This commit is contained in:
TemporalOroboros
2023-06-28 05:02:06 -07:00
committed by GitHub
parent 638026878e
commit d9de405859
35 changed files with 965 additions and 1005 deletions

View File

@@ -6,7 +6,7 @@
components:
- type: StorageFill
contents:
- id: AMEPart
- id: AmePart
amount: 9
- type: entity
@@ -15,7 +15,7 @@
components:
- type: StorageFill
contents:
- id: AMEJar
- id: AmeJar
amount: 3
- type: entity
@@ -24,7 +24,7 @@
components:
- type: StorageFill
contents:
- id: AMEControllerUnanchored
- id: AmeControllerUnanchored
# Singularity

View File

@@ -23,9 +23,9 @@
- type: MachineBoard
prototype: ParticleAcceleratorFuelChamberUnfinished
componentRequirements:
AMEFuelContainer:
AmeFuelContainer:
Amount: 1
DefaultPrototype: AMEJar
DefaultPrototype: AmeJar
ExamineName: AME Fuel Jar
materialRequirements:
Glass: 10

View File

@@ -1,6 +1,6 @@
- type: entity
parent: BaseItem
id: AMEJar
id: AmeJar
name: AME fuel jar
description: A hermetically sealed jar containing antimatter for use in an antimatter reactor.
components:
@@ -10,7 +10,7 @@
- type: Sprite
sprite: Objects/Power/AME/ame_jar.rsi
state: jar
- type: AMEFuelContainer
- type: AmeFuelContainer
- type: StaticPrice
price: 500
- type: GuideHelp

View File

@@ -1,6 +1,6 @@
- type: entity
parent: BaseItem
id: AMEPart
id: AmePart
name: AME part
description: A flatpack used for constructing an antimatter engine reactor. Use a multitool to unpack it.
components:
@@ -10,7 +10,7 @@
- type: Sprite
sprite: Objects/Power/AME/ame_part.rsi
state: box
- type: AMEPart
- type: AmePart
- type: StaticPrice
price: 500
- type: GuideHelp

View File

@@ -1,5 +1,5 @@
- type: entity
id: AMEController
id: AmeController
name: AME controller
description: It's a controller for the antimatter engine.
placement:
@@ -11,6 +11,11 @@
snapCardinals: true
sprite: Structures/Power/Generation/ame.rsi
state: control
layers:
- state: control
- state: control_on
map: ["display"]
visible: false
- type: Physics
- type: Fixtures
fixtures:
@@ -44,19 +49,26 @@
noRot: true
- type: Anchorable
- type: Pullable
- type: AMEController
- type: AmeController
- type: Explosive
explosionType: Default
intensitySlope: 5
maxIntensity: 60
- type: ActivatableUI
key: enum.AMEControllerUiKey.Key
key: enum.AmeControllerUiKey.Key
- type: UserInterface
interfaces:
- key: enum.AMEControllerUiKey.Key
type: AMEControllerBoundUserInterface
- key: enum.AmeControllerUiKey.Key
type: AmeControllerBoundUserInterface
- type: Appearance
- type: AMEControllerVisuals
- type: GenericVisualizer
visuals:
enum.AmeControllerVisuals.DisplayState:
display:
Off: { visible: false }
On: { state: control_on, visible: true }
Critical: { state: control_critical, visible: true }
Fuck: { state: control_fuck, visible: true }
- type: NodeContainer
examinable: true
nodes:
@@ -72,7 +84,7 @@
supplyRate: 0
- type: ContainerContainer
containers:
AMEController-fuelJarContainer: !type:ContainerSlot {}
AmeFuel: !type:ContainerSlot {}
- type: GuideHelp
guides: [ AME, Power ]
- type: Electrified
@@ -85,8 +97,8 @@
- type: entity
noSpawn: true
parent: AMEController
id: AMEControllerUnanchored
parent: AmeController
id: AmeControllerUnanchored
suffix: Unanchored
components:
- type: Transform
@@ -95,7 +107,7 @@
bodyType: Dynamic
- type: entity
id: AMEShielding
id: AmeShielding
name: AME shielding
description: Keeps the antimatter in and the matter out.
placement:
@@ -107,6 +119,15 @@
drawdepth: Walls
sprite: Structures/Power/Generation/ame.rsi
state: shield_0
layers:
- state: shield_0
- state: core
map: ["core"]
visible: false
- state: core_weak
map: ["core_glow"]
shader: unshaded
visible: false
- type: Physics
- type: Fixtures
fixtures:
@@ -141,7 +162,7 @@
mode: CardinalFlags
base: shield_
key: ame_shield
- type: AMEShield
- type: AmeShield
- type: NodeContainer
nodes:
ame:
@@ -153,9 +174,19 @@
energy: 0.5
color: "#00AAFF"
- type: Appearance
- type: AMEShieldingVisuals
- type: GenericVisualizer
visuals:
enum.AmeShieldVisuals.Core:
core:
True: { visible: true }
False: { visible: false }
enum.AmeShieldVisuals.CoreState:
core_glow:
Off: { visible: false }
Weak: { state: core_weak, visible: true }
Strong: { state: core_strong, visible: true }
- type: Construction
graph: AMEShielding
graph: AmeShielding
node: ameShielding
- type: GuideHelp
guides: [ AME, Power ]

View File

@@ -1,18 +1,18 @@
- type: constructionGraph
id: AMEShielding
id: AmeShielding
start: start
graph:
- node: start
- node: ameShielding
entity: AMEShielding
entity: AmeShielding
edges:
- to: start
completed:
- !type:AdminLog # I don't like logging it like this. The log should include the user, AMEShielding EntityID, and AMEPart EntityID, and there should also be a start of attempt log.
message: "An AME shielding was deconstructed"
- !type:SpawnPrototype
prototype: AMEPart
prototype: AmePart
amount: 1
- !type:DeleteEntity
steps:

View File

@@ -6,9 +6,9 @@ The AME is one of the simplest engines available. You put together the multi-til
## Construction
<Box>Required parts:</Box>
<Box>
<GuideEntityEmbed Entity="AMEController"/>
<GuideEntityEmbed Entity="AMEPart"/>
<GuideEntityEmbed Entity="AMEJar"/>
<GuideEntityEmbed Entity="AmeController"/>
<GuideEntityEmbed Entity="AmePart"/>
<GuideEntityEmbed Entity="AmeJar"/>
</Box>
To assemble an AME, start by wrenching down the controller on the far end of a HV wire. On most stations, there's catwalks to assist with this. From there, start putting down a 3x3 or larger square of AME parts in preparation for construction, making sure to maximize the number of "center" pieces that are surrounded on all 8 sides.

View File

@@ -53,6 +53,12 @@ FoodCondimentBottleSmallHotsauce: FoodCondimentBottleHotsauce
FoodBakedCookieFortune: FoodSnackCookieFortune
GunSafeSubMachineGunVector: GunSafeSubMachineGunDrozd
# 2023-05-24
AMEController: AmeController
AMEJar: AmeJar
AMEPart: AmePart
AMEShielding: AmeShielding
# 2023-05-29
OrGate: null