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Bumping into grilles damages them #3590
Merged
TheFakeElon
merged 3 commits into
BeeStation:master
from
PowerfulBacon:removes-grille-powersink
Feb 10, 2021
Merged
Bumping into grilles damages them #3590
TheFakeElon
merged 3 commits into
BeeStation:master
from
PowerfulBacon:removes-grille-powersink
Feb 10, 2021
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I'd go for 0 - 3, because it overheats and eventually melts down. |
tarkov barb wire scratch sound that makes sense |
Archanial
reviewed
Feb 8, 2021
Co-authored-by: Archanial <37456678+Archanial@users.noreply.github.com>
TheFakeElon
approved these changes
Feb 8, 2021
ss13-beebot
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jlsnow301
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Aug 23, 2023
…lable at lower reputation (#77860) ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
SkyratBot
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Aug 23, 2023
…lable at lower reputation (#77860) ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
TaleStationBot
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Aug 23, 2023
…lable at lower reputation (#77860) ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
vinylspiders
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Aug 23, 2023
… are available at lower reputation [MDB IGNORE] (#23278) * Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation (#77860) ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
NaakaKo
pushed a commit
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Aug 24, 2023
…lable at lower reputation (#77860) ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Iajret
pushed a commit
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Aug 25, 2023
…lable at lower reputation [MDB IGNORE] (#23278) * Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation (#77860) ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Jolly-66
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Aug 28, 2023
…, power sinks are available at lower reputation (#7458) Original PR: tgstation/tgstation#77860 ----- ## About The Pull Request Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again. This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them. In an attempt to finally get people using the _actual_ powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be. I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works. ## Why It's Good For The Game I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period. Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more. ## Changelog :cl: Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /:cl: --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
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About The Pull Request
Deals 0-1 damage every time a grille is bumbed. Will take an average of 100 bumps to fully destroy a grille.
Why It's Good For The Game
Prevents using them to drain all power from a network and creating server lag by conveyoring mobs into them.
Changelog
🆑
tweak: Grilles now take damage when a mob bumps into them.
/:cl: