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4 Commits
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15247f28f1 |
Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request The Clarke Exosuit has received several adjustments to make it worth using in the Arcmining era. - Clarke no longer requires gold bars to be built. - HP bumped from 200 to 250, melee armor bumped from 20 to 40. - Clarke Ore storage module can now collect boulders and smelt them internally. - Exo mining scanners can now be used in proximity to a vent to start the wave defense event. - Mech Pkas now do more damage and have the AOE upgrade preinstalled. - Mech drills are now a utility module rather than a weapon. - New Internal module unique to the Clarke, It's a rusty sleeper that can be used to recover dead miners, but lacks the ability to inject chems - Fixed Mech sleepers not granting life support. - Plasma cutters and Bluespace satchels tech nodes are no longer locked behind experiments, but they are now discounted by them. ## Why It's Good For The Game Ever since the inception of Arcmining, the Clarke Exosuit has fallen from being niche to straight up irrelevant. The Clarke sits in this weird spot, where, while not being roundstart available, it is an effectively worse fit than your regular Shaft Miner in all aspects of the job. This PR aims to address this by making The Clarke able to be built even if the miners are absent or haven't secured a haul, while making it actually capable of interacting with the new elements introduced by Arcmining. **Arcmining Clarke and Improved Combat functionality** The Mech mining scanner can now be used to trigger the vent wave defense, The internal storage module can now collect boulders and internally smelt them within the Clarke. Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o The Clarke is now a more capable fighter on Lavaland, being a bit beefier overall. The mech Pka was also in dire need of some love. It being unable to be upgraded made it frankly underwhelming at dealing with Vent defences. I was considering just having PkA upgrades applicable to the mech itself but ultimately decided against it in fear of having it become a problem on the station. Instead, I just went for a flat damage increase and have the AOE upgrade come preinstalled to better deal with legion swarms. Lastly The drill modules have been reworked to be utility modules instead of weapons. Frankly these shouldn't be weapons, they are nowhere near as valuable as the cutter or the PKA and can't be used at all on moving targets due to the long cost time. **New Clarke Exclusive Internal Module: Mining Sleeper**  Just a bit of extra functionality to aid miners that have tragically fallen, this sleeper is effectively a worse version of the Odysseus, it can stabilize patients but cannot inject chems, I also fixed an issue where Mech sleepers were not putting patients on life support like regular sleepers do. **Tech Node Changes** This is not something super related to the Clarke in and on itself, but I figured I might push my luck and try these anyway. There is just no good reason as to why satchels and cutters should be hard locked behind gas shells. These experiments are fairly trivial, but have a huge impact on lowpop as they usually force people to break into ordinance or the teleporter room just so miners could get their basic tools. The shells still exist but now grant a discount instead of hardlocking tech, so there's still an incentive to do them. ROCK AND STONE! ## Changelog 🆑 add: New internal sleeper module for the Clarke. balance: Clarke Integrity has been bumped from 200 to 250 HP, melee armor bumped from 20 to 40. balance: Exo mining module can now be used to scan vents and begin the wave defense event. balance: The Clarke Ore Storage Module can now collect boulders and internally smelt them. balance: Mech Pka is now bundled within the Clarke tech node, it now does more damage and comes with the AOE upgrade preinstalled. balance: Exo mining drills are now a utility module rather than a weapon. balance: Applied Bluespace Research and Controlled Plasma tech nodes are no longer hardlocked behind surveys, they instead favor from a discount if they are completed. fix: Fixes Exo Mech modules not granting life support to housed patients. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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14ed7f5abb |
Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request The idea was born from a small conversation about bepis nodes having low visibility, which somehow degressed into the idea of announcing researched nodes to the channels of the interested departments thru the announcement system machine, which is what I'm doing here, while also adding documentation, defines and purging some, not all, instances of camel cases from announcement_system.dm. Oh, by the by, like the arrival and new head arrival messages, it can be customized or disabled by interacting with the announcement system. ## Why It's Good For The Game I think it's helpful to let players know when the research of their dept is researched, and I think it's kinda interesting to announce bepis tech on common like it's some hot stuff while it actually isn't just because it's often missed out and miscellaneous. ## Changelog 🆑 add: Automated announcement systems now announce researched nodes to their respective departments. You can stop this by either disabling the announcement systems or by using a multitool on the circuitboard of the console you're researching nodes from. /🆑 |
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d59f5ad806 |
Techweb nodes DEFINED & bug fix (#84177)
## About The Pull Request 1. Techweb strings are now defined in `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev 2. All places that used those strings have been updated with the definitions as well. 3. `code/modules/research/ordnance/scipaper_partner.dm` had some old boosted ids, they have been updated as well along with their values. ## Why It's Good For The Game fixes #84153 - I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code. - As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased. ## Changelog 🆑 ShizCalev, SpaceLove refactor: Techweb strings are defined now so to maintain modularity balance: Research papers will have less overall point generation. /🆑 --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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5f36ef1d6e |
New Tech Tree (#84024)
## About The Pull Request Reshuffles the tech tree nodes, adding reagent purity and cybernetic organ scan experiments. The total point requirements barely changed. Made the discount experiments unlock nodes for free, instead of providing partial discounts, to provide more incentive to actually do them. Also devided all points by the amount generated per second, for convenience. Now points correspond to seconds. <details> <summary>New tech tree</summary> <img width="4320" alt="Tech New" src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6"> </details> ## Why It's Good For The Game - Breaks bloated general nodes into more specialized nodes, making the tree more balanced - Combines scattered nodes dedicated to a single design into specialized nodes, reducing the number of nodes - Reshuffles the unlocks within specialized tree to adjust progression on some trees to follow the idead: Cheap nodes first, then nodes that require experiments or nodes of neighbouring trees, then expensive nodes with end-game tech. - You no longer need a dissection experiment to unlock a microwave, every experiment is relevant to the tree unlocked by it - With specialized nodes, it is easier to pick a node for the new things that people add - Better foundation for potential per-department point system. It will be easier to put it on top of a cleaner tree - The nodes are separated in tiers, with progressively increasing costs, so that early tech is cheap and easy to research with just points, but later tech is more expensive, making the discount experiments for those more likely to be performed. ## Changelog 🆑 balance: Reshuffled tech tree, making nodes more specialized qol: Research points devided by the amount generated per second, so now research points correspond to seconds add: Introduced reagent purity scan experiments (required for Cryostasis node) add: Introduced synthetic organ scan experiment (required for top tier cyber organs) add: Added a variant of machinery scan experiment that accepts any machines with upgraded parts (required for tier 3 parts) del: Removed material scanning experiments from the tech tree /🆑 |