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Remove quantum solar panels #37798

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merged 1 commit into from
Apr 6, 2020
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ymber
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@ymber ymber commented Feb 7, 2020

Summary

SUMMARY: Content "Remove quantum solar panels"

Purpose of change

Quantum solar panels are well above the efficiency of existing solar panels and aren't well justified by current lore.

Describe the solution

Remove quantum solar panels

Describe alternatives you've considered

Aftershock might want these.

Testing

Game loads as expected.

@ymber ymber added [JSON] Changes (can be) made in JSON Spawn Creatures, items, vehicles, locations appearing on map [C++] Changes (can be) made in C++. Previously named `Code` Items / Item Actions / Item Qualities Items and how they work and interact labels Feb 7, 2020
@ghost
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ghost commented Feb 7, 2020

Will aftershock take them on do you think? @Maleclypse

@Kelenius
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Kelenius commented Feb 7, 2020

They should probably be replaced by something in the lab finales.

@eilaattwood
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eilaattwood commented Feb 7, 2020

They should probably be replaced by something in the lab finales.

The best candidate is vibrator, in my opinion.

@SirPendrak
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They should probably be replaced by something in the lab finales.

I propose a stack of ESAPI ballistic vests

@I-am-Erk
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I-am-Erk commented Feb 7, 2020

Given that I've been slowly removing plutonium fuel cells from various places, but they're still something we want in game, the quantum solar lab finale could be a locker full of fuel cells instead

@Brian-Otten
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The plutonium fuel cell stash would be a great lab finale, as a replacement for the solar panels or otherwise.

@ymber
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ymber commented Feb 7, 2020

Added plutonium cells where quantum solar panel lab spawns used to be.

@Brian-Otten
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I think 1-10 plutonium cells might feel a bit disappointing as a lab finale reward, specifically the chance for it to be only 1 or 2. It seems that if it is the labs plutonium cell storage they would have a good amount, and it being weighted something more like 8-20 would make it feel more on par with the other lab finales balance wise. if we feel that's a bit much making it at least 3-10 would also work.

@Maleclypse
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Will aftershock take them on do you think? @Maleclypse

Yes. It will probably go well with the new supertech crafting. We won't be able to put it back into lab finale's until those are JSONized, right?

@anothersimulacrum
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anothersimulacrum commented Feb 8, 2020

Nope. It'd be fairly easy to JSON-ize those though (verging on JSON-only, just need someone to rip out the old code (I'd be willing to do this, for the record)).

@I-am-Erk
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I-am-Erk commented Feb 8, 2020

Since I'm trying to make JSON lab maps, I'd appreciate that

@Maleclypse
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I see the mapgen.cpp won't really affect Aftershock taking on these two items but will the bionics.cpp, iuse.cpp and items.cpp changes prevent these items from working in Aftershock?

@ymber
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ymber commented Feb 9, 2020

Yeah that code was supporting the quantum solar backpack. Hardcoding item ID strings was a bad way of implementing it and it needs generalizing.

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@kevingranade
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If you're going to nuke the support code, you need to migrate the quantum panels instead of just obsoleting them. They're still going to exist, but this PR makes them silently stop working.

So either leave in the code that makes them work or add migration entries to turn existing quantum panels into some kind of remaining solar panel.

@Maleclypse
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Does that mean I was right to ask above if this current PR would prevent them from working in Aftershock?

@esotericist
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Does that mean I was right to ask above if this current PR would prevent them from working in Aftershock?

yeah, this PR as written will make quantum solar backpacks non-functional.

given that there's desire to keep the item extant in aftershock, what should probably happen instead is adding a mechanism for a backpack to specify its efficiency.

@ymber
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ymber commented Mar 6, 2020

Yeah specifying power output for generator type items was the plan from the start. I just haven't had time to sort this out properly.

@ZhilkinSerg
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Can you resolve conflicts please?

@ZhilkinSerg ZhilkinSerg merged commit 5fe87b4 into CleverRaven:master Apr 6, 2020
@ymber ymber deleted the remove_qsolar branch April 6, 2020 09:54
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