discordia-space / CEV-Eris

Death is our destination
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Shield generator and Long range scanner refactor + Bioreactor fixes #8514

Closed AltHit closed 1 month ago

AltHit commented 3 months ago

About The Pull Request

This PR refactors and fixes three entirely broken machines. Now conduits on long range scanner and shield gen aren't just dummy models but can be constructed separately, also their machines will works worse if they lack conduits and their work will improve if you put extra conduit!

Why It's Good For The Game

Bugs fixed here existed for ages and now after ~6 years you can actually unplug shield from it's room and plug it somewhere else. And that was just a one example of many

Testing

Many local test launches on VS Code testing different functions of those machines EDIT: Tried cutting off separate cabels from conduits: power input dropped by 33% when one of 3 capacitors was cut. As expected. Took shield generator for a walk and installed it in a third section hallway. Third sections hallway's APC did not approve of this as expected but after giving it a little more love from the substation I managed to get shields up right in this hallway Using RnD printed curcuits and parts to build new shield generator and logng range scanners from scratch: They actually ran and worked fine with the exeption of draining power from the entire section to them. As expected of course. Changed parts in shield generator to debug ones: Generator started to consume 1/100 of it's power showing that math works alright. Changed parts in logng range scanner to debug variations: Scanner pulse lasted for several minutes and consumed almost no power. Formula for this one took me several days to figure out... Built long range scanner using cheep artifical bluespace crystal and with only one conduit: ping of this scanner lasted for a whopping 5 seconds!

Changelog

:cl: add: Added ability to construct conduits for Shield generator and Long range scanner add: Added ability to connect/disconnect conduits for Shield generator and Long range scanner with enough MEC skill add: Conduit circuit board designs to RnD tweak: Now conduits for shieldgen and scanner have parts inside of them and they can be upgraded to improve efficiency tweak: Changed parts that are used in construction of Shield generator and Long range scanner tweak: Bioreactor now deals burn damage instead of brute fix: Corrected start-up and shut down animations for Long range scanner fix: Fixed Bioreactor breaking after clicking it with a screwdriver fix: Fixed Bioreactor working with broken glass walls fix: Fixed Bioreactor glass being inversed transparent (it was see-through when it should have blocked view and vice versa) fix: Fixed consoles not making sounds when they were supposed to make it fix: Cahors wine now actually cures poisoning refactor: Now Shield generator and Long range scanner have shared parent object config: Changed long range scanner power consumption /:cl:

Firefox13 commented 3 months ago

изображение This section is meant not be for "Yeah I tested it" but for "I test it X and Y way" so we can find if you missed something. You obviously probably can't remember everything, so just write what you can remember.

AltHit commented 2 months ago

I mean... You don't rebuild shield generators so often do you? And even if you do - I tested and the most basic setup with protection from asteroids and whole ship coverage can work from only one conduit. It won't be good but it will work and it will charge If needed - I can add curcuits for those conduits in cargo as well