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[MIRROR] Tesla coil input multiplier balance #2990

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merged 1 commit into from
Apr 20, 2024
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Original PR: NovaSector/NovaSector#2038

About The Pull Request

Gives a boost to tesla coil input multiplier, particularly focusing on roundstart. This will allow engineers to collect a bit more extra power roundstart using their default SM setup. Returns it to a bit below pre-2022 TG levels.

This does not change the amount of energy generated by the crystal/emitters, only the ability for the tesla coils to collect the energy.

How This Contributes To The Nova Sector Roleplay Experience

With the increased power consumption post-TG refactor combined with Nova's higher player count, this will allow engineers (particularly those who don't have the skill/desire to run an experimental engine setup, which is supposed to get CE or admin approval anyways per the rules) to provide more roundstart power and less screaming at them about low power brownouts despite following how they're "supposed" to set up the engine.

Proof of Testing

Screenshots/Videos

novasector

Changelog

🆑 LT3
balance: Increased tesla coil zap conversion capacity
/:cl:

zappy bois input multiplier
@Iajret Iajret merged commit 6348ef8 into master Apr 20, 2024
27 checks passed
AnywayFarus added a commit that referenced this pull request Apr 20, 2024
@Iajret Iajret deleted the upstream-mirror-2038 branch April 22, 2024 10:45
Iajret pushed a commit that referenced this pull request Jun 12, 2024
* Changes up carbon EMP handling (#83857)

## About The Pull Request

The organ refactor 6 months ago changed up organs, making them be
actually inside bodyparts and the mob. This introduced the bug of all
emp effects being called twice on everything thanks to how /mob/living
handles it (Fixed in this PR), but also some new stuff:

Made bodyparts handle organ EMPs. This also means we can now have
support for bodyparts with EMP_PROTECT_CONTENTS protecting the organs
inside.
Made a new proc for bodyparts once they are successfully hit by an emp.
Makes it much easier to add overrides for the behaviour.
Fixed emps hitting bodyparts twice

## Why It's Good For The Game

It lays a groundwork for some interesting limb concepts, and makes organ
emps make a bit more sense.

Fixes a bug that laid unnoticed for 6 months.

## Changelog

:cl:
fix: EMPs on carbons no longer happen twice
code: Moves organ emps under bodyparts, changes how bodyparts handle emp
effects
/:cl:

---------

Co-authored-by: Time-Green <[email protected]>

* Changes up carbon EMP handling

---------

Co-authored-by: Waterpig <[email protected]>
Co-authored-by: Time-Green <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants