Make sure code to allow more than 10 machine hulls in the wall is active, add code to generators to check if they are in a clean room, and if so disable output.
No more Ez mode, greggers.
no. just no.
Quite a sensible proposal, the sense of a clean room if inside the diesel is drowned?
For generators that produce pollution, okay.
Maybe leave Naquadah reactors, nuclear reactors, and other clean energy generators alone?
I think limiting it to pollution generating blocks is fine with me.
+1
Unessecary QoL change that will break majority of existing setups. No.
Those setups are exploiting an unintended loophole. Too bad. No different and in fact much less than the salt nerf.
Those setups are exploiting an unintended loophole
They dont. i just did the glass change and the cleanroom has no code what so ever that make this a loophole.
less than the salt nerf.
the salt nerf was not a QoL change, changing this doesnt help balancing anything.
The loophole is that the cleanroom doesn't have the code. LOL
I'm all for removing the ability to generate un-clean energy inside of a clean room.
How about these options:
1) Disable clean rooms - fuck them anyway
2) Disable pollution gens in clean rooms - how does that make any sense... diesel... in a "clean room"
3) Remove cleanroom requirement, make cleanrooms add a bonus to crafting
I'm also in favor if making better machine hulls that would allow more than 1amp through..
The loophole is that the cleanroom doesn't have the code. LOL
What you mean is, Pollution is too simple to implement it, so we never did.
The Cleanroom code is disgusting, and worth a total rewrite for how it handles stuff..
/2cents
The Cleanroom code is disgusting, and worth a total rewrite for how it handles stuff..
+1
salt nerf
the salt nerf
You buffed chlorine/sodium production by about 4x, but ok it can be a nerf. Not salty or anything :/
You buffed chlorine/sodium production by about 4x, but ok it can be a nerf. Not salty or anything :/
Stay on topic please. File another ticket if you have a concern.
Pollution gens not allowed would be trivial to implement. The cleanroom already sets a flag for being inside a room. Just update checkRecipe for basic gens to check if the flag is true and if the generator pollutes, shut off.
I'm also in favor if making better machine hulls that would allow more than 1amp through..
I'm ok with that. Aren't the machines needed in the cleanroom typically 1 tier below your active tier anyways? MV machines at HV, etc? Transformers should work.
Battery banks or wireless power would be viable options too.
It's still a bandaid due to how the CR is coded. You'll never support all addon generators unless you do it explicitly. Sounds like the wrong approach.
Aren't the machines needed in the cleanroom typically 1 tier below your active tier anyways?
In my case it's always been the other way around. Pushing for a higher tier Circuit Assembler as soon as possible, before I redo the electricity grid. So the input to the clean room is usually lower tier and insufficient for continuous circuit production.
Allowing more then 10 machin hulls in the wall sucks. You could just spam a shit ton of ulv machin hulls as Walls when you need to build one and jump over the production of plascrete blocks. But I鈥檓 a big fan of multi amp machin hulls
You'll never support all addon generators unless you do it explicitly. Sounds like the wrong approach.
Your generators all subclass BasicGenerator right? What other addon generators would need covered? ElectroMagneticTools?
@bartimaeusnek How does EMT handle generating power? Does it subclass GT BasicGenerator?
@richardhendricks nope. Its a completely custom TE that implements IEnergyConnected.
also don't forget RF and AE generators
I don't think RF and AE generators can easily output EU in quantity, right? And they don't emit pollution anyways.
Allowing more then 10 machin hulls in the wall sucks.
They can only be a percentage of the plascrete, 10% right now I think. So no "spamming" allowed.
Your generators all subclass BasicGenerator right?
No, that's my point.
I implement base classes for each generator, for extra control and because I was texture control.
Most helpful comment
I think limiting it to pollution generating blocks is fine with me.