Makes the singularity engine actually work stably. (#4068)
* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent. * Fix bugs with radiation collectors producing infinite power. * Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve) Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless. * Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that * Fix singularity shader * Map in an unfinished PA into Saltern * Correct PA particles being counted twice by singularity calculations, add singulo food component * Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level * Apply suggestions on 'jazz' PR
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@@ -26,3 +26,6 @@
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- MobMask
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- Opaque
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- type: ParticleProjectile
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- type: SinguloFood
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# Energy is setup by the PA particle fire function.
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@@ -39,6 +39,16 @@
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!type:AdjacentNode
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nodeGroupID: HVPower
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- type: RadiationCollector
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# Note that this doesn't matter too much (see next comment)
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# However it does act as a cap on power receivable via the collector.
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- type: Battery
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maxCharge: 100000
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startingCharge: 0
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- type: BatteryDischarger
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# This is JUST a default. It has to be dynamically adjusted to ensure that the battery doesn't discharge "too fast" & run out immediately, while still scaling by input power.
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activeSupplyRate: 100000
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- type: PowerSupplier
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supplyRate: 0
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- type: Anchorable
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- type: Rotatable
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- type: Pullable
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