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ItemDurationMultiplier Implementation and Phase RTG Adjustment #9664
ItemDurationMultiplier Implementation and Phase RTG Adjustment #9664
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Duration issues when there is no items left, duration is set to 1, affecting while it's still "valid".
killer check for null |
nice, should be fixed |
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) |
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 |
Also made the imports now wildcards
This is now truly ready for review.... |
Co-authored-by: Anuken <[email protected]>
really thankful I found something that can work from Seperator.java
Okay the new consume ui... This is going to be tough |
I'll try to integrate it into the new UI tomorrow if I have time. |
I'll probably do my own attempts if you don't time tomorrow But in gratitude, thanks |
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Demo: [OUTDATED]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:
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Demo: [OUTDATED]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
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/itemPhase RTG:
(60%)*270 pu/sec * 210 sec / 4 item-thorium
= 8505 pu/itemThorium Reactor:
900 pu/sec * 6 sec / 1 item-thorium
= 5400 pu/itemThe 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.)
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