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Permanently and horribly kills decay generators while fixing actual e…
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…ngines (#3091)

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## 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:

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Signed-off-by: Theos <[email protected]>
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SomeguyManperson authored Jun 21, 2024
1 parent 05aaab0 commit 278b41c
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions code/modules/power/singularity/collector.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
// stored_energy += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
#define RAD_COLLECTOR_EFFICIENCY 80 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 10
#define RAD_COLLECTOR_STORED_OUT 0.001 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_EFFICIENCY 300 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 100
#define RAD_COLLECTOR_STORED_OUT 0.04 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_MINING_CONVERSION_RATE 0.00001 //This is gonna need a lot of tweaking to get right. This is the number used to calculate the conversion of watts to research points per process()
#define RAD_COLLECTOR_OUTPUT min(stored_energy, (stored_energy*RAD_COLLECTOR_STORED_OUT)+1000) //Produces at least 1000 watts if it has more than that stored
#define PUBLIC_TECHWEB_GAIN 0.6 //how many research points go directly into the main pool
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