Antimatter not producing lots of energy

  • linfuciuscont
    24th August Member 0 Permalink

    The approach I (plan to) use for my Lua scripts is to make hidden changes to tmp values, especially tmp3 and tmp4 values, essentially acting as a compatibility/version indicator for the element. This enables me to update elements virtually however I want without breaking saves, as "unintended consequences" would only occur if these obscure tmp3 and/or tmp4 values were manually changed. However, trying to do this on a C++ mod (or worse, official TPT) would probably turn the code into spaghetti faster than a KitchenAid can make pasta.

     

    FILT is the only stock element I know of using anything like this feature. It currently supports just 12 out of its theoretical 4+ billion possible modes. However, the wiki gives a warning not to use unsupported modes, and that warning doesn't apply as clearly to future tmp3/tmp4 features. Some elements (e.g. VIRS and PIPE) already use both tmp3 and tmp4 values, so this approach won't work for them.

    Edited once by linfuciuscont. Last: 24th August
  • velsuki
    24th August Member 0 Permalink

    @8a742ce284f535d3200 (View Post)

     If you add a feature, unintended consuequences the save maker couldnt have accounted for will happen.

  • Sylvi
    24th August Moderator 1 Permalink
    You haven't answered the most important question- so what?

    What makes adding increased energy output of antimatter so critical to the gameplay we should add it? What are players missing out on that they struggle to build their saves around? You mentioned that it would be more realistic in some ways or that you would like the reaction altered, but that's not a good reason for adding or altering things in the game.