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29aad8df8d
- - - Additions: - Additional define for stuff super insulated against rads. This is just to remove number clogging and permit stuff to be changed on a higher level. Still needs to be added to most things, but it's a start. - Brings over multi-tile poddoors from TG. They're about as you'd expect. - Lead walls for the RBMK area. Yup. - - - Map: - RBMK reactor given lockdown shutters, a proper blastdoor and some primping up in general to the surrounding area. Additionally, they've walls now that are appropriate. - - - Bugfix: - Corrects rad shutters being wacky and out of this world. - - -
51 lines
3.1 KiB
Plaintext
51 lines
3.1 KiB
Plaintext
/*
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These defines are the balancing points of various parts of the radiation system.
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Changes here can have widespread effects: make sure you test well.
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Ask ninjanomnom if they're around
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*/
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#define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading
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// WARNING: Lowering this value significantly increases SSradiation load
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// apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked)
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#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this
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#define RAD_MOB_SKIN_PROTECTION ((1/RAD_MOB_COEFFICIENT)+RAD_BACKGROUND_RADIATION)
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#define RAD_LOSS_PER_TICK 0.5
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#define RAD_TOX_COEFFICIENT 0.05 // Toxin damage per tick coefficient
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#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation
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// WARNING: This number is highly sensitive to change, graph is first for best results
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#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn
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#define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects
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#define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss
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#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation
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#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting
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#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
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#define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning
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#define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold
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#define RAD_MOB_KNOCKDOWN_AMOUNT 3 // Amount of knockdown when it occurs
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#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
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#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
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#define RAD_LIGHT_INSULATION 0.8
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#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
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#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
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#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
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#define RAD_NEAR_FULL_INSULATION 0.2 // What radiation shutters and specialised walls for the RBMK use.
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#define RAD_FULL_INSULATION 0 // Unused
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// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
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// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
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// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
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#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
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#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
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#define RAD_CONTAMINATION_STR_COEFFICIENT 0.99 // Higher means higher strength scaling contamination strength
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#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
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#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
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