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Explosions severing cable networks cause nearby(ish) connected rooms's lights to flicker. Also reduces cable integrity. (#91263)
## About The Pull Request - If a cable is destroyed by an explosion, all rooms within 64-100 (it's a probability) tiles AND which are connected to the same powernet as the split cable will have their lights flicker 1-3 times. - Also adds a verb for visualizing powernets. - Reduces cable integrity from 300 to 50. - Cables have innate 75% bomb armor when under a floor tile. ## Why It's Good For The Game - A big devastating explosion a few doors down is, usually, not felt at all outside of the screen shake. This adds a bit more ambience to the effect - you hear a big explosion, your screen goes wild, and the lights cut for just a second. - Verb just makes it easier to trace powernets. - I found it a little ridiculous that cables have 300 integrity, the same as most furniture. This ultimately makes them a lot more vulnerable to stuff like acid and fire. - To compensate for their drastically reduced integrity, I gave cables a considerable boost to explosive resistance while concealed under the floor. This prevents bombs from outright shredding all cables in a 50 mile radius. (Devastating explosions will still one-tap them, but heavy explosions will on average take two blasts.) ## Changelog 🆑 Melbert add: If a cable is destroyed by an explosion, all rooms within 64-100 (it's a probability) tiles AND which are connected to the same powernet as the split cable will have their lights flicker 1-3 times. balance: Cable integrity has been reduced from 300 to 50 balance: Cables have an innate 75% bomb resistance while under floor tiles /🆑
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@@ -87,3 +87,7 @@
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/obj/effect/abstract/marker/intercom
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name = "intercom range marker"
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color = COLOR_YELLOW
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/obj/effect/abstract/marker/powernet
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name = "powernet run marker"
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var/powernet_owner
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