3 Commits

Author SHA1 Message Date
VMSolidus 48d8a06d1c Conditioning Skill And Mass (#22747)
This PR does a few new things:

1. Adds a Mass var for Movables (/Mob, /Obj) which is literally required
for me to do anything at all with Kinematics (Very routine basic
physics)
2. Adds a derived "effective mass" statistic which is generated via
signal hook, allowing sources like Skills, Drugs, Cybernetics etc to
pitch in and contribute to a user's "Strength" in certain situations
without directly modifying mass.
3. Adds a mass modifier var for species datums, while painstakingly
calibrating each and every single species with consultation from every
lore team. A baseline human gets 72.0kg of Human Reference Mass. Any
species applied to it will multiply this by a constant that
algebraically cancels out the Human Reference Mass and replaces it with
a Species Reference Mass. Changing a species via the usual procs will
reset and then re-apply the correct values.
4. Refactored Lift/Drag/Fireman to have limits and penalties based on
relative effective mass
5. Finally, to make use of all this, I've added a new Conditioning
Skill, which modifies effective mass.

The standard assumption made for Lift/Carry is based in an assumption
that a typical character should realistically be able to
lift/carry/fireman a person 1.25x their mass. Previously the fireman
carry mechanic was heavily hardcoded, and didn't have much in the way of
granularity. If I wanted to RP a character that was a bodybuilder, there
wasn't really a way to do this. With this PR, there's now a fairly large
variety of interesting breakpoints.

This also allows there to be more granularity between different species
as desired by our lore teams. For example, a Zhan is in general stronger
than a M'sai. To give an example in the breakpoints for two different
species:

Human Lift Breakpoints:
Rank 1: 90kg (lift a Skrell, Human, Offworlder, M'sai, KA, or ZA)
Rank 2: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)
Rank 3: 135kg (Lift a (Non-Industrial) IPC, Unathi)
Rank 4: 157.5kg (No new breakpoints, though you get less a movespeed
penalty from lugging around any of the above)
Can Never Lift: Industrial, Bullwark, Diona, Vaurca Ta'

Zhan Tajara Lift Breakpoints:
Rank 1: 116kg (Skrell, Human, Offworlder, M'sai, Ka, Za, Zhan, Shell, or
Diona Coeus)
Rank 2: 145kg (Non-Industrial IPC, Unathi)
Rank 3: 174kg (No new breakpoints, though you get less penalties from
the above)
Rank 4: 203kg (Juuuust barely lift an Industrial or Diona with heavy
slowdown)

<img width="1078" height="436" alt="image"
src="https://github.com/user-attachments/assets/a6802515-a827-4dc1-8734-55b604c589ab"
/>

Conditioning as a Skill sits in the Occupational category, which has
been carefully chosen and designed around to create a fairly compelling
web of opportunity costs. As a skill, it's very desireable for basically
any person that wants to play a "Muscular character" and also enjoys
fireman carrying people around, which makes it particularly useful for
hangar techs. By contrast a Paramedic might not actually need this
skill, since they can bypass the usual limits by just using rollerbeds.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-07-12 18:06:51 +00:00
VMSolidus 84836d35f2 More Transparent Skills (#22746)
So one of the most important 'features' of the Skills System is that
Skills are supposed to have a fairly interconnected web of **Opportunity
Costs** against each other. EG: Points spent in Surgery are points not
spent in Xenobiology and vice versa.

A significant problem with this however is that from the start we were
very wishy-washy about having skills actually tell the players what they
do, and were intentionally refraining from telling the players the
actual numbers behind them. This creates a few major problems:

1. It creates a knowledge difference between players who can code-dive
to find out what the skills do, and those who can't, effectively turning
skills into the same problem as "Secret Chem Recipes".
2. It prevents players from making informed decisions about how they
build their characters.
3. It turns out players are extremely unlikely to put points into a
skill if they don't know what it does.
4. It sabotages the "Opportunity Cost" factor of skills. If a player
doesn't know that Xenobiology for instance has some niche uses for their
role, they won't ever consider taking it over something more 'useful'
like Surgery.

There is also a side issue that players generally tend to overwhelmingly
despise skills that are 'reverse ordered', giving them penalties if they
don't buy the skill. They feel like this punishes them for not picking
something. In the case of Firearms/Unarmed/Armed my hands are tied right
now because of how the combat system is (not) balanced. But I can at
least fix that for the Mech piloting skill with some clever small tweaks
to the math. Players currently strongly don't like the new mech movement
because the non-forward directions tend to be too punishing. So I'm
tweaking the Pilot: Mechs math to be more player-friendly by actually
improving the handling experience of mechs.

The bulk of this PR is of course making as many skills as possible fully
transparent about what they do. Wherever possible, Skills now openly
state what they modify, and by how much at a given rank.

<img width="1270" height="982" alt="image"
src="https://github.com/user-attachments/assets/9619f2fa-8dd6-4021-8482-43a1f76f33f4"
/>
2026-07-07 14:14:04 +00:00
VMSolidus 260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00