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Add a civilian grade bananium generator for heavy shuttles and stations. #2882
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Add a civilian grade bananium generator for heavy shuttles and stations. #2882
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Actually not a bad idea. Use it to poison everyone, and its a felony. But use it properly and you are fine. |
PR updated and etc. |
I'll probably down this to 40k normal, 80k max so the contra one still valid, and lower the rads to half. No changes needed for hyper. |
Disagree. With a tier 3 research requirement, mapping needs, death potential and the additional cost? I'd keep this generator as is and really lean into the hyper as a "ooooh" find. Let the hyper crank up to 80/120 and knock you right on you rear. |
…both. Dvir is happy and the mchobo is lethal.
Updated the Hyper Pacman to 120/80 to align with the request for differentiation. |
Isn't that roughly what an AME produces? Is that something that is fine or will the AME also be upped in power output (in which case we might have some kind of power creep?) |
At the present the only plans that I am aware of is that the hyperpacman will remain a rare to extremely rare contraband find and there are no current plans for the AME. |
No thanks. Let this be a viable alternative to smaller ships that would otherwise need an AME which is completely overkill. |
This PR is good as it is, going to merg it soon unless someone has feedback to add. |
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I like the idea, but I do have a few suggestions.
- The PROFPACMAN should probably be less radioactive overall.
- The HYPERPACMAN should probably consume more fuel than it does (it's currently incredibly strong) but serve more of a purpose in radiation collection.
- We could reduce the HYPERPACMAN to class 2 contraband so it'd be runnable with permission (why not - it's dangerous but serves a mechanical purpose, should let people play with the toys)
Resources/Prototypes/_NF/Catalog/VendingMachines/Inventories/fuelvend.yml
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Resources/Prototypes/_NF/Entities/Structures/Power/Generation/portable_generator.yml
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Resources/Prototypes/_NF/Entities/Structures/Power/Generation/portable_generator.yml
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Resources/Prototypes/_NF/Entities/Structures/Power/Generation/portable_generator.yml
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…uelvend.yml Co-authored-by: Whatstone <[email protected]>
…portable_generator.yml Co-authored-by: Whatstone <[email protected]>
…portable_generator.yml Banana prices about to skyrocket. Co-authored-by: Whatstone <[email protected]>
Got a set of suggestions up here: https://github.com/dustylens/frontier-station-14/compare/hyperpacman-rationalization-pass...whatston3:frontier-station-14:2025-02-18-dankey-kang?expand=1
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Discussed Whatstone's suggestions with them and they generally strike me as a positive and interesting direction to take things. Pending maintainer blessing on moving things in this direction consider my position a thumbs up and feel free to merge them in. |
Just checking in. Is this PR good to go as is? Or is it pending a rebuild of some type? |
If it's alright by you, merge in that D-K branch, then this seems fine to me. Others might disagree, but I'd approve it. |
…/frontier-station-14 into hyperpacman-rationalization-pass
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Looks good to me, nanner strats.
About the PR
Why / Balance
It's time.
Long since past time really.
This is an excellent generator for Frontier. It would be excellent to map on a number of shuttles and facilities. Its current place as 80% meme and 20% rare but illegal loot feels like something that has moved past its time.
I believe that this generator could fill a niche that is otherwise occupied by the AME far more cleanly on a number of designs. Furthermore I do not believe that a suitably mapped shuttle would lack for the safety equipment required to facilitate its use without making it a death sentence.
It has existed in Frontier for some time without incident. I believe it's time.
How to test
Check fuel vend.
Check contraband description.
Ensure that the lathe/research recipes aren't scuffed. That one is always complicated and weird.
Media
Requirements
Breaking changes
Changelog
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