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[WIP] Reworks the RUST #162
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See title. The new React() proc features a smaller code-footprint and hopefully improved readibility. The current new features include support for decaying reactions as well as generic handling of required reactants and products. Also added were maxima for both the temperature and energy level of the reactor for reactions to happen. An improved, but still not complete, distribution system of reactants to reactions should help with making complex systems less random and more probabilistic. Planned for current additions: Fit distribution system to a distribution plot making reactions with more reactants present more likely. Add automatic decay once reactant hits a certain amount to prevent overload.
Adds a boatload of comments. Also updates old reactions. Also adds support back for special handling, woups. Removes unused helpers that didn't wound up necessary. Adds a comment to a debug function to have it be removed before production merge. Also makes checks not be angy by removing .Find because for some reason that's a macro whatever.
Shadowtail117
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⚖1 Balance
Changes to the balance of the game.
🏆9 Achievement earned
"OriginalNaym wants to merge 0 commits"
📚2 Needs Wiki Update
This PR requires contents of a wiki page to be updated.
🔨1 Tweak
A small change/addition to already existing systems.
🔬1 Code improvement
Code is now easier to copy paste.
labels
Oct 18, 2021
Haha yeah "Tested"
Forgot to mention this but I'm keeping the super simple key-string-based reactant system because it's so damn easy to modify it's a plus rather than a negative. Seriously, admins, this is bliss to work with to mess with the reactants |
https://en.wikipedia.org/wiki/Stellar_nucleosynthesis Also does miscellanious cleanup and adds a hopefully better sorting of reactions This is probably going to irradiate the entire Torch Also fixes a bug where reactants wouldn't be properly added to the copy. 4 hours......
Test Merge Removed |
Rads rads we're the rads
CI is failing on global hash |
And it will probably continue to fail as I modify globals with new features |
Explosions can now be rather destructive. Like, really destructive.
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Haha frick the brig
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Labels
⚖1 Balance
Changes to the balance of the game.
🔬1 Code improvement
Code is now easier to copy paste.
🔨1 Tweak
A small change/addition to already existing systems.
📚2 Needs Wiki Update
This PR requires contents of a wiki page to be updated.
🏆9 Achievement earned
"OriginalNaym wants to merge 0 commits"
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About the Pull Request
See title.
The new React() proc features a smaller code-footprint and hopefully improved readibility.
The current new features include support for decaying reactions as well as generic handling of required reactants and products.
Also added were maxima for both the temperature and energy level of the reactor for reactions to happen.
An improved, but still not complete, distribution system of reactants to reactions should help with making complex systems less random and more probabilistic.
Planned for current additions:
Fit distribution system to a distribution plot making reactions with more reactants present more likely.
Add automatic decay once reactant hits a certain amount to prevent overload.
Add an example implementation of the CNO-Cycle.
Planned:
Rework the entire reactant addition and subtraction system to make it semi-tiered and involve multiple departments for high-end stuff.
Remove the lag monster known as gyrotron.
Rework attached machinery to also require more involvement.
Rework science progression to lock high-level stuff behind new materials.
New materials.
Make the RUST actually radioactive
More to be added.
Please add your suggestions in the comments!
Code review appreciated but please bear in mind this is still in-dev.
Why It's Good For The Game
[TBD]
Did you test it?
Yes - WIP
Changelog
[TBD]
🆑
/:cl: