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new engine: fission reactor (try 2) #37397
base: Bleeding-Edge
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new engine: fission reactor (try 2) #37397
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need to add things to material construction menus, as well as make datum code a bit better.
goto goto goto while true
…ian/vgstation13 into edging-my-demon-core
the UI could use some work |
could you be more specific? |
functional but could be prettier/more in line with the other UIs |
The sprites look awful and even given the constraints of 32x32 tiles I would want it to at least visually read "nuclear reactor" to people looking at it |
i'm thinking something a bit different for the reactor ui |
ok, i put the updated reactor UI in the OP, tell me what you think. |
[content]
reopen of #36853 since i'm back to it.
What this does
adds a new engine: fission reactors.
fission reactors are
what is added?
the reactor is a multi-tile engine, whose stats are dictated by the design of it. Besides the design being flexible, so are the fuels you can put into it.
Different fuels have different lifespans, power outputs, and byproducts. The reactor must be constantly cooled, or risk a meltdown.
Luckily for the crew, the reactor is equipped with an automatic shutdown should it lose power, or get too hot (though a saboteur and/or engineer could disable this)
Future updates could add more fuels or reagents to put into the reactor quite easily.
media gallery:
the cargo orders avalible
the starter kit setup
the reactor UI
the fuel machine, as well as the radon gas canister
Why it's good
gives engineers something else to do that has some complexity and customizability. Another way to generate power, another way for traitors to blow up the station, and adds some more ways to get reagents and and new ones to play with.
How it was tested
booted into a test server to ensure that reactors could be built from components in different configurations, the cargo orders were correct, and that nothing broke under normal conditions.
Changelog
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