Commit Graph

50 Commits

Author SHA1 Message Date
RavingManiac
50d0fd0bc6 Changed supermatter engine manual for thermoelectric engine.
Expanded supermatter engine radiator bank. Incinerator disposals outlet moved slightly to prevent collision. Supermatter radiator circulator pump changed to a high-powered pump.

Supermatter critical temperature lowered to 5000K.
2015-02-15 22:16:36 +08:00
RavingManiac
b14e76f4a0 Fixed compilation error. 2015-02-13 00:56:01 +08:00
RavingManiac
98dd5c46c0 Circulators now draw air based on the total volume of the pipe network connected to the input. They also generate some power in the same manner as pipe turbines.
Thermoelectric generators now generate much more power, mostly due to the increase in circulator intake volume.

Supermatter no longer powers radiation collectors, and is tweaked to run at 4000-6000K.

TEG supermatter engine mapped in. Currently generates ~1MW of power with chamber temperature of 5000K.
2015-02-13 00:38:23 +08:00
Amunak
5a8a9c2816 Supermatter warning now has its own proc. Fixed some SM bugs.
Added logging for when SM explodes. The delay of regular warning was made *higher* (from 15 to 20 seconds) because of a bug; Delay of the emergency warning was lowered (from 30 to approx. 12 seconds). The announcement of 'returning to safe levels' now happens only once. The  spawn .. explosion and irradiation and hallucinations are now also applied only once (which means they may need some tweaking, but I have no idea if they stacked anyway; mainly the code should now be much more efficient).
2014-11-30 00:23:55 +01:00
Amunak
45b314bd60 Moved shard to the bottom of the file, tweaked its values.
Also added the time between delamination and actual explosion (pull time) as a separate val and lowered it for the shard.
2014-11-30 00:16:54 +01:00
Amunak
889442ef93 Supermatter code formatting 2014-11-30 00:07:54 +01:00
Amunak
cc576db683 Fixed compile error because I don't know how istype() works 2014-11-29 20:33:37 +01:00
Amunak
309cf59f71 Supermatter shards now don't announce anything 2014-11-29 19:59:06 +01:00
Zuhayr
90d65aed57 Removed attack_paw, attack_animal and attack_slime. 2014-11-13 17:15:29 +10:30
Atlantiscze
1e946c4153 Adds two mwerezak's requests. 2014-09-18 19:23:00 +02:00
Atlantiscze
d64d9dd564 Supermatter Tweak
- O2 Primary mode now actually works.
- O2 has to be at least 15% (instead of previous 400%, WTF?) of core composition to actually have any effect on the core, considering all remaining gas is N2 (so realistically it's somewhere around 13-14%)
2014-09-18 00:08:59 +02:00
mwerezak
90af78ac44 Increases SM power output
Should safely run to 700 kW. Returned starting SMES charge back to
original value to compensate. Engine omnifilters now start off on round
start.
2014-09-12 23:01:15 -04:00
mwerezak
8f98b35c9a Reduces supermatter DAMAGE_RATE_LIMIT 2014-09-10 22:13:31 -04:00
mwerezak
e513041768 Renames syndicate mothership area, fixes temp_factor calc 2014-09-08 22:38:52 -04:00
mwerezak
0b11295c8e Supermatter balance
Attempts to rebalance SM to work with new atmos machinery. Testing with
a 2-freezer 2-canister default setup, the engine can run to 500 kW at
700 K.
2014-09-07 01:19:16 -04:00
mwerezak
ce970eacd2 Adds atmos/supermatter debug messages 2014-09-06 15:36:35 -04:00
mwerezak
bad772d9c5 Adjusts the supermatter reaction parameters 2014-08-23 12:35:12 -04:00
mwerezak
025838532a Adjusts SM charging and output 2014-08-22 21:43:03 -04:00
Zuhayr
f09d1218fe Master to dev merge. 2014-08-11 17:23:40 +09:30
PsiOmega
da4dd93e75 Is a little convoluted but this removes the last X: use in supermatter.dm 2014-07-31 14:24:39 +02:00
PsiOmega
ba247ffa40 Recasts objects to avoid usage of : 2014-07-31 12:14:39 +02:00
PsiOmega
d8df59a244 Fixes #5844 by only having a supermatter explosion affect living entities on the same Z-level. 2014-07-31 11:44:20 +02:00
mwerezak
79d4c444c2 Merge remote-tracking branch 'upstream/dev' into power-net
Conflicts:
	code/ATMOSPHERICS/components/binary_devices/pump.dm
	code/game/machinery/alarm.dm
	code/game/machinery/spaceheater.dm
2014-07-24 16:04:41 -04:00
Mloc-Argent
d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00
mwerezak
5ca36fcadb Merge branch 'dev' into power-net
Conflicts:
	code/game/machinery/Freezer.dm
	code/ATMOSPHERICS/components/unary/heat_source.dm
	code/modules/organs/organ_external.dm

Also updated:
	code/ATMOSPHERICS/components/binary_devices/pump.dm
	nano/templates/gas_pump.tmpl
2014-07-16 16:14:52 -04:00
Zuhayr
8e13ce799d Bandaid fix for #5589 2014-07-14 11:42:39 +09:30
mwerezak
7c0541da5e Cleans up SM temp change using thermal energy 2014-07-11 15:18:16 -04:00
mwerezak
4ac685afd9 Removes duplicate defines, updates comments 2014-07-07 23:18:12 -04:00
Chinsky
a54d9cfd3b Nextgen lights #1: supermatter
Now it glows with yellowish tint, getting brighter as damage level rise.
2014-06-18 19:52:19 +04:00
RavingManiac
6b6a07c932 Supermatter becomes anchored when detonating, and is hence not pushed by mobs than gib against it.
Detonating supermatter immediately turns the zone into vacuum.
Spam from objects disintegrating against detonating supermatter removed.
Pull radius increased to 14.
2014-06-02 03:34:58 +08:00
RavingManiac
ad810f0a4a Supermatter shards have a smaller pull-radius.
Leftover variable removed.
2014-05-31 00:28:38 +08:00
RavingManiac
bf0c972677 Unanchored objects and players without magboots are pulled twice as fast towards the supermatter. 2014-05-30 21:17:40 +08:00
RavingManiac
12aa2ebe6c Before detonation, supermatter pulls all objects, including anchored objects in a 13-tile radius (just enough to cover the control room) towards it for 10 seconds. Windows within this radius are immediately shattered.
Supermatter no longer pushed around by airflow.
2014-05-30 20:47:40 +08:00
mwerezak
1853533ec2 More SM tweaks based on playtesting 2014-05-24 10:55:41 -04:00
mwerezak
0f59d4d353 Adds cap on SM damage rate 2014-05-24 00:22:32 -04:00
mwerezak
7a6990c5a6 Adjusts SM collection factor
Aiming to make 400 kW the new equivalent of 4 MW
2014-05-23 23:35:56 -04:00
mwerezak
92c5711a24 Fixes SM radiation range
Was set ridiculously low, so much so that it would never be greater than
1 tile.
2014-05-23 23:32:58 -04:00
mwerezak
7364edbb3d Adds COLLECTION_FACTOR for future tweaking 2014-05-23 23:16:11 -04:00
mwerezak
ff61384e07 Fixes the way heat_capacity is handled. 2014-05-23 21:49:13 -04:00
mwerezak
2123f27142 SM in space tile produces rad and hallucination 2014-05-23 21:16:56 -04:00
Mloc-Argent
e1ddec4a73 Merge remote-tracking branch 'upstream/master' into dev
Conflicts:
	code/game/area/Space Station 13 areas.dm
	code/game/objects/items/weapons/manuals.dm
	code/modules/mob/living/say.dm
	code/modules/organs/organ_internal.dm
	code/modules/paperwork/paper.dm
	code/modules/supermatter/supermatter.dm
	html/changelog.html
	icons/mob/uniform.dmi

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-05-03 16:56:19 +01:00
Ccomp5950
44578b7832 Deadlier supermatter. If you don't add coolant, you will have a bad time.
Before:  Supermatter would raise the temperature without taking into account how many moles it grabbed in it's "breath" meaning it was better that you had a lower pressure inside your engine chamber so the engine would spit back out it's "breath" and it couldn't heat up the engine room as much.

Now:	Supermatter will take into account the heat_capacity of the breath it takes and will heat up it up accordingly and proportional to how much energy it has.

Gone are the days you could run the supermatter engine without adding coolant.

Also:  Added a debugverb that setups the engine for you, the verb is based off of baystations map and areas and shouldn't require too much change to bring it in line for other servers.
2014-04-28 11:42:48 -05:00
Ravensdale
1d6655850f Changes all appropriate instances of toxins to phoron 2014-04-10 15:11:26 -07:00
Ravensdale
a3e4a43536 Changes most viable, used entries of plasma with phoron. 2014-04-10 05:05:04 -07:00
Ravensdale
0d589ff569 Changes all instances of PLASMA in active code into PHORON 2014-04-10 00:19:29 -07:00
DJSnapshot
acdbb3573a Changed supermatter messages to reflect what they actually mean. 2014-02-28 15:28:11 -08:00
Ccomp5950
ce6cd1c133 Supermatter will stop processing when it's in space. 2014-02-15 17:20:54 -06:00
Ccomp5950
7962bd3277 Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev
Conflicts:
	code/modules/supermatter/supermatter.dm
	maps/tgstation2.dmm
2014-01-30 12:44:33 -06:00
Ccomp5950
1f7cbfbff4 Supermatter update.
Now gives an instability% warning in it's messages.

Limited the "If they can see it and aren't wearing mesons, have some hallucinations" range to a max of 7

Can't be pelted with lasers while out in space allowing for unlimited power only to drag it back on a turf and instantly explode.

Removed extra if(!removed) check, we already checked for that above.

Moved the oxygen ratio variable "oxygen" to be declared under the object instead of it's process proc for easier debugging.

Changed the alert interval.

Add luminosity value so the big glowing shard of supermatter actually generates light.
2014-01-15 20:22:50 -06:00
Ccomp5950
171e63a66f Moved Supermatter.dm out of the WorkInProgress directory. 2014-01-15 17:33:13 -06:00