## About The Pull Request
What it says on the tin. Cargo now has new math for market elasticity,
each parameter and what it does is explained below
**1. Refactor**
1. **k_elasticity**: This is the elasticity as before applied on all
exports except now this is a floating-point value that swings from
`0->1` instead of 10e-10 like is the current case. This in laymen terms
is the percentile of an items actual cost that is sold on cargo [0 means
you get no credits, 0.5 means you get 50% of the items cost, 1 means you
get 100% of the items cost]. Whenever an item is sold on cargo this
value decreases by an amount that is determined by the next variable
2. **k_hit_percentile(default 5%)**: This is the value by which an
export `k_elasticity` decreases whenever an export is successful for
every unit of an item sold. The real formulae by which the exports
elasticity decreases is dependent on the total amount sold and is as
follows
<pre>k_elasticity -= amount sold (1 for most cases except stacks) *
k_hit_percentile</pre>
So subsequent exports yield lesser profits cause the elasticity
decreases. Now the rate at which the elasticity recovers is as follows
3. **k_recovery_time(default 10 minutes)**: This is the time (minimum
unit should be seconds) it takes for the elasticity to rebound back to
100% after it has reached full 0 but recovery process starts immediately
if it decreases at any point. So if elasticity becomes say 50% it means
it would take 5 minutes to reach 100% again
**2. Some Balance changes**
1. Profits earned from exporting gas is linear per mole sold so the more
gas you put in the more profits you get HOWEVER the max number of
credits you can make per canister is 15000 cr
2. Selling fish yields higher prices because it's no longer subject to
the old elasticity formula
3. Selling 50 sheets of anything will decrease future sale price by 10%
and will take 8 minutes to rebound back to 100% if it reaches 0
**3. Improvements:**
- `SSProcessing` subsystem no longer processes more than 180+ export
datums from round start itself but now starts out empty. It instead
processes only those exports whose elasticity has been impacted and
later cancels it after elasticity has reached 100% so performance of
this subsystem has been drastically improved
- export datums now respect `abstract_type` meaning they won't be
created and can be used as a skeleton body for subtypes. So datums like
`datum/material` & `datum/material/market` are not created anymore but
only their subtypes are so we save processing power & memory
- Shaved of a lot of dead exports that went unused
## Changelog
🆑
balance: cargo exports now have different prices with applied elasticity
code: Improved performance of export code
qol: stock blocks can be recycled for materials & show up as stock
blocks in order console sold items
refactor: refactored cargo export code in whole. Report bugs on GitHub
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
This PR follows the material fishing rod PR, which had a small issue in
which I had forgotten to add a return value to a proc and thus fish
caught from material fishing rods would never be made of that specific
material.
I've tweaked some values for materials and fishing rods, I felt some of
the "better" rods were a bit too fast, and some downright let you skip
the fishing minigame with zero to one level. Also, I felt that, despite
making fishing easier kinda, the area of the bait slider still felt a
tad too small, so I've introduced a height multiplier for the slider so
that it could cover more space, depending on the strength multiplier of
the material (for once, not a new niche variable). This doesn't apply to
fishing rods with strength multiplier less than 1 because they don't
need to be made worse.
About fish and cargo, I've added a soft cap (a 0.86 exponent) to fish
selling price. It shouldn't affect the wide majority of fish you catch,
however it does affect those that sell for over 6k per unit, which are
few and rare. However, I've been pinged about some ludicrous
money-making done by selling fish alone on a downstream server, likely
from growing the big fish to be up twice their initial size and weight
(capped to 2.5 the average value for the species), however, new features
may push things a little further, so it's better to be safe than sorry.
Screenshot below: They said it took them about a hour, however take it
with a pinch of salt since it's by no mean easy and fast money by
Terry's standards:
I've also halved the selling price of jumpercable fish, which, despite
requiring an emag or some sort luck, could easily be farmed in due time
with little to no maintenance, being self-reproducing and hunger-less,
and each of them would sell for 6k. conversely, I've increased the price
of the unmarine mastodon a little because of the soft-cap, since it's
very rare.
## About The Pull Request
I've componentized part of the code that manages raising lobstrosities
from chrabs so that it can be added to other fish too. As proof of
concept, I've added tadpoles. Tadpoles are not fished like the rest,
instead you merely right-click a puddle and after 5 seconds you'll get
one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce,
require lukewarm freshwater, need to be feed frequently, and become
frogs after about 3 minutes.
## Why It's Good For The Game
A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.
## Changelog
🆑
add: Added tadpoles, which can be scooped from puddles with right-click.
Functionally they're like most fish, which require an aquarium to
survive, and also need to be fed fairly frequently, however they quickly
become frogs after about 3 minutes of care.
add: Every station now has a couple puddles. One at the public garden
and the other in prison.
qol: Changed the name of an aquarium UI button from "Reproduction
Prevention" to "Reproduction and Growth", as it controls both fish
breeding and growth.
/🆑
## About The Pull Request
Fish money printer goes brrrr...
But yeah, it turns out just buying and sending back fish crates is
making cargo lotsa money, which is basically an exploit. Good thing
we've the TRAIT_FISH_FROM_CASE trait which we can use to differentiate
fishes from cargo from other more natural sources.
## Why It's Good For The Game
This will fix#85284.
## Changelog
🆑
fix: Centcom technicians have been trained to recognize cargo-bought
fish. You will no longer be able to trick the economy system by buying
fish and sending it right back. Also nerfed fish selling price very
slightly.
/🆑
## About The Pull Request
The fish bounty for specific kind of fish has been removed for being a
bit janky and relying on RNG way too much. The other two remain, and
have had their payout buffed a little to compensate.
To make it make it better, a fish export has been added. Each and every
fish can be sold to cargo, with a selling price determined by their size
and weight, meaning bigger fish sell for more. A fish of default size
and weight generally sells for around 130, rarely goes above 600 for
most fish, yet a few can sell for 1k, and it can **theorically** go all
the way up to ~11k if you were to reach max size and weight for the
biggest fish in the game.
This PR also reduces the weight of the jumpercable a bit for balance
reasons. It's a big, self-reproducing fish that requires no care
whatsoever so it's quite the cash cow, only offset by its rarity (EMAG
or blackmarket RNG). Conversely, I made the bone fish evolution a bit
easier (still a useless-ish braggard niche tbh).
## Why It's Good For The Game
The aforementioned fish bounty was janky, complex, relied on RNG too
much and the info on it didn't really fit in the bounty console. It's
better gone tbh. My fault for adding it in the first place.
As for the fish export, I want something simple, that doesn't require
the fish to be alive rather than dead, with a low payout per fish on
average, to complete the addition of "bomb fishing" from the other PR,
ergo dropping maxcaps in the ocean for shit and giggles, but that can
also have the potential to generate a decent income by cultivating big
fish.
## Changelog
🆑
del: Removed a janky fish bounty
add: introduced exporting fish through cargo.
balance: reduced the average weight of the jumpercable. Conversely,
eased up the requirements for the bone fish evolution.
/🆑