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feat: More electric motor recipes #5805
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Add recipes for the electric motor, large electric motor, enhanced electric motor, and super electric motor
Autofix has formatted code style violation in this PR. I edit commits locally (e.g: git, github desktop) and want to keep autofix
I do not want the automated commit
If you don't do this, your following commits will be based on the old commit, and cause MERGE CONFLICT. |
Enhanced electric motor is made of superalloy, so swapping the steel for allow sheets might be a good idea. |
I feel the recipes are a too cheap, and a little too easy in skills. A super motor should probably take at least 8 or 9 electronics. They don't seem to take mechanics either like an engine would need. |
If the enhanced motor is made of superalloy, the super motor definitely should be. I think pure Electronics and Fabrication is still fine for normal ones, but enhanced motors are valuable and especially useful. |
Yeah only Super/Enhanced needs Mechanics, primarily due to how insane they are in vehicles, lower skill is also ok, since it relies on electronics. |
The times for these could probably use adjustment too. An hour is not very long for (again) making an engine that can power a small helicopter. There are characters that might only ever need one or two super engines. They should be time-consuming and resource intensive (particularly since, again, endgame) to make. |
Hi, just woke up 5 both for large, 8hr crafting Super, even if it is complex wouldn't be more complex than most cbms, right? The enhanced motor, even if it's superalloy base, does not give any when it's disassembled, so I didnt put any in the recipe, so it's up to others whether we swap out it's material or it's crafting recipe Edit: as for mats, they're roughly how much they would give based off their breaks_into/disassembled amounts, so maybe add something rare to it, as for what, i dont know. |
Weird, I couldn't find an uncraft for it. o.O |
Higher recipe costs, more qualities for super and enh required, some superalloy added for them
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I fixed my errors with the lumps of steel, as well as the soldering_standard
counts. I've tried all of these ingame, so if you choose to use them, they do work as-is.
I hope this is satisfactory!
Co-authored-by: karxi <[email protected]>
Co-authored-by: karxi <[email protected]>
Co-authored-by: karxi <[email protected]>
Co-authored-by: karxi <[email protected]>
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It looks good but I need opinion from @chaosvolt
The motor oil is a weird stand in for lubricant but I don't think we gain enough modeling a new item for just electric motors.
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Just from a quick look over them they seem okay, far as I can tell. Difficulty could potentially be bumped up a bit but they aren't too bad I don't think.
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Some possible balance tweaks one could make though.
Eh, the above suggestions have been mused upon on he discord and objected to abit, plus Coolthulhu's mention that the proposed increase in difficulty may be a bit much, so is probably fine as-is instead. |
Given how a generator and an electric motor are in many ways basically the same thing operating in opposite directions, should we also have a recipe for the 7.5kW Generator? Might, among other things, make fueled power a bit more common by not depending on finding one or only being able to use vehicle alternators instead. Also, maybe having more size of generators too? |
Add recipes for the electric motor, large electric motor, enhanced electric motor, and super electric motor
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main
so it won't cause conflict when updatingmain
branch later.Optional
Purpose of change
Electric motors above small tier are not craftable, you can only find them by sheer luck most of the time. Adding recipes to them that are roughly based on their disassembled amounts (and a bit more) would make it less obnoxious for the players. Not sure about balancing the super motor at 7 but yeah, that's up in the air.
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