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TEG visual update #9195
TEG visual update #9195
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Time to make flaming monkey TEG engine set up |
To me the sprites feels out of place because it's too detailed compared to the rest of the game |
I anyone can suggest some good sounds to use for the TEG (either from within the codebase, on other servers, or elsewhere) please let me know! |
The artstyle doesn't fit our current one but it looks fucking amazing |
I think it fits way better then some other sprites that are in this game. Not to mention how amazing it looks. I think that it will work just fine |
I think it would look better if stuff got a visual detail overhaul |
You'll get used to it, and before long you'll find it fits perfectly fine. Granted, I have been forced to stare at this TEG for a while now, but it looks super awesome in Eclipse's natural teg habitat. The 3/4 perspective helps it fit in much nicer than the old one, I believe. The actual design of it is quite simple too, I don't think it's too detailed. The components are mostly just big chunks of metal, besides the turbine/heatsink bits on the circulators. The old teg is arguably more detailed. |
## About The Pull Request Ports TEG from Ship Test ( Code) / Yog station (visuals). shiptest-ss13/Shiptest#817 Visuals: yogstation13/Yogstation#9195 TEG in this file uses different power generation, which requires some different setups for it to generate power. You cant just plug couple of thermomachines, set them to max with easy to make hypernoblium to make 200 MW of power, you can stack TEGS so it would even more power Im using logistic function from Shiptest which will only start making power when temperatures are going to reach quite high, so you will need proper burn chamber or at least burn can. Its something different than pluging teg to few thermomachines and making more than SM multiplied by 100. /// A function that exponentially approaches a maximum value of L /// k is the rate at which it approaches L, x_0 is the point where the function = 0 #define LOGISTIC_FUNCTION(L,k,x,x_0) (L/(1+(NUM_E**(-k*(x-x_0))))) ## Why It's Good For The Game When SM explodes it will make most of the round run with no power or not enough to support whole station. Sometimes new engineers dont want to mess with SM because they are affraind of blowing it up. Thermo-electric generator was always a nice addon for extra power, Im not sure about the balance tho...might need to have efficiency tweaked a bit down...but its a one line of code changed...so far it can make 2MW with the setup in the bottom image. Perhaps another engine for our modular engine PR, or just another project for our nice atmos engineers. TEG is tricky to set up, due to new pump limits when working with hight temperatures, but it can be worked with with special setups. ## Changelog :cl: add: Added back TEG to techwebs and engineering protolathe image: Changed TEG sprites from YogStation. Credits to original author. /:cl: --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: Esixdotnet <156951974+Esixdotnet@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com> Co-authored-by: thegrb93 <grbrown93@sbcglobal.net> Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Intent of your Pull Request
This PR completely revamps the visual experience surrounding the TEG. Special thanks to Pawn for making these beautiful sprites and allowing us to use them here.
The primary change is how the TEG looks- rather than looking like a large machine, the three parts of it are clearly distinguished, yet connected. Both circulators, instead of spinning, emit light that reflects the mode they are in and how well they are performing.
The secondary change to this PR is how the TEG behaves. Power generation and interaction with gasses is unaffected. However, many of the building steps to build, deconstruct, and move the TEG around have been changed. You'll feel it's much smoother now, and the TEG will act more like a cohesive unit rather than a bunch of adjacent parts. This was done to avoid the odd visual situation of half-connected parts or whatnot.
The TEG now has broken state sprites, created by myself. I made a large amount of other minor edits to make it feel more at home here on Yogs. Sorry Pawn, I added more colors.
Here is a mockup of the TEG's animations; they have been altered slightly:
Old TEG:
Changelog
🆑 Pawn, Partheo
tweak: the TEG's construction steps have been altered slightly for visual consistency.
imageadd: the TEG's visuals have been completely redone. Sprites by Pawn.
tweak: the TEG circulators can now be flipped with a crowbar.
/:cl: