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
This commit is contained in:
20kdc
2021-05-28 10:44:13 +01:00
committed by GitHub
parent 3ba0c01e4f
commit a3d9562532
20 changed files with 424 additions and 153 deletions

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@@ -26,3 +26,6 @@
- MobMask
- Opaque
- type: ParticleProjectile
- type: SinguloFood
# Energy is setup by the PA particle fire function.

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@@ -39,6 +39,16 @@
!type:AdjacentNode
nodeGroupID: HVPower
- type: RadiationCollector
# Note that this doesn't matter too much (see next comment)
# However it does act as a cap on power receivable via the collector.
- type: Battery
maxCharge: 100000
startingCharge: 0
- type: BatteryDischarger
# 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.
activeSupplyRate: 100000
- type: PowerSupplier
supplyRate: 0
- type: Anchorable
- type: Rotatable
- type: Pullable