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[#2712] Cap system power to 100% if no Reactor or Coolant#2809

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[#2712] Cap system power to 100% if no Reactor or Coolant#2809
oznogon wants to merge 1 commit intodaid:masterfrom
oznogon:2712-cap-free-overpower

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@oznogon oznogon commented Mar 25, 2026

Don't allow systems to be overpowered to 300% if they lack both Reactor and Coolant components. Otherwise the entity gains the benefits of overpowering for free, without generating heat or losing power.

Update Engineering and Power Management screens to reduce the power bar range in this situation, and to hide heat indicators and coolant controls if there's no Coolant component.

Fixes #2712.

Don't allow systems to be overpowered to 300% if they lack both
Reactor and Coolant components. Otherwise the entity gains the
benefits of overpowering for free, without generating heat or losing
power.

Update Engineering and Power Management screens to reduce the power
bar range in this situation, and to hide heat indicators and coolant
controls if there's no Coolant component.
@oznogon oznogon changed the title Cap system power to 100% if no Reactor or Coolant [#2712] Cap system power to 100% if no Reactor or Coolant Mar 25, 2026
float power_max = 3.0f;
if (my_spaceship)
{
has_coolant = my_spaceship.hasComponent<Coolant>();
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While I think the change concept is good. This would set the limit only when the screen is created, so if you dynamically add or remove a reactor/coolant system, there will be inconsistent behavior.

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Could've sworn that I caught that, and I know I tested it. Will check if I left a local commit when I'm at my computer again.

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[Mechanics] Ships with no Reactor and no Coolant components can overpower all systems to 300% without penalty

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