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Permanently and horribly kills decay generators while fixing actual e…
…ngines (#3091) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Radiation collectors were nerfed in an undocumented change in #1900 which reduced the amount of power they could effectively generate to the point the 1 KW handout the collector provides was making up the majority of its output This makes the following changes, which should keep radiation-based generators effective while removing the effectiveness of decay generators almost entirely Radiation pulses now need to have a strength of over 300 to trigger a radiation collector (this is subtracted from the collector's incoming power, too), which is conveniently the same amount as produced by the strongest set of radiation barrels. If you find a decayed supermatter, go ham I guess coefficient returned to 100, from 10, which boosts the amount of produced power from radiation. This offsets the loss of power from the increased minimum. power drain rate returned to 4%, from 0.1%, increasing the amount of power the collectors effectively generate Current numbers place the twinkleshine's unmodified supermatter at ~40 kW per collector, numbers can be adjusted if necessary ## Why It's Good For The Game In the event someone wants to spend 5 zillion credits on a supermatter engine, or the twinkleshine is run again, it might as well produce a reasonable amount of power ## Changelog :cl: balance: radiation collectors are now significantly more stingy about the potency of the radiation they will process. Don't expect old nuclear waste or openly stored uranium to do much. balance: radiation collectors also produce significantly more power from the remaining viable sources /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Signed-off-by: Theos <[email protected]>
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