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Basically when a group with a breakdown timer one tick away from settling merges with a group with hotspots in it, and the one with a high breakdown timer is larger, the group would settle without respecting the timer of the hotspot group, causing fwoosh levels of flame. There's two other ways to achieve this, if you had one group of tiles that are close to the same gasmix as another group, and they became inactive, we'd have the same issue. I've solved this by moving the hotspot subprocess to after active turfs and before excited groups, just for safety ya feel me? It's still in theory possible, but much much harder. The hard solution to this would be to integrate heat with how we reset excited group timers, and split excited groups into smaller portions, but I'm not sure I like that idea. I need to mull it over.