# Description
Current implementation of `PowerCellSystem.Update()`:
```csharp
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<PowerCellDrawComponent, PowerCellSlotComponent>();
while (query.MoveNext(out var uid, out var comp, out var slot))
{
if (!comp.Enabled)
continue;
if (Timing.CurTime < comp.NextUpdateTime)
continue;
comp.NextUpdateTime += comp.Delay;
if (!TryGetBatteryFromSlot(uid, out var batteryEnt, out var battery, slot))
continue;
// TCJ: "Multiplying by frameTime to make this tick-invariant. Otherwise it'll draw 30x to 60x faster than you expect."
if (_battery.TryUseCharge(batteryEnt.Value, comp.DrawRate * frameTime, battery))
continue;
var ev = new PowerCellSlotEmptyEvent();
RaiseLocalEvent(uid, ref ev);
}
}
```
Multiplying `comp.DrawRate` and `frameTime` is only valid if we're
running this code each tick. Right now all power costs are divided by 30
or 60, which, ironically enough, makes power consumption 30 to 60 times
slower than intended.
This does not affect PowerCellDrawComponents with `Delay` set to zero,
since they do get updated every tick.
This will negatively affect equipment that uses this component for
consuming power while on.
Except flashlights, because `HandheldLightSystem` handles flashlight
power draw by itself.
---
<details><summary><h1>Media</h1></summary>
<p>
<details><summary>without fix</summary>

</details>
<details><summary>with fix</summary>

</details>
</p>
</details>
---
# Changelog
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🆑
- fix: Fixed some items used less power while turned on than they
should.
(cherry picked from commit d8d9141e38c1300e20c50cec322dc287500a8011)
# Description
Title, it replaces the eshield in the BSO's loadout.
I had to tweak the values to be a little less... extreme.
Also made EMP immune untill somebody ports the eshield changes fully, as
right now, the eshield is emp immune, so why would the greatshield be
disabled by it.
Also, added a way to smart-equip the shield from your belt, if you've
already taken out the mace (which can also be put in the belt slot by
itself just like a stun baton.)
---
<details><summary><h1>Media</h1></summary>
<p>
[Video of the stamina damage of the mace, and the shield health &
recharge.](https://github.com/user-attachments/assets/8b98dda2-e7ab-4b4d-be41-6f0c247b3e10)
</p>
</details>
---
# Changelog
🆑 BramvanZijp
- add: Added the BSO's Greatshield and Atrocity (Mace) as a primary
weapon option.
- remove: The Energy Shield has been removed from the BSO's loadout.
---------
Signed-off-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit d1cc81ca03a35ecd5cf38d280b20b54c1bc63536)
# Description
Power cell draw wasn't tick invariant, so batteries on this codebase
were being drained anywhere from 30 to 60x faster than people expect,
depending on server performance. This was notably something that
severely effected MODSuits, which can now enjoy a battery lifespan of
around 30 minutes. But it's also a big deal for IPCs.
Closes https://github.com/Simple-Station/Einstein-Engines/issues/1956
# Changelog
🆑
- fix: Batteries no longer drain power 30 to 60 times faster than
physics states. This is particularly a large buff to IPCs and MODSuits,
who both no longer have to deal with batteries lasting an absurdly short
amount of time.
- tweak: Solarian Modsuit now provides protection from cold.
(cherry picked from commit 7df5eccecfe8a5a9eb6d12bbcdb2c545dfbe9b55)
# Description
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We like mechs here, yeah?
---
# Changelog
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🆑 Mocho, John Space
- tweak: The H.O.N.K. has received an airtight cabin for honk operations
in outer space.
- add: Added the Ripley MK-II, a heavy, slow all-purpose mech, featuring
a pressurized cabin for space operations.
- add: Added the Clarke, A fast moving mech for space travel, with built
in thrusters (not certain if they work properly though :trollface:)
- add: Added the Gygax, a lightly armored and highly mobile mech with
enough force to rip walls, or someone's head off.
- add: Added the Durand, a slow but beefy combat suit that you dont want
to fight in close quarters.
- add: Added the Marauder, a specialized mech issued to ERT operatives.
- add: Added the Seraph, a specialized combat suit issued to ???
operatives.
- add: The syndicate has started issuing units under the codenames "Dark
Gygax" and "Mauler" to syndicate agents at an introductory price.
- add: The exosuit fabricator can now be emagged to reveal new recipes.
- add: There are 4 new bounties cargo can fulfill for mechs. Feedback on
the cost/reward is welcome!
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: John Space <bigdumb421@gmail.com>
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: ScyronX <166930367+ScyronX@users.noreply.github.com>
(cherry picked from commit e3003b67014565816e83556c826a8bba344aac94)
* remove ItemToggle from PowerCellDraw query
* add EntityQuery for resolves, make them all optional
* move integration to ToggleCellDraw
* add ToggleCellDraw to almost every PowerCellDraw prototype
* :trollface:
* :trollface:
* :trollface:
* let it disable on mapinit
* set update time on mapinit, make borg power logic consistent now
* :trollface:
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit e91fb14656469eaa2a5309c27fb51e8f7c171575)
* Mass Bug Fixing (#1256)
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# Description
<!--
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How might this affect the game? The codebase?
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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.
Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263
---
# Changelog
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in the changelog (ex: `🆑 Death`)
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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.
---------
Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)
* Automatic Changelog Update (#1256)
(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)
* fix
* Fix animation looping bugs. (#29457)
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes#29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)
* Fix arcade machines (#30376)
(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)
* fix
* fix test
* fix test
* fix test
* fix
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
* Laws
* positronic brain and PAI rewrite
* MMI
* MMI pt. 2
* borg brain transfer
* Roleban support, Borg job (WIP), the end of mind shenaniganry
* battery drain, item slot cleanup, alerts
* visuals
* fix this pt1
* fix this pt2
* Modules, Lingering Stacks, Better borg flashlight
* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.
* sprotes
* no zombie borgs
* oh fuck yeah i love a good relay
* charger
* fix the tiniest of sprite issues
* adjustable names
* a functional UI????
* foobar
* more modules
* this shit for some reason
* upstream
* genericize selectable borg modules
* upstream again
* holy fucking shit
* i love christ
* proper construction
* da job
* AA borgs
* and boom more shit
* admin logs
* laws redux
* ok just do this rq
* oh boy that looks like modules
* oh shit research
* testos passo
* so much shit holy fuck
* fuckit we SHIP
* last minute snags
* should've gotten me on a better day
* add types to explosion logs
* make explosions logged by default
* add cause parameter to IThresholdBehavior
* add cause to ExplodeBehaviors
* add cause to power cell explosions
* remove useless log
* add triggerer to triggers
* add logs for damage from explosions
* sneaky power cell update
* Explosions
* fix yaml typo
and prevent silly UI inputs
* oop
* Use modified contains() checks
And remove IEnumerable
* Buff nuke, nerf meteors
* optimize the entity lookup stuff a bit
* fix tile (0,0) error
forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.
* remove celebration
* byte -> int
* remove diag edge tile dict
* fix one bug
but there is another
* fix the other bug
turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place.
* improve edge map
* fix minor bug
If the initial-explosion tile had an airtight entity on it, the tile was processed twice.
* some reviews (transform queries, eye.mapid, and tilesizes in overlays)
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* is map paused
* GetAllTiles ignores space by default
* WriteLine -> WriteError
* First -> FirstOrDefault()
* default prototype const string
* entity query
* misc review changes
* grid edge max distance
* fix fire texture defn
bad use of type serializer and ioc-resolves
* Remove ExplosionLaunched
And allow nukes to throw items towards the outer part of an explosion
* no hot-reload disclaimer
* replace prototype id string with int index
* optimise damage a tiiiiny bit.
* entity queries
* comments
* misc mirror comments
* cvars
* admin logs
* move intensity-per-state to prototype
* update tile event to ECS event
* git mv
* Tweak rpg & minibomb
also fix merge bug
* you don't exist anymore go away
* Fix build
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* some work
* equip: done
unequip: todo
* unequipping done & refactored events
* workin
* movin
* reee namespaces
* stun
* mobstate
* fixes
* some work on events
* removes serverside itemcomp & misc fixes
* work
* smol merge fix
* ports template to prototype & finishes ui
* moves relay & adds containerenumerator
* actions & cuffs
* my god what is actioncode
* more fixes
* im loosing my grasp on reality
* more fixes
* more work
* explosions
* yes
* more work
* more fixes
* merge master & misc fixed because i forgot to commit before merging master
* more fixes
* fixes
* moar
* more work
* moar fixes
* suffixmap
* more work on client
* motivation low
* no. no containers
* mirroring client to server
* fixes
* move serverinvcomp
* serverinventorycomponent is dead
* gaming
* only strippable & ai left...
* only ai and richtext left
* fixes ai
* fixes
* fixes sprite layers
* more fixes
* resolves optional
* yes
* stable™️
* fixes
* moar fixes
* moar
* fix some tests
* lmao
* no comment
* good to merge™️
* fixes build but for real
* adresses some reviews
* adresses some more reviews
* nullables, yo
* fixes lobbyscreen
* timid refactor to differentiate actor & target
* adresses more reviews
* more
* my god what a mess
* removed the rest of duplicates
* removed duplicate slotflags and renamed shoes to feet
* removes another unused one
* yes
* fixes lobby & makes tryunequip return unequipped item
* fixes
* some funny renames
* fixes
* misc improvements to attemptevents
* fixes
* merge fixes
Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>