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:
@@ -59,6 +59,7 @@ namespace Content.Server.Physics.Controllers
|
||||
|
||||
private void MoveSingulo(ServerSingularityComponent singularity, PhysicsComponent physics)
|
||||
{
|
||||
// To prevent getting stuck, ServerSingularityComponent will zero the velocity of a singularity when it goes to a level <= 1 (see here).
|
||||
if (singularity.Level <= 1) return;
|
||||
// TODO: Could try gradual changes instead but for now just try to replicate
|
||||
|
||||
|
||||
Reference in New Issue
Block a user