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Mech creator updates: Add 3025 & fix bugs#63

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dvaevanhorn wants to merge 7 commits into
HeySporky:masterfrom
dvaevanhorn:dvae-mech-creator-updates
Open

Mech creator updates: Add 3025 & fix bugs#63
dvaevanhorn wants to merge 7 commits into
HeySporky:masterfrom
dvaevanhorn:dvae-mech-creator-updates

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@dvaevanhorn

@dvaevanhorn dvaevanhorn commented Mar 28, 2026

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Hey, Spork.

This PR includes all my changes to the mech creator except the actuators-have-weight house rule. Let me know if you want that, too.

I put four commits in:

  • Changes necessary to build on linux
  • An example .htacces for those of us with weak mod_rewrite skills
  • Fixes for lint issues
  • All my actual changes to the mech creator

Updates to get the project to build on linux:

  • upgraded typescript to ^5.1.0 . (Otherwise it refused to build due to the old school "You can't assign a react node to a jsx element" issue. This appears to be the same issue that @tigerwrath reported earlier.)
  • updated a bunch of svg attributes from "left" to "start", and from "right" to "end", because typescript prevented the build otherwise

Updates to the mech creator:

  • Added a new 3025 era, because that's what my group wanted to play
  • Limited walking speed selection to max for mech tonnage (Peviously, it was possible to build a heavy mech with absurdly high walking speed, as it would just select the largest engine available for the mech's tonnage)
  • Changed engine names to include manufacturer names from the old books, and tack on XL, L, or C, to the rating
  • Adjusted both the record sheet and the step 6 allocation display to use the new engine name in the crit slots, like the very old mech sheets did (These two have no functional value, I just like the fluff... It's not an XL engine with a 320t rating, it's a Pitban 320XL.)
  • Fixed bugs in the availability code (I mark something as available if it was available any time during the current era)
  • Updated a bunch of introduced, extinct, and reintroduced dates per sarna. Mostly so 3025 and Late Succession War eras would have the right equipment available.
  • Limited inner sphere CASE placement to torso slots
  • Made internal structure availability vary by era (endo steel not available in 3025)
  • Made hatchets show their correct weight and critical slot costs when picking them (they already used the correct values when placed, but they showed as 0 weight and 0 crits when selecting them)
  • Adjusted default start era to late succession wars per Jeff's comment (his code set it to star league, but his comment said late succession)
  • Fixed bug in maximum armor display that used 3 as the max armor for the head instead of 9 (display bug only, maximum was not enforced)
  • Corrected the weights for 245-rated engine (they were set to 0.5 for standard, light, and xl, 1 for comp, and 5 for fusion.
  • Added Beagle Active Probe
  • Marked EW Equipment as the 3025 Capellan version so people know why it's so heavy
  • Fixed copypasta error in equipment editor that labeled the Damage Divisor field as Weight Divisor
  • Fixed bug that prevented any equipment added in the equipment editor from having damage that varies based on range
  • Hardcoded 3025 as the only era double heat sinks are not available (didn't seem worth it to do the whole property thing spread out over so many places when only one era didn't have them)

Still to-do:

  • Limit melee weapon placement to arms with hand actuators
  • Refactor battlemech.ts so it's not 10k lines - easy start would be to move the bv calculation to its own file
  • Tons of data entry for weapons and equipment

I don't think any of this will affect the alpha strike tools, but since a lot of the changes did involve the 10k line battlemech.ts , I'm not sure of that.

Edited to add: Fixing the lint issues involved making a bunch of minor updates to alpha strike files. Mostly it was making .map() calls return [] and adding rel="noreferrer" to links that had target="_blank". But none of the changes should have altered the way any of that works.

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