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ItemDurationMultiplier Implementation and Phase RTG Adjustment #9664

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SomeonesShade
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@SomeonesShade SomeonesShade commented Mar 21, 2024

Implemented Item Duration Multipliers as another dial to balance Consume Generators.

As there is coupling with the item properties and power output, this is a way to adjust it properly as showcased with rtg phase. Buffing it to high radioactive properties just to balance one block is too tightly coupled to work with.
Also, Mods can also now balance different power blocks using the same item affinity being used, really great!

Demo: [OUTDATED]

Screen.Recording.2025-01-14.194735.mp4

Stats shown are only for demo... except for phase RTG

Buffed RTG Phase to give it a unique and useful dynamic against thorium,

I was deciding if I should make a dedicated suggestion post for it, but for now this will suffice

Reason:

  • It is pretty terrible. Consumes 4 thorium and 10 sand, for 60% power output.
  • Now instead of having a bad performing item that doesn't add much to the game...
  • Making it viable and playing to how consume generators handle when there are multiple items...
    The player can have an underbelly of really item efficient but terrible tile/cost efficiency to be used in the lategame, while feeding in raw thorium ore for more power yield can be a really nice dynamic to work with.

Demo: [OUTDATED]

Screen.Recording.2025-01-14.204021.mp4

Showcasing the two items' interplay and dynamics... 67 RTG

  • Phase takes a long time before everything is fed to 10 items.
  • When it does, the logic allows to insert in thorium causing more power to be injected in by having excess thorium going in.
  • This causes the power to variate, increasing the overdomed phase RTGs to be above their expected (~27k power).
  • Although with thor RTG being worse than Thorium Reactor in item efficiency...
    The dynamic is that it acts as a thorium sink if you have excess thor but dont want to build new infrastructure, and phase RTG allows you to scale it by quite a lot.

Okay... why 210 seconds?

Math [Power Units / Item]: Item Efficiency
Thor RTG: 270 pu/sec * 14 sec / 1 item-thorium = 3780 pu/item
Phase RTG: (60%)*270 pu/sec * 210 sec / 4 item-thorium = 8505 pu/item
Thorium Reactor: 900 pu/sec * 6 sec / 1 item-thorium = 5400 pu/item

The floor here is to make sure that at least Phase RTG is better than Thorium Reactor's pu/item-thor
Since Phase RTG costs a lot more (via fabricated materials) and has 10 sand to deal with... I'd say it's an okay number.
It can be reduced anyway easily if people do somehow get a good argument on why its broken.

Extra Notes:

Pyratite Steam? I think its fine for the lategame copper tech anyway, since it can never nor should be competitive with differential generator. Although others (or me if I change my mind) can advocate for a change.

(Blast Steam... yeah I tried but there is no way to make it work lol in concept. Massive water consumption is tackled with spore, pyra has high power/refined/coal efficient, and coal.... is the raw ore into power conversion. Blast has no place.)

If your pull request is not translation or serverlist-related, read the list of requirements below and check each box:

  • I have read the contribution guidelines.
  • I have ensured that my code compiles, if applicable.
  • I have ensured that any new features in this PR function correctly in-game, if applicable.

Extras:

  • setStats() Implemented

Duration issues when there is no items left, duration is set to 1, affecting while it's still "valid".
@camelStyleUser
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killer check for null

@SomeonesShade
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SomeonesShade commented Mar 21, 2024

nice, should be fixed
btw should i wait for #9633 in doing the ui? I can probably make my own (at least good enough for now)

@SomeonesShade SomeonesShade marked this pull request as draft March 30, 2024 01:50
@SomeonesShade
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this pr would be repurposed for just rtg buffs directly, I'll probably drop the hjson support since I'm not qualified for it (unless it already does work)

@SomeonesShade SomeonesShade changed the title Added itemDurationMultipliers to ConsumeGenerator RTG Buffs via ItemDurationMultiplier Oct 11, 2024
@SomeonesShade
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SomeonesShade commented Jan 14, 2025

welp thats a related suggestion post Anuken/Mindustry-Suggestions#5392

I'll probably undraft this, since it is technically ready

worse case scenario, i'd use the description as a way to communicate the duration

…wait I didn’t add in the duration bruv, going to commit it in

@SomeonesShade SomeonesShade marked this pull request as ready for review January 14, 2025 02:14
@SomeonesShade SomeonesShade marked this pull request as draft January 14, 2025 02:16
@SomeonesShade SomeonesShade changed the title RTG Buffs via ItemDurationMultiplier ItemDurationMultiplier Implementation and Phase RTG Adjustment Jan 14, 2025
@SomeonesShade SomeonesShade marked this pull request as ready for review January 14, 2025 13:10
@SomeonesShade
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This is now truly ready for review....

@SomeonesShade
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Implemented in setStats()

image

Mockup when multiple items are in play: (only above is the real one)

image

@SomeonesShade
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Okay the new consume ui...
need to integrate properly

This is going to be tough

@Anuken
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Anuken commented Feb 7, 2025

I'll try to integrate it into the new UI tomorrow if I have time.

@SomeonesShade
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I'll probably do my own attempts if you don't time tomorrow

But in gratitude, thanks

@Anuken Anuken closed this in 710895f Feb 8, 2025
@SomeonesShade SomeonesShade deleted the ConsumeGenerator-ItemDurationMultipliers branch February 8, 2025 08:00
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4 participants