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Makes it possible to disable the vent pressure lockout temporarily with a screwdriver #31050
Makes it possible to disable the vent pressure lockout temporarily with a screwdriver #31050
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Hello and thank you for your work on this PR. I'm not entirely convinced that this is a mechanic that needs to exist, because:
Why is this a problem? We have engineers and atmos techs as separate jobs/access levels for a reason. We need to give more reasons for atmos techs to do things on the station (e.g. fix stuff) instead of sit around cooking frezon.
Why is this a problem? If you set the PA to 3, it's also a "permanent" change until the singularity looses. There should be consequences for atmos techs being lazy and/or incompetent.
Why should there be? If we get down to the fundamental issue, maybe it's that atmos techs physically present at a vent should be able to control it or perhaps override air alarm settings. If that is truly the underlying issue, then we should be advocating replicating the air alarm UI elements for individual vents, instead of doing a one-off screwdriver hack. Why does the screwdriver change lockout, instead of something else more normal like the pressure threshold? Or, if we want to enforce that air vents must be controlled through an air alarm, then given that you can already disable lock-out from an air alarm, that should be the canonical way to do so. |
If you wanna fuck with atmos devices without required access, hacking an air alarm isn't very hard. |
Yeah if you have a screwdriver you're already half way to hacking the air alarm and set it to fill yourself. |
I think a better solution would be to add a button to each individual vent that allows it to bypass lockout, similarly to how each scrubber has the option to be set to widenet individually |
i agree with Lank, should be a button in air alarm ui like all the others settings |
i think this is good imo |
someone without atmos access can already do this with a wrench and 4 steel, make a gas pump and passive vent there you go |
I don't think that having to hack into a panel to fill an an area with air as a non-antag engineer is a good thing. Instead what usually happens is you play the game of "how many doors do I have to open before the average pressure is above the lock-out value?" which is frustrating and usually makes the problem worse.
I actually agree with this, and ideally you would bring an atmos tech to repressurise everything. But this game is inherently about chaos. In a lot of cases there's more places spaced than atmos techs. Also a lot of times atmos techs just don't respond to things. Having to stand around while you wait for an atmos tech to who isn't actually coming to push a button is a pain. It's a smaller, less severe version of the "if engineering is bad nobody else gets to have fun" problem.
I'm not opposed to this as long as the button can be pushed by anyone. I wanted to keep it as simple as possible, and didn't want to mess around with UI stuff. It would mean that the system doesn't fix the following problem:
It's impossible to bootstrap repressurising a room if the air alarm is destroyed / if you're building a new room without one. Having to grab a new air alarm board means one person walking to the tech vault / cargo, while everyone else stands around outside the spaced room waiting for them. With this you can open the vents, let people start doing stuff (healing people, brigging people, etc) and come back with the air alarm. It's a small thing but it means being less reliant on what the engineer choses to spend their time doing.
This is pretty much my thought process in terms of balance, anyone who wants to sabotage distro has better methods than what this PR adds. This is supposed to be a small thing that engineers can do, for minor spacing, or for situations where an atmos tech can't or won't come. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Content.Server/Atmos/Piping/Unary/Components/GasVentPumpComponent.cs
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Content.Server/Atmos/Piping/Unary/Components/GasVentPumpComponent.cs
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Content.Server/Atmos/Piping/Unary/EntitySystems/GasVentPumpSystem.cs
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Hey, I gave it an in-game test and found a small problem: If you use a screwdriver on an unanchored vent in pressure lockout it will sometimes take priority over deconstructing, meaning you cannot deconstruct it. So you should check for anchoring in OnInteractUsing. |
Content.Server/Atmos/Piping/Unary/EntitySystems/GasVentPumpSystem.cs
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Content.Server/Atmos/Piping/Unary/EntitySystems/GasVentPumpSystem.cs
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Looks good to me now. Thank you for your contribution! |
About the PR
Using a screwdriver on a pressure-locked-out vent (yellow lights) disables the lockout for 30 seconds.
Why / Balance
When there is no gas on top of an air vent, the vent enters pressure lockout. To undo this, you need to go to the air alarm and set it to fill, which disables the lockout, or wait most of the round for the air to leak out. There are 3 problems with this.
This fixes all 3 of these problems.
Balance wise, the same effect can be achieved with a crowbar, wrench, and 2 sheets of steel by replacing the vent with a passive vent. It's actually less powerful than that, since it's only a temporary change.
From testing, 30 seconds is enough to fill a 5x5 room from a single vent.
Technical details
If a player uses a screwdriver on a vent, it checks if it's locked out. If it is, it starts a do-after. Once the do-after finishes it disables the lockout, and makes note of the current time + some delay. If the vent is locked out and the time is longer than the stored time, it re-enables the lockout.
Media
Vent just after being screwdrivered.
30 seconds later.
Requirements
Breaking changes
No breaking changes
Changelog
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