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[MERGED PR] ATMOS Pipe Repair and Replacement
#1
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PULL REQUEST DETAILS

[feature][input wanted][balance]




About the PR

1. Adding new state for simple atmos pipes. "Destroyed"
* All contents of the pipe segment (gas) will be passed to the turf/tile.
* "Destroyed" state becomes the more likely state when **exploded** instead of pipe removal.
* Destroyed state becomes a possible state when pipe pressure exceeds **10 times** the fatigue pressure.
[Image: 107140995-d0318e80-68da-11eb-8136-69f6b1b4562c.png]

2. Destroyed state requires the piping segment be replaced by rods.
* 15 second duration (~7 seconds with carpenter or engineering training)
[Image: 107140857-fd317180-68d9-11eb-874f-fbdf6e5e9546.png][Image: 107140867-028ebc00-68da-11eb-83f0-9a84fdbf8553.png]
* 4 welds to fully repair
[Image: 107140870-0589ac80-68da-11eb-95f5-d31518bbe796.png]

3. Ruptured pipe **can** continue to rupture to a higher state.

Why's this needed?
Addresses issues and complaints about engineering getting bombed by providing engineering the capability of replacing severely damaged sections of pipe.

Changelog


Code:
changelog
(u)Azrun
(*)Atmospheric pipes have a new severely damaged state that requires replacement by rods (and then welding).  Reduced chance of removing pipes from explosions in favor of new state.  Can also achieve new state through extreme pressure...


PULL REQUEST DETAILS
#2
Pretty solid. Surprised there isn't much more buzz about this idea. It's not exactly completely constructable atmos systems like on other codebases but adding multiple pipe destruction states and making complete removal less likely does do a reasonable job of ameliorating how if you completely lose a pipe, you can't build another one due to the lack of constructable atmos (barring some obscure techniques). And hey, there might be better ideas, but this is a pretty good one.
#3
(02-09-2021, 03:26 PM)Studenterhue Wrote: Pretty solid. Surprised there isn't much more buzz about this idea. It's not exactly completely constructable atmos systems like on other codebases but adding multiple pipe destruction states and making complete removal less likely does do a reasonable job of ameliorating how if you completely lose a pipe, you can't build another one due to the lack of constructable atmos (barring some obscure techniques). And hey, there might be better ideas, but this is a pretty good one.

Yeah, this is a step in the right direction. Having true construct-able pipes? Thats the dream, but this is just the right step. Now I no longer need to give up on engineering because a wizard warps in and either fireballs and RNG's my pips away, or casts pandemonium and just deletes everything.
#4
Would it be possible to reinforce the pipes using some sheets/rods and a welder? Would be useful for Molitz B hellburns where pipes will instantly break after repairing them
#5
(02-10-2021, 08:16 AM)mralexs Wrote: Would it be possible to reinforce the pipes using some sheets/rods and a welder? Would be useful for Molitz B hellburns where pipes will instantly break after repairing them

that's just a normal effect of hellburns, the pipes are gonna burst.
#6
(02-10-2021, 02:06 PM)DimWhat Wrote:
(02-10-2021, 08:16 AM)mralexs Wrote: Would it be possible to reinforce the pipes using some sheets/rods and a welder? Would be useful for Molitz B hellburns where pipes will instantly break after repairing them

that's just a normal effect of hellburns, the pipes are gonna burst.


Exactly.  I had considered allowing for matsci to have an impact on thermal conductivity and fatigue pressure but I don't want people to self bomb the lips to repair with better pipe....

That would be an interesting feature for constructable atmos.


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