Better Thruster Burn and Thruster Restriction Enforcement - #560
Better Thruster Burn and Thruster Restriction Enforcement#560TheRealMasterChief117 wants to merge 8 commits into
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The other main thing with thruster rules, which I'm unsure if you can do is "Has to be shootable from space" to stop people building large walls that are just far enough away to miss exhausts and then encloses the thrusters or hides them from being hit. Idk if that's possible to include as an auto-shut off if it doesn't detect a clear route out to space that like, 70 degrees or more of open? |
Working on it so the thrusters just need at least one part exposed to space |
About the PR
Thruster exhaust damage now scales with distance, mobs take 35% less damage due to the range increase
Why / Balance
So thruster restrictions can be enforced via gameplay rather than a rule.
The exhaust needs somewhere to go, we want realistic looking thrusters.
Also adds a neat mechanic for thruster armor.
In the 6-tile burn radius, you CAN heavily armor your thrusters.. however, the exhaust will slowly burn away the armor. So make your choice.
Grilles are NOT affected by thruster exhaust
Media
2026-08-27.12-45-36.mp4
Requirements
Technical details
Major changes to the thruster system.
NozzleExposednow passes aEntity<TransformComponent, ThrusterComponent>rather than just aTransformComponent.In the burn damage update,
EntityLookUpSystem.GetLocalEntitiesIntersectingis done to check for entities intersecting with the hitbox (Anchored entities DO NOT trigger the start collide event, so this is needed so structures are damaged)ThrusterComponent.Collidingfield now hasViewVariablesAttribute, and is now a HashSet so duplicate entries are not done. In some cases, an entity would get added to Colliding multiple times, which would make them take as much damage as they were in the list. This fixes that issue.Four raycasts are sent out to check each cardinal direction (North, South, West, East)
Thrusters need at least one clear path to operate. If all 4 paths are closed, the thrusters won't turn on
Objects in front of a thruster's nozzle that are in burn distance don't count towards the raycast check because the thruster will burn it anyway
Changelog
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