## About The Pull Request
Transforming weapons could change their sharpness which would break
material force modification as materials modify the force differently
based on item sharpness. Also the force was hard reset every time you
switched it on or off, which would also break the math.
I've rewritten the transforming component to preserve force and
sharpness, and account for different sharpness of the item when switched
on/off. Additionally, I've updated the two-handed component to use the
new system to make it easier to work with/less prone to breaking.
## Why It's Good For The Game
<img width="557" height="218" alt="image"
src="https://github.com/user-attachments/assets/59cfb21a-e97e-4843-9c11-c87ed32384a9"
/>
## Changelog
🆑
fix: Transforming items like eswords should no longer get absurd stats
when metalgenned multiple times in a row
/🆑
## About The Pull Request
Just improves the new material unit test, making it more copy-paste
friendly when dealing with large amounts of things to change.
It now also calculates the appropriate sheet material value for you too
so you quite literally just have to copy paste the line and you're done,
no more having to do math yourself.
<img width="2104" height="155" alt="image"
src="https://github.com/user-attachments/assets/b605e423-0418-46b7-b40c-c65fac920af9"
/>
## Why It's Good For The Game
Developer qol.
## Changelog
Nothing player-facing
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
This PR allows golems or anyone with the genetic mutation to benefit
from the effects of golem food if what they're eating is made of a
material tied to ore or sheets with golem food effects.
In layman terms, this means you can deepfry a chair and get golem buffs
that way. The duration also scales with the amount of material consumed,
which also depends on the bite size of the food. Smaller doses translate
to a shorter duration of the effect, while the viceversa is also true
(however with diminishing returns).
Also, you won't take immediate damage from biting, food with items made
of metals and glass stuffed into it if you've the rock eater trait (come
on dude, you eat literal raw diamonds). This has nothing to do with
golem food, but it's one less peeve off the list as I slowly and
occasionally work on material datums and their presence in the game.
## Why It's Good For The Game
Adding some depth to materials and food, albeit not much.
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## About The Pull Request
Custom material designs cannot be printed with plasteel and other alloys
because of this small issue. This should fix it.
## Why It's Good For The Game
See above.
## Changelog
🆑
fix: Custom material toolboxes and fishing rods can now be printed with
alloys such a plasteel and plasmaglass.
/🆑
## About The Pull Request
The reason why I refactored material effects code is here.
In this PR I add the possibility of printing fishing rods from different
materials at your nearest autolathe, though it doesn't stop there. Each
material has different values for (so far) fishing difficulty, casting
range, experience gained and foremost the chance of catching fish made
of the same material as the fishing rod used to catch it. The material
the fish is made from can either increase or decrease the weight of the
fish.
In a many cases, material rods can also have other small effects on
fishing, like removing the chances of duds even without a bait, or
attracting shiny-loving fish, or passing some other fish trait checks.
In a few cases, these fishing rods can have bigger, more impactful
effects on fishing. That said, here's a list of more or less the effects
(skipping very minor ones and those inherited from being items) and
modifiers across materials so far, a few things will be added later:
<details>
<summary>Huge-ass list (out-fucking-dated now that I've added 5 more
variables 😢)</summary>
- Iron: +30% fish weight, 8% chance of material fish
- Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of
material fish
- Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5%
chance of material fish
- Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5%
material fish, +1 casting range
- Diamond: +40% fish weight, -13 difficulty, -30% experience, 23%
material fish, -1 casting range
- Uranium: +100% fish weight, 8% material fish
- Plasma: +30% fish weight, 8% material fish
- Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23%
material fish, +5 range
- - 33% chance of selecting a reward from (almost) any fishing source
instead of the current one.
- Bananium +20 difficulty, +60% experience, 38% material fish, +3
casting range
- - 20% chance of fishing either a clownfish, lubefish, donkfish,
soulfish or skin crab instead
- Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range
- Runite: +50% fish weight, -18 difficulty, +220% experience, 38%
material fish, +1 range
- Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material
fish, +2 range
- Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material
fish, -1 range
- Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33%
material fish, +1 range
- Mythril: +40% fish weight, -25 difficulty, -50% experience, 43%
material fish, +2 range
- Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18%
material fish, +1 range
- Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23%
material, +4 range
- Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2
range
- Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material,
-2 range
- Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2
range
- Runed Metal: +50% weight, -12 diff, -10% experience, 38% material
- Bronze, +40% weight, 13% material
- Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range
- - Has a 20% chance of fishing up an aggressive stickman
- Cardboard: Same as above, but without the stickmen
- Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range
- - 20% chance of fishing up either a unmarine bonemass, a unmarine
mastodon, a hostile skellie or rarely a single-use spectral instrument
that can turn you or someone else into a spooky scary skeleton.
- Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1
range
- Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material
- Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material
- Plastitanium: +10% weight, -10 difficulty, -5% experience, 8%
material, +1 range
- Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material
- Titanium Glass: +25% weight, -5 difficulty, +25% experience 8%
material
- Plastitanium Glass: +20% weight, +50% experience, 8% material
- Alien Alloy: +140% weight, -25 difficulty, 33% material, -40%
experience, +2 range
- Hauntium (good luck using it): +40% weight, -30 difficulty, +50%
experience, 38% material, +2 range
- Meat: +13 difficulty, -20% experience, 28% material, -2 range
- Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2
range
</details>
## Why It's Good For The Game
I think it's nice to have two features interact with each other (fishing
and materials), and it adds a layer of interesting uses to some
materials.
## Changelog
🆑
add: Autolathes can now print fishing rods of different materials, which
can increase or decrease fishing difficulty, casting range, and
experience gained, and can have other interesting effects.
/🆑
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).
PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.
## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.
Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.
## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire
And I think they should be split up...
This moves 4 non firing, non init subsytems -> datasystem
## Why It's Good For The Game
Clarity in code
## About The Pull Request
This is an improvement on #80839 regarding how custom materials are set
on items, it's based on the following findings.
1. `set_custom_materials()` proc already comes with an prebuilt
`multiplier` var
https://github.com/tgstation/tgstation/blob/1e8d511946d194f92f744f5f957a7c41683d84a6/code/game/atom/atom_materials.dm#L11
This means we can pass the machine's cost coefficiency directly to this
proc rather than creating our own list of materials with their values
scaled by the factor like so
https://github.com/tgstation/tgstation/blob/1e8d511946d194f92f744f5f957a7c41683d84a6/code/game/machinery/autolathe.dm#L192-L193
We can instead just do `set_custom_materials(design.materials,
material_cost_coefficient)` without ever needing this list, thus making
code cleaner, with that the changes propogate to how `has_materials()` &
`use_materials()` procs are also used as we can now use their
`coefficiency` param rather than seeing it go to waste
2. All items custom materials will now always be integer values. With
this `SSmaterials.FindOrCreateMaterialCombo` now has better performance
because when computing the key for caching values like `1.5` or `1.7` it
will become just `1` and will point to the same cache thus reducing
memory usage
3. Materials are now uniformly split among all the contents of a printed
item from techfab or autolathe. What this means is items like the foam
ammo box printed from autolathe will have both the ammo case and their
40 bullets each set with custom materials such that their final sum
becomes equal to the design cost. For info on how that's done see the
documentation of `split_materials_uniformly` proc.
One downside of this proc is when items have a very small amount of
`custom_materials`(less than 2). In that case values like `0.8` or `1.5`
or `1.7` ends up getting rounded to 1 which means you end up getting
less materials when recycling than what you used for printing that item.
In this case You get 0.48 iron from both the box & it's ammo instead of
0.79 iron used for printing in tier1 autolathe(Or 0.50 for tier4
autolathe).
This shouldn't be an issue as you still can't make any profits from this
but at least everything in the box is now recyclable.
## Changelog
🆑
fix: items that contain recursive contents inside them (like foam dart
boxes from autolathes) now have their custom materials set to match with
its design cost rather than being nullified, meaning they are now
recyclable.
code: all custom materials are now integer values. Improved code for how
materials are used in techfab & auto lathe for printing
/🆑
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.
Apparently there were plans to make these flags do something special
from the comment
https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/__DEFINES/construction/material.dm#L43
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing
https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/game/atom/atom_materials.dm#L41-L42
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.
2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.
3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag
4. Adds helper proc to insert materials via the remote material
component with proper context
## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
No code changes, just a bunch of moved code to reduce the size of the
main atoms file. Took it from about 2.2k lines to under 1k. Also a
couple of docs changes where it was incorrect.