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[MIRROR] Paint cans actually hold an appreciable amount of paint #696

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merged 1 commit into from
Nov 18, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25086
Original PR: tgstation/tgstation#79791

About The Pull Request

Paint can total uses 10 => 200

Why It's Good For The Game

Paint cans used to be infinite until it was discovered that was actually a bug and it was fixed back in May
What wasn't actually changed was how much paint is supposed to be in the can.
Cans only hold 10 charges of paint, and lack an apparent way to refill them (as far as I know), which is enough paint to do almost nothing with.
Given crayons and spraycans hold 30 charges, 200 seems a lot more reasonable for a big old can of paint that can only colour things and is generally a lot bigger than spraycans (much less crayons)

Changelog

🆑 YakumoChen
balance: Paint cans hold 20x more paint than before, painters rejoice! (Janitors cry more)
/:cl:

… IGNORE] (#25086)

* Paint cans actually hold an appreciable amount of paint (#79791)

## About The Pull Request

Paint can total uses 10 => 200

## Why It's Good For The Game

Paint cans used to be infinite until it was discovered that was actually
a bug and it was fixed back in May
What wasn't actually changed was how much paint is supposed to be in the
can.
Cans only hold 10 charges of paint, and lack an apparent way to refill
them (as far as I know), which is enough paint to do almost nothing
with.
Given crayons and spraycans hold 30 charges, 200 seems a lot more
reasonable for a big old can of paint that can only colour things and is
generally a lot bigger than spraycans (much less crayons)

## Changelog
:cl:
balance: Paint cans hold 20x more paint than before, painters rejoice!
(Janitors cry more)
/:cl:

* Paint cans actually hold an appreciable amount of paint

---------

Co-authored-by: YakumoChen <[email protected]>
@Iajret Iajret merged commit 8645e81 into master Nov 18, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25086 branch November 18, 2023 20:36
AnywayFarus added a commit that referenced this pull request Nov 18, 2023
Iajret pushed a commit that referenced this pull request Jan 31, 2024
* Fixes the tram's schrodinger-like power consumption (#81122)

## About The Pull Request

Fixes tgstation/tgstation#81106. The tram's
dynamic power use does not get recalculated when leaving an area because
the powernet between areas is made for static loads, This leads to APCs
being drained quickly consuming too much power, or consuming negative
energy leading to an APC being charged.

The amount of times use_power is called on tram crossing signals during
processing also leads to unexpected power consumption.

This moves tram power to a rectifier machinery object in each area,
controlled by signals from the tram. Tram crossing signals are fixed in
how they consume power, changing between power use states instead of
consuming during processing, and moved from the transport subsystem to
fastprocess because they don't need to be running at 20fps.

## Why It's Good For The Game

Tram draining an APC in a matter of seconds is bad. Tram having negative
power draw at other times is also bad.


![image](https://github.com/tgstation/tgstation/assets/83487515/e49cbabe-1b21-4af2-b940-c3ab9fcdbcda)

## Changelog

:cl: LT3
fix: Tram power consumption will no longer will randomly drain APCs
fix: Tram power moved to area based rectifiers
/:cl:

---------

Co-authored-by: Ghom <[email protected]>

* Fixes the tram's schrodinger-like power consumption

---------

Co-authored-by: lessthanthree <[email protected]>
Co-authored-by: Ghom <[email protected]>
ReezeBL pushed a commit that referenced this pull request Jan 31, 2024
…1766)

* Fixes the tram's schrodinger-like power consumption (#81122)

## About The Pull Request

Fixes tgstation/tgstation#81106. The tram's
dynamic power use does not get recalculated when leaving an area because
the powernet between areas is made for static loads, This leads to APCs
being drained quickly consuming too much power, or consuming negative
energy leading to an APC being charged.

The amount of times use_power is called on tram crossing signals during
processing also leads to unexpected power consumption.

This moves tram power to a rectifier machinery object in each area,
controlled by signals from the tram. Tram crossing signals are fixed in
how they consume power, changing between power use states instead of
consuming during processing, and moved from the transport subsystem to
fastprocess because they don't need to be running at 20fps.

## Why It's Good For The Game

Tram draining an APC in a matter of seconds is bad. Tram having negative
power draw at other times is also bad.


![image](https://github.com/tgstation/tgstation/assets/83487515/e49cbabe-1b21-4af2-b940-c3ab9fcdbcda)

## Changelog

:cl: LT3
fix: Tram power consumption will no longer will randomly drain APCs
fix: Tram power moved to area based rectifiers
/:cl:

---------



* Fixes the tram's schrodinger-like power consumption

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: lessthanthree <[email protected]>
Co-authored-by: Ghom <[email protected]>
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3 participants