diff --git a/code/obj/nuclearreactor/nuclearreactor.dm b/code/obj/nuclearreactor/nuclearreactor.dm index 646b89ec2b53a..1acaf558d2cfa 100644 --- a/code/obj/nuclearreactor/nuclearreactor.dm +++ b/code/obj/nuclearreactor/nuclearreactor.dm @@ -383,15 +383,15 @@ //determine how bad this meltdown should be //basically this is a points system, more points = worser - //at 49 fresh melted cerenkite rods, this is 490 (feasible, but difficult). at 49 fresh melted plutonium rods this is 1274 (basically upper limit - it would insane to reach this without admemes) - //at 3 fresh melted cerenkite rods this is 30 (most common meltdown due to pipeburn) + //at 49 fresh melted cerenkite rods, this is 1080 (feasible, but difficult). at 49 fresh melted plutonium rods this is 3038 (basically upper limit - it would be insane to reach this without admemes) + //at 3 fresh melted cerenkite rods this is 60 (most common meltdown due to pipeburn) //total sum of radioactive junk for(var/x=1 to REACTOR_GRID_WIDTH) for(var/y=1 to REACTOR_GRID_HEIGHT) if(src.component_grid[x][y]) var/obj/item/reactor_component/comp = src.component_grid[x][y] //more radioactive material = higher score. Doubled if the component is already melted. - meltdown_badness += (comp.material.getProperty("radioactive") + comp.material.getProperty("n_radioactive")*2 + comp.material.getProperty("spent_fuel")*3) * (1 + comp.melted) + meltdown_badness += (comp.material.getProperty("radioactive")*2 + comp.material.getProperty("n_radioactive")*5 + comp.material.getProperty("spent_fuel")*10) * (1 + comp.melted) if(istype(comp, /obj/item/reactor_component/gas_channel)) var/obj/item/reactor_component/gas_channel/gascomp = comp src.current_gas.merge(gascomp.air_contents) //grab all the gas in the channels and put it back in the reactor so it can be vented into engineering @@ -406,7 +406,7 @@ logTheThing(LOG_STATION, src, "[src] CATASTROPHICALLY OVERLOADS (this is bad) meltdown badness: [meltdown_badness]") - explosion_new(src, current_loc, max(100, meltdown_badness*7), TRUE, 0, 360, TRUE) + explosion_new(src, current_loc, max(100, meltdown_badness*5), TRUE, 0, 360, TRUE) SPAWN(15 SECONDS) alarm.repeat = FALSE //haha this is horrendous, this cannot be the way to do this alarm.status = SOUND_UPDATE