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Solar tiers #6155

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merged 9 commits into from Feb 21, 2014

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@Soyweiser
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commented Feb 17, 2014

Added tiered solar panels. As suggested here: http://smf.cataclysmdda.com/index.php?topic=5379.0

solar v1 (the normal one) generates 111 power (nerfed back from my previous upgrade). Available in reinforced version (111 power)
solar v2 generates 222 power. Available in reinforced version (200) both as a rare recipe found in the robots for fun and profit book.
solar v3, the quantum solar panel. Found in the item lab ends.

Solar panels drop solar cells when they are damaged by Z's.

Fixed some of the badly placed items in the item lab ends.

Reduced solar cell item weight by half.

Soyweiser added some commits Feb 17, 2014

Added tiered solar panels.
solar v1 (the normal one) generates 111 power (nerfed back from my previous upgrade). Available in reinforced version  (111 power)
solar v2 generates 222 power. Available in reinforced version (200) both as a rare recipe found in the robots for fun and profit book.
solar v3, the quantum solar panel. Found in the item lab ends.

Solar panels drop solar cells when they are damaged by Z's in the ame.

Fixed some of the badly placed items in the item lab ends.
Reduced solar cell weight by half. only half a kg now. So solar panel…
…s are not likely to dissasemble into more weight.
"type":"GENERIC",
"id" : "solar_panel_v3",
"name" : "quantum solar panel",
"description" : "A strangly looking solar panel that has been covered with special materials. Looks very space age tech. Should provide a lot of power if installed on a vehicle. But looks fragile.",

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@KA101

KA101 Feb 17, 2014

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"This solar panel is obviously cutting-edge technology and given where you found it, should probably provide a LOT of power. It's covered in strange-looking material, but the covering looks rather fragile; it doesn't look like it could support a reinforcing sheet, either."

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@Soyweiser

Soyweiser Feb 17, 2014

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Changed.

@i2amroy

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commented Feb 17, 2014

So how do these different ones compare in power generation to the pre-nerf solar panels? (Just for comparison purposes).

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commented Feb 17, 2014

pre nerf was 1111 power
Nerf 111 power
Recent addition 167. (#6126 )
This:
Tier 1: 111, reinforced 111
Tier 2: 222, reinforced 200
Tier 2: 555, no reinforced version.

@Soyweiser Soyweiser closed this Feb 17, 2014

@Soyweiser Soyweiser reopened this Feb 17, 2014

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commented Feb 17, 2014

Had some trouble commiting the updated description.

@NaturesWitness

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commented Feb 17, 2014

Why have the lvl 2 reinforced panel generate less power?

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commented Feb 18, 2014

@NaturesWitness some sort of balance idea. the safety harness stops some solar power getting in. Im now wondering why I didn't make the lvl1 also generate less power.

"id" : "solar_panel_v2",
"name" : "upgraded solar panel",
"description" : "Electronic device that can convert solar radiation into electric power. Useful for crafting. This panel has been upgraded to convert more sunlight into power.",
"weight" : 16000,

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@KA101

KA101 Feb 18, 2014

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FWIW the additional solar cells you're adding weigh 4000, whereas the net weight increase from the first solar panel is only 2000. (Unless I misread the recipe, you include a solar panel in it along with the cells and some infrastructure.) Might want to check or explain that before we get bug reports.

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commented Feb 18, 2014

I always thought the balance came from the higher weight and difficulty getting the materials. AFAIK, the only way to get reinforced panels is to make them yourself, and reinforced glass doesn't grow on trees. Making them generate 11% less power after doing all the work it takes to get one seems excessive.
Of course, I may be SLIGHTLY biased, since I made the original reinforced panels (at least, I think I did? My memory's not what it used to be, and it was bad to start with)

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commented Feb 18, 2014

I'll look into those issues tomorrow. bit tired now

@Zireael07

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commented Feb 18, 2014

I love the tiered panels.

Soyweiser added some commits Feb 18, 2014

Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA
…into Solar_Tiers

Conflicts:
	src/mapgen.cpp
Updated weights and volumes.
Nerfed the reinforced solar panel (was 111, is now 100, all that metal and glass gets in the way). Reduced the smashing loot drops a bit.
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commented Feb 18, 2014

Reduced the output of the reinforced solar v1 from 111 to 100.
Reduced some of the vehicle smashing drops. (Made them more in line with each other).

Did some volume and weight updates here are my crude math notes:
Solar v1
scrap weight: 9252
parts
power supply 2x 113 226
amplifier 2x 114 228
solar cell 12 x 500 6000
cable 20 x 2 40
weight 6494

solar v1 R
scrap: 9520 2380 791 2000 = 14691
parts
scrap: 113
reinforced pane 10040
solar panel 1
total ?? + 10153

solar v2
scrap: 10252
solar panel 1
power supply x2 226
amp 228
solar cell 4000
cable 20
total ?? + 4494

solar v2 R
scrap: 15691
parts:
solar panel v2 <??2>
scrap 2x 226
pane 10040
wire 2x 151 = 302
total ??2 + 10568

solar v3
scrap: 11252

Weight v1 should be at least 9252 and 6494 it is now 14000 (seems allright, so is 14000)
Weight v1r should be at least 14691 and +10153 is now 24143 (off by 10)
Weight v2 should be at least 10252 and + 4494 is now 16000 (should be 14000 + 4494, so <??2> is 18494)
Weight v2r should be at least 15691 and <??2> + 10568 is now 26143 (should be 18494 + 10568. So it would be 29062)
weight v3 should be at least 11252 is now 31752. Will reduce it to 14000. So it is nice and light, it is a rare end game quality material after all.

Volume works like this: solar 1 = 12, reinforcement adds 14, v2 adds 4, so v2r is volume 12+14+4 = 30) solar v3 is volume 18. Arbitrarily.

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commented Feb 18, 2014

What are your opinions on the 11% reinforcement reduction?

@NaturesWitness

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commented Feb 18, 2014

Personally, I think 11% is a little high. Do you think we could bump it to about 6% or so?

On a related note, I really do love this PR, particularly that you're doing the reinforced panels and putting so much thought into the values of things like the weight, volume, etc. I just realized today that none of my previous comments actually mentioned how much I like the PR as a whole.

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commented Feb 18, 2014

I'd like to say that I totally support this PR. I'm really looking forward to it!

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commented Feb 18, 2014

I say it's a good tradeoff.

Soyweiser added some commits Feb 19, 2014

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commented Feb 19, 2014

Reduced the reduction from 11% to 6%. And updated the description on the solar panels. (changed the useful for crafting into useful on a vehicle, and added the note about effectiveness reduction).

Edit: consider it done now. Unless there are bugs ofcourse.

Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA
…into Solar_Tiers

Conflicts:
	data/json/items/vehicle_parts.json

@KA101 KA101 self-assigned this Feb 19, 2014

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commented Feb 20, 2014

Done but content-frozen, sorry. Remind me once the freeze lifts?

@KA101 KA101 removed their assignment Feb 20, 2014

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commented Feb 20, 2014

Will do.

@kevingranade

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commented Feb 20, 2014

This was ready to go when I announced the freeze, so it can slip in

@KA101 KA101 self-assigned this Feb 20, 2014

@KA101 KA101 merged commit 9a2ab14 into CleverRaven:master Feb 21, 2014

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@Soyweiser Soyweiser deleted the Soyweiser:Solar_Tiers branch Feb 23, 2014

@yowshi

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commented Apr 25, 2014

maybe buff them a little? i have a scooter which has waited 20 days and because cdda rains almost constantly even with 2 normal and 1 quantum panel i am not even filled one storage battery.it's sitting at 18% which wont go far especially when i am bringing back 2 trunk fulls of loot if i can ever take it out

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commented Apr 25, 2014

@yowshi Two-month-old PR? Better to open an Issue, IMO.

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