diff --git a/code/modules/supermatter/supermatter.dm b/code/modules/supermatter/supermatter.dm index e85aee7e6d..224c0ab405 100644 --- a/code/modules/supermatter/supermatter.dm +++ b/code/modules/supermatter/supermatter.dm @@ -8,6 +8,9 @@ #define OXYGEN_RELEASE_MODIFIER 1500 //Higher == less oxygen released at high temperature/power #define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power +//Controls how much power is produced by each collector in range. +#define COLLECTION_FACTOR 1.0 //Aiming to make 400 kW output the equivalent of what 4 MW was from before by adjusting this + //These would be what you would get at point blank, decreases with distance #define DETONATION_RADS 200 @@ -204,7 +207,7 @@ if(Proj.flag != "bullet") - power += Proj.damage * config_bullet_energy + power += Proj.damage * config_bullet_energy * COLLECTION_FACTOR //multiply by COLLECTION_FACTOR so the amount of shots you will need to give with an emitter is unaffected. else damage += Proj.damage * config_bullet_energy return 0 @@ -234,7 +237,7 @@ /obj/machinery/power/supermatter/proc/transfer_energy() for(var/obj/machinery/power/rad_collector/R in rad_collectors) if(get_dist(R, src) <= 15) // Better than using orange() every process - R.receive_pulse(power) + R.receive_pulse(power * COLLECTION_FACTOR) return /obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)