HUD info, more readouts

HUD & a examine readout for the HUD for coolant & cooling efficiency info.
Penalty active-cooling-cost-wise when in very low pressure area.
Higher minimum efficiency for active cooling.
Synths don't look pale.
This commit is contained in:
DeltaFire
2022-01-02 01:27:50 +01:00
parent f1c40b8001
commit fa358a807f
8 changed files with 82 additions and 12 deletions
+2
View File
@@ -74,6 +74,8 @@
#define SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP 3 //How big can the multiplier for heat / pressure cooling be in an optimal environment
#define SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP 2 //How big of an multiplier can the environment give in an optimal scenario (maximum efficiency in the end is 1, this just counters low coolant levels)
#define SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY 10 //The minimum distance from room temperature a Synth needs to have for active cooling to actively cool.
#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD 0.05 //At how much percentage of default pressure (or lower) active cooling gets a massive cost penalty.
#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_PENALTY 2.5 //By how much is active cooling cost multiplied if in a very-low-pressure environment?
#define BODYTEMP_NORMAL 310.15 //The natural temperature for a body
#define BODYTEMP_AUTORECOVERY_DIVISOR 11 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.