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Bumping into grilles damages them #3590

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merged 3 commits into from
Feb 10, 2021

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PowerfulBacon
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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:

@PowerfulBacon PowerfulBacon linked an issue Feb 7, 2021 that may be closed by this pull request
@eeSPee
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eeSPee commented Feb 7, 2021

I'd go for 0 - 3, because it overheats and eventually melts down.

@Sinestia
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Sinestia commented Feb 7, 2021

tarkov barb wire scratch sound
/s
oh wait i read it as damaging the user

that makes sense

Co-authored-by: Archanial <37456678+Archanial@users.noreply.github.com>
@TheFakeElon TheFakeElon merged commit 8b4f827 into BeeStation:master Feb 10, 2021
jlsnow301 pushed a commit to tgstation/tgstation that referenced this pull request 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 pushed a commit to Skyrat-SS13/Skyrat-tg that referenced this pull request 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 pushed a commit to TaleStation/TaleStation that referenced this pull request 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 pushed a commit to Skyrat-SS13/Skyrat-tg that referenced this pull request 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 to Bird-Lounge/Skyraptor-SS13 that referenced this pull request 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 to Iajret/FluffySTG that referenced this pull request 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 pushed a commit to TaleStation/TaleStation that referenced this pull request 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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Ghetto powersink is too strong
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