Sazuja wrote:EDIT: Also I would like to know how fire and overloading works. I know there is a problem with the grid if you connect more than one junction box to the reactor, as this was mentioned in this thread previously. However, are the occurence of fire and overloading in anyway connected or is overloading and messed zp junction boxes entirely dependent on the overall difference of the current power and grid load?
Next thing: there is this field in the reactor setting called FireTemp. I assumed that the value of your choosing is the point at which fires can occure whenever the reactor temperature reaches that value. Is this correct? Also is it normal for fire to be able to harm the player even if it is enclosed by a room and a door?
In general terms, if a junction box is receiving more power than its sending, then it'll be overloaded and create fire. I'm not sure if it creates fire 100% of the time when it's overloaded but I believe it's pretty standard for every junction box to shit out fire when they overload. Overloading is entirely based upon grid load stuff; It creates fire, not the other way around. However it's pretty hard to overload a junction box without having the reactor output way too much power or by connecting the reactor to two different junction boxes.
As for FireTemp, yes I believe you're correct. As far as I understand it, FireTemp is the soft cap on how much power a reactor can output, while MeltdownTemp is the hard cap of how much it can output (because it explodes).
Also, fire is hot so it would make sense that you could feel it through walls.
On the topic of enemy spawnpoints, idk. I don't THINK they do anything because I recall that there was a sub in the repo I maintain that has enemy spawnpoints near the sub but they have never actually spawned anything. If they do actually do something then Regalis has never clarified that, but my guess is that right now they're just an unused asset
@Jingo I'll add that to the repo along with another sub I've made when I finish that tonight