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Some radioactive materials decay plasma into fallout

Open MyNameIsRomayne opened this issue 1 year ago • 6 comments

About the PR

Allows materials, namely Cerenkite, to decay fallout on their same tile into fallout gas above a certain temperature threshold. The radioactive material will begin to lose its radioactive properties as it is used for this purpose

dreamseeker_6q3Lge6a4W an example of an experimental setup I created in the development of this feature

Why's this needed?

Allows Toxins to create fallout gas for their own purposes, which may not be possible to obtain on some maps. It holds some value as having an abnormally low SHC, and thus may have a use in the environment. I plan to also give this gas an interesting use, also located in toxins, for scientists to desire to use this for.

Numbers are roughly an attempt at balance and allows a handful of cerenkite ores to convert a canister of plasma. Conversion is largely limited by how quickly the conversion cools existing gas, and such the bottleneck in production becomes heat transfer with the plasma gas.

Scientists are given the choice between creating a sealed chamberburn for an output mix containing low percentages of fallout at a high conversion rate, or using heat transfer between chambers to produce a more """pure""" final product.

Overall allows a lot of experimentation and choice into the methods of production, which I think is sorely needed for Toxins.

Changelog

(u)MeggalBozale
(*)Radioactive material at sufficient temperature will now decay some plasma into fallout gas.

MyNameIsRomayne avatar Jan 30 '24 06:01 MyNameIsRomayne

Worth noting that this would allow "Cold TTVs" or so I believe to be made in toxins. AFAIK this refers to combining a low SHC, cold gas (fallout, namely, being a prime candidate here) with a high SHC, hot gas (agent b, plasma, or whatnot being candiate here) together to potentially create a maxcap in an alternate way. I would be for this since it's interesting and more difficult than current TTVs, so.

MyNameIsRomayne avatar Jan 30 '24 06:01 MyNameIsRomayne

Thank you for all the feedback!! I will work on this asap.

Personally I'm not sure this is a good thing to add at all - fallout is hard to get on purpose because it's dangerous and expensive cpu-wise.

This should be somewhat difficult to get in large quantities from toxins, it's meant to be another option if there's no reactor or barrels around. As it is, it's possible to get 100 moles of radgas from any barrel of radioactive waste, which is not too bad to get on maps containing reactors. (And w/ a random room containing a lot of barrels). Radgas being dangerous is part of why I think it would be nice to make in toxins, as it could be interesting to use in explosives. (I'd like to iron out an idea like that and its practicality first, though.)

Not sure what I can do for it being CPU-intensive except for noting that this is, ideally, difficult to obtain in large quantities quickly using toxins. I can see if I can make it a little better, but I imagine it's just because radgas does so much already.

MyNameIsRomayne avatar Jan 30 '24 15:01 MyNameIsRomayne

This will proc in reactors due to the trigger, but it will return for owner.loc not being a simulated turf. Reactor should be fine

MyNameIsRomayne avatar Feb 01 '24 15:02 MyNameIsRomayne

A word on the balance, currently - the "radioactive" property has a 1:1 potential as mols of fallout. So one piece of cerenkite only would decay into 5 mols of fallout, though I can easily change this to be higher/lower depending on need for balance. I've not noticed too much harm from releasing a can of fallout, and doing so should take significantly more effort than plasma -- which is much more CPU-intensive than fallout is right now. And just to be sure, all materials now have a 5 second cooldown before decaying fallout (it was getting called a lot for a stack of 100)

MyNameIsRomayne avatar Feb 01 '24 16:02 MyNameIsRomayne

This PR has been inactive for two weeks, and has been automatically marked as stale. This means it is at risk of being auto closed in another week. Please address any outstanding review items and ensure your PR is finished. If you are auto-staled anyway, ask developers if your PR will be merged. Once you have done any of the previous actions then you should request a developer remove the stale label on your PR, to reset the stale timer. If you feel no developer will respond in that time, you may wish to close this PR youself, while you seek developer comment, as you will then be able to reopen the PR yourself.

github-actions[bot] avatar Feb 19 '24 00:02 github-actions[bot]

x

ZeWaka avatar Feb 19 '24 01:02 ZeWaka

i haven't heard of any problems with this

ZeWaka avatar Feb 29 '24 18:02 ZeWaka

Neither have I - but then again I haven't seen much feedback on it at all. The current state of it makes it hard for players to justify using, as far as I would know, I would expect more feedback to surface on this if/when there are more applications for fallout gas. Not sure if any uses for it would be greenlit though, I'd have to discuss them at the least.

MyNameIsRomayne avatar Feb 29 '24 18:02 MyNameIsRomayne

with the buffed numbers it seems we've got one player on the discord messing around with the feature and doing good, considering the infrequency of players messing with toxins thats good to me

MyNameIsRomayne avatar Mar 07 '24 22:03 MyNameIsRomayne