat Fabricator will attempt to reclaim any wreckage that is within its range.
Flag: "inherit_health" Location: In an ammo.json file. Variables accepted: boolean true or false. Default variable: false Prerequisites: "spawn_unit_on_death" Expected Behavior: For pbaoe projectiles that spawn a leaping unit with spawn unit on death set to that unit. Sets the health of the unit spawned on death to the health of whatever shot the ammo. For example, if I make a giant boom bot from Custard's boom bot waars have an alt fire jumping projectile that spawned itself on death and it was at 740/1000 health before using this attack, the unit spawned on death with this flag in the ammo file would have 740 health.