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5% Entropy #2743

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Karmic-Skink
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About The Pull Request

This PR upgrades the Stormdrive to have a little bit of randomness in gas interactions determined by each individual 'drive instance.

Note 1: This is achieved using variables and isn't hardcoded, allowing for subtype variations and admin trickery
Note 2: This includes the divide by zero fix in #2470 to avoid conflicts

Why It's Good For The Game

More engaging engineering gameplay.

Testing Photographs and Procedure

Screenshots&Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
tweak: Stormdrive gas modifiers are now subtly altered per instance
/:cl:

@jet-pack-cat
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Could be intentional but rand() returns an integer, so the variation is fixed to being either 100%, 99%, or 101% of the initial value.

image
^ thats what that looks like in practice

You at most just need to do is to add x% more of n2, and or nitrous.

1% for this version, 2% if you have really really tight margins.. (There is a TINY bit of difference due to funny math).
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modified to match original (left) original (right)

This is already has a 17c margin for meltdown anyways.

Most mixes already have absurd coolant and reinforcement margins anyways.
(wiki mix has a coolant margin of 600% for its normal operating temperature)

Wouldn't call it engaging personally, its just a simple multiplication for very very very optimized mixes :p

@Bokkiewokkie
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Bokkiewokkie commented Jan 6, 2025

Could be intentional but rand() returns an integer, so the variation is fixed to being either 100%, 99%, or 101% of the initial value.

Yeah it's picking between integers of 95 and 105 which is a variation of 10%p 🤷‍♀️
I know you built a SD calculator to optimize the fun out of the game but at least read the division by 100 happening after the random proc properly then.

@jet-pack-cat
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misread the gas modifier but that just changes it to 5% more n2 or nitrous to fix it :p

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3 participants