Makes the singularity engine actually work stably. (#4068)
* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent. * Fix bugs with radiation collectors producing infinite power. * Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve) Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless. * Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that * Fix singularity shader * Map in an unfinished PA into Saltern * Correct PA particles being counted twice by singularity calculations, add singulo food component * Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level * Apply suggestions on 'jazz' PR
This commit is contained in:
@@ -22,7 +22,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
||||
get => _sharedEnergyPool;
|
||||
set
|
||||
{
|
||||
_sharedEnergyPool = Math.Clamp(value, 0, 10);
|
||||
_sharedEnergyPool = Math.Clamp(value, 0, 25);
|
||||
if (_sharedEnergyPool == 0)
|
||||
{
|
||||
Dispose();
|
||||
|
||||
Reference in New Issue
Block a user