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Mechs, Chemistry Changes, and More #176

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merged 37 commits into from
Jan 20, 2025

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sleepyyapril
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@sleepyyapril sleepyyapril commented Jan 20, 2025

🆑 Several contributors

  • add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony)
  • add: Added Advanced SMES for mappers.
  • add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer.
  • add: Nukie med bundle now contains a compact defibrillator.
  • add: Ported a better mapping editor.
  • add: Added the throngler plushie.
  • remove: Removed the Throngler as a possible loot spawn for gamble crates.
  • tweak: Bruizine is now 1 lithium, not 0.9.
  • tweak: Made Arsenal Research significantly more interesting by
    consolidating most of the useless single item researches into larger
    essential categories. Basic Weapons, Advanced Weapons, Prototype
    Weapons. Going forwards, these three categories will have significantly
    more exciting options added to them that should make it more worthwhile
    to pursue.
  • tweak: Consolidated the Civilian Services research category to make
    them more interesting and broadly useful.
  • remove: Removed the "Tier 3 Tech Lockout" mechanic. You are no longer
    limited to 1 discipline worth of t3 research.
  • add: Research is now "Softcapped" by Tier 3 unlocks. Each unlocked
    Tier 3 technology multiplicatively increases the cost of all other
    research. Rushing a capstone can be quite expensive, as will be getting
    multiple capstones. I hope you're glad that you can build more than one
    prober now without guaranteeing the station will explode.

sleepyyapril and others added 30 commits January 19, 2025 15:21
# Description

Making chems use Unobtainium Reagents doesn't make chemistry
interesting, it makes medical gameplay boring. This PR replaces the
unobtainium recipes with suitably expensive and/or complicated recipes.
Have fun memorizing how to make Acetone, Ammonia and Impedrezine.

# Changelog

:cl:
- remove: 1984'd most instances of "Unobtainium" chemistry. Chems like
Necrosol that previously required normally unobtainable reagents such as
Cognizine or Vestine now instead have long production chains of chems
that are obtainable, but complicated to produce. Check the chemistry
menu for more information.
Signed-off-by: sleepyyapril <[email protected]>
There's literally no reason to accept a decimal input except to be
annoying
# Description

Arsenal Research SUCKS. And the reason it sucks is twofold: Nothing it
unlocks can be made by science directly. And it has entirely too many
research unlocks that only grant 1 or 2 items max, which bloated the
menu and meant that even if you wanted to pursue making some cool gun,
you were punished for wanting to do so.

Well this PR does nothing to fix the first issue. But it does fix the
second issue by consolidating a ton of the Arsenal research into larger
single entries. Some things that were too basic were also removed as
researchable outright, and made default in the security techfab (Basic
technology that you could consider "Tier 0" that already exists on the
station should NEVER be a research).

# Changelog

:cl:
- tweak: Made Arsenal Research significantly more interesting by
consolidating most of the useless single item researches into larger
essential categories. Basic Weapons, Advanced Weapons, Prototype
Weapons. Going forwards, these three categories will have significantly
more exciting options added to them that should make it more worthwhile
to pursue.
# Description

Civilian Research also sucks. For the same reasons Arsenal did. Too many
categories that don't give any meaningful benefit. This PR fixes this by
shuffling around a lot of research between Civilian and Experimental.
While consolidating a bunch of civilian tech.

TODO: Add research for manufacturing Vacsuits & Hardsuits to this
category.

# Changelog

:cl:
- tweak: Consolidated the Civilian Services research category to make
them more interesting and broadly useful.
# Description

This PR fills in the basics for the previously commented placeholders
for "Advanced Tacsuits" and "Prototype Tacsuits", both new Arsenal
researches. These both unlock recipes for manufacturing tacsuits at a
Security Techfab, and are an alternative method to making them outside
of buying them through Cargo. Here's a genuine reason for Epistemics to
consider doing Arsenal T3.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/697e70cb-e1da-4590-aa2b-01555b88f40d)


![image](https://github.com/user-attachments/assets/60977362-18aa-4253-9045-61129866fad7)


![image](https://github.com/user-attachments/assets/79ed2ffd-19a3-4a4d-9412-51ba96de82ac)


![image](https://github.com/user-attachments/assets/070e99d0-48d6-40ad-add5-a1e51b23f77b)

</p>
</details>

# Changelog

:cl:
- add: Added Advanced Tacsuits, and Prototype Tacsuits to Arsenal
research. Along with them comes Security Techfab recipes for said
tacsuits.
# Description

This PR fully replaces the "Tier 3 Tech Lockout" with a research
softcap. How it works is that technologies are allowed to set a softcap
contribution, meaning that they multiplicatively increase the cost of
all other research by a certain amount. By default, this is done by all
Tier 3 Technologies. Essentially, this means that you're no longer
limited to a single research category's tier 3 selections. Instead the
costs of research increase the more capstones you unlock. The current
cost increase for research is displayed on the console.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/e65fa1ee-c849-489c-b690-f7ce8d98b678)

</p>
</details>

# Changelog

:cl:
- remove: Removed the "Tier 3 Tech Lockout" mechanic. You are no longer
limited to 1 discipline worth of t3 research.
- add: Research is now "Softcapped" by Tier 3 unlocks. Each unlocked
Tier 3 technology multiplicatively increases the cost of all other
research. Rushing a capstone can be quite expensive, as will be getting
multiple capstones. I hope you're glad that you can build more than one
prober now without guaranteeing the station will explode.
# Description

Servers are occasionally experiencing roundstart crashes, and the logs I
received concerning this crash imply that LoadoutSystem is SOMEHOW being
handed a player character that doesn't actually exist. Well an easy
solution I guess is to just make LoadoutSystem check if the entity
*factually* exists, before attempting to apply a loadout to it.

# Changelog

:cl:
- fix: Possibly fixed a crash related to Loadouts being applied to
entities that don't exist.
# Description
New lawset, see media.


![image](https://github.com/user-attachments/assets/4a6bcb72-17df-416c-8c66-663107754b37)


---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl: Rane
- add: Added Augustine lawset as a middle ground between Asimov and
Crewsimov.
it's an engine update folks

---------

Co-authored-by: Tobias Berger <[email protected]>
maintainers get over here

---------

Signed-off-by: sleepyyapril <[email protected]>
Signed-off-by: Skubman <[email protected]>
Co-authored-by: Skubman <[email protected]>
# Description

Howdy, y'all, I just wanted to give you a quick update on the ATS. I've
added the proper tiny fan, add snacks, and drinks vendors, and some
lighting.

<details><summary><h1>Media</h1></summary>
<p>

![Example Media Embed](https://example.com/thisimageisntreal.png)
![Screenshot 2025-01-19
204215](https://github.com/user-attachments/assets/c81ad460-b9fe-461a-b2e7-713c78798c06)


</p>
</details>

---

# Changelog

:cl: Mike32oz
- add: ATS, light post, snacks/drinks vendors.
- tweak: ATS, tiny fan, convenient belt.
- remove: ATS, spawn-MobBear in the Maintenance room.
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

This is **Part 2** of the Modular Computers system, adding the
functional player facing stuff- the modular computer itself, a way to
make and burn disks via the Disk Burner and a related research.

Also comes with some cleanup changes to fix parts of the system that
broke in testing.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Actually run through this thing when my laptop is out of battery
(everything worked except CONSTRUCTING the disk burner)
- [ ] Add disk burning delay, make it more intuitive? Maybe a guidebook
entry?

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>

NO.

</p>
</details>

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl:
- add: Added the Disk Burner, the Modular Computer as a board and a way
to make computer disks.

---------

Signed-off-by: sleepyyapril <[email protected]>
Signed-off-by: Eris <[email protected]>
Signed-off-by: Eris <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
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github-actions bot commented Jan 20, 2025

RSI Diff Bot; head commit 226ef87 merging into 6628d09
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi

State Old New Status
ripley_chassis Modified
ripley_harness+o Modified
ripley_harness Modified

Resources/Textures/Objects/Specific/Mech/mecha_equipment.rsi

State Old New Status
mecha_air_tank Added
mecha_bin Added
mecha_camera Added
mecha_chainsword Added
mecha_radio Added
mecha_sleeper Added
mecha_syringegun Added
paddy_claw Added
paddyupgrade Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/clarke_construction.rsi

State Old New Status
clarke0 Added
clarke1 Added
clarke10 Added
clarke11 Added
clarke12 Added
clarke13 Added
clarke14 Added
clarke15 Added
clarke16 Added
clarke2 Added
clarke3 Added
clarke4 Added
clarke5 Added
clarke6 Added
clarke7 Added
clarke8 Added
clarke9 Added
clarke_chassis Added
clarke_harness+o Added
clarke_harness Added
clarke_head+o Added
clarke_head Added
clarke_l_arm+o Added
clarke_l_arm Added
clarke_r_arm+o Added
clarke_r_arm Added
clarke_treads+o Added
clarke_treads Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/durand_construction.rsi

State Old New Status
durand0 Added
durand1 Added
durand10 Added
durand11 Added
durand12 Added
durand13 Added
durand14 Added
durand15 Added
durand16 Added
durand17 Added
durand18 Added
durand2 Added
durand3 Added
durand4 Added
durand5 Added
durand6 Added
durand7 Added
durand8 Added
durand9 Added
durand_armor Added
durand_chassis Added
durand_harness+o Added
durand_harness Added
durand_head+o Added
durand_head Added
durand_l_arm+o Added
durand_l_arm Added
durand_l_leg+o Added
durand_l_leg Added
durand_r_arm+o Added
durand_r_arm Added
durand_r_leg+o Added
durand_r_leg Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/gygax_construction.rsi

State Old New Status
gygax0 Added
gygax1 Added
gygax10 Added
gygax11 Added
gygax12 Added
gygax13 Added
gygax14 Added
gygax15 Added
gygax16 Added
gygax17 Added
gygax18 Added
gygax19 Added
gygax2 Added
gygax20 Added
gygax3 Added
gygax4 Added
gygax5 Added
gygax6 Added
gygax7 Added
gygax8 Added
gygax9 Added
gygax_armor Added
gygax_chassis Added
gygax_harness+o Added
gygax_harness Added
gygax_head+o Added
gygax_head Added
gygax_l_arm+o Added
gygax_l_arm Added
gygax_l_leg+o Added
gygax_l_leg Added
gygax_r_arm+o Added
gygax_r_arm Added
gygax_r_leg+o Added
gygax_r_leg Added

Resources/Textures/_Goobstation/Objects/Specific/Mech/ripleymkii_construction.rsi

State Old New Status
ripleymkii0 Added
ripleymkii1 Added
ripleymkii10 Added
ripleymkii11 Added
ripleymkii12 Added
ripleymkii13 Added
ripleymkii14 Added
ripleymkii15 Added
ripleymkii16 Added
ripleymkii17 Added
ripleymkii18 Added
ripleymkii19 Added
ripleymkii2 Added
ripleymkii20 Added
ripleymkii3 Added
ripleymkii4 Added
ripleymkii5 Added
ripleymkii6 Added
ripleymkii7 Added
ripleymkii8 Added
ripleymkii9 Added
ripleymkii_chassis Added
ripleymkii_harness+o Added
ripleymkii_harness Added
ripleymkii_l_arm+o Added
ripleymkii_l_arm Added
ripleymkii_l_leg+o Added
ripleymkii_l_leg Added
ripleymkii_r_arm+o Added
ripleymkii_r_arm Added
ripleymkii_r_leg+o Added
ripleymkii_r_leg Added
ripleymkii_upgrade_kit+o Added
ripleymkii_upgrade_kit Added

Edit: diff updated after 226ef87

@sleepyyapril sleepyyapril merged commit 6fe3a80 into TheDenSS14:master Jan 20, 2025
10 of 12 checks passed
@sleepyyapril sleepyyapril deleted the presidential-perc branch January 20, 2025 05:42
sleepyyapril added a commit that referenced this pull request Jan 20, 2025
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7 participants