Gives the tcomms substations starting power #6089
Merged
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About The Pull Request
Give the tcomms substations with power in them to start, as well as breakers that start deactivated. This means that the comms will run for about 1 hour even if nobody starts power immediately. While I did adjust the Tether tcomms, this PR was not actually tested there since it isn't a server we currently run, I just didn't want to leave it behind on this particular change. The power usage (and therefore expected uptime) there should be similar.
Why It's Good For The Game
People shouldn't be rendered unable to communicate over radio within 5 minutes of roundstart because engineers aren't around or aren't capable of immediately generating power. This gives the facility about an hour of leeway before the comms die, making it still important to get main power running but not something that's going to immediately negatively impact everyone.
Changelog
🆑 SingingSpock
tweak: Tcomms substations start with a bit of power in them, so they won't die immediately on roundstart
/:cl: