Commit Graph

69 Commits

Author SHA1 Message Date
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
FalloutFalcon 0ff70f7497 adds the cardboard crates to spawners and crafting (#94110) 2025-12-03 11:26:33 +01:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
SyncIt21 749643cddb Reworks cargo market elasticity (#93235)
## 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>
2025-10-18 04:36:09 -04:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
1393F 3a36656ae8 Adds trailing comma to lists/canisters.dm and removes single letter vars from cargo/exports/large_objects.dm (#89273)
## About The Pull Request
title
## Why It's Good For The Game
slightly better code quality?
## Changelog
not player facing
2025-02-03 01:48:42 +00:00
BurgerLUA 3b38037121 [Testmerge Ready] Adds the RB-MK2 Reactor, Makes Tritium buyable from Cargo (#598)
## About The Pull Request


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/5985d911-ece0-42b9-b73a-08976488a2af)

This PR adds tritium based nuclear combustion reactors that converts
tritium into power. The reactor itself is only 1 tile in size and you
are expected to build multiple reactors in order to get a good source of
power going. It is currently obtainable by research, and the rods and
machine itself can be printed at the engineering protolathe, It can be
upgraded via stock parts for crazy power generation.

More tritium in a rod means less time to manage it, but it also means
that the rod's pressure can possibly get too high. There is nothing
stopping you from filling it up with other gases to moderate it, such as
freon if you're brave.

The RB-MK2 engine requires a source of cooling, but not too much
cooling, in order to produce a good amount of power. There is a safety
feature to prevent it from running too hot or too overpressured, but
that can be disabled by cutting the safety wire. There are also several
wires to allow for signal based management if you feel so inclined to
add such a thing to the setup.

### Current wire setup:

| Wire | Pulse | Cut | Mend  |
| --- | --- | --- | --- |
| Overclock | Enables/Disables overclocking | Nothing | Disables
overclocking |
| Activate | Toggles the reactor on/off | Turns reactor off | Turn
reactor on |
| Disable | Turns reactor off | Nothing | Turns reactor off |
| Throw | Ejects the rod, if off | Nothing | Ejects the rod, if off |
| Lockdown | Toggles vents open/closed | Nothing | Turns vents off |
| Safety | Toggles safety on/off | Turns safety off | Turns safety on |
| Limit | Increases the cooling limit percent by 5% | Nothing | Resets
the cooling limit to 0%

### How to Operate

1. Construct the RB-MK2 on a powergrid inside a room with cooling.
1. Fill an RB-MK2 rod with 50 moles of room temperature tritium.
2. Insert the rod into the RB-MK2
3. Wrench the RB-MK2 to turn it on.
4. Let the RB-MK2 run hot, but not too hot to the point where the RB-MK2
rod bursts.
5. If it jams, use a crowbar on it. Or a plunger.
6. If it is too damaged, use a welder on it.
7. ????
8. Profit.

### Tips
- To turn the machine on, insert a rod filled with tritium in the hole
and then wrench it. If you don't have a wrench, you can pulse the
activate wire while the rod is in.
- Rods should be filled up with at most 50 moles of tritium, but more
can be added if you're feeling dangerous.
- You can put other gasses inside a rod if you want said gasses to leak
out during processing.
- The RB-MK2 can be upgraded. Matter bins increase the internal buffer's
volume, servos increase the pressure at which the fans will release gas,
and capacitors will increase the power output of the reactor (this can
result in higher temperature gains) per mole of tritium.
- Overlocking increases tritium consume and gives off more heat, but
provides more power.
- To activate the machine, use a wrench on it. It is considered active
when the rod is all the way down.
- An exposed rod (inactivated machine) is more affected by external
temperatures than an inactive rod. This can sometimes be worse than it
being unexposed if the exterior turf temperature is too hot.
- The machine will only process tritium (and generate power) wile
active.
- Opening the vents (aka disabling lockdown) allows processed gas to
escape out of the buffer and allow exterior temperature to influence the
internal rod temperature.
- Closing the vents will prevent exterior temperature from affecting the
rod, and prevent waste gas from escaping. This is useful for if you want
to increase the temperature by closing the vent or in cases of a chamber
fire.
- Throwing the rod, or removing it manually, prevents the rod from
taking on any more heat/cooling. This does not stop internal reactions,
if there are any inside the rod.
- Increasing the cooling limit will reduce the cooling effect external
air has on the rod. This is useful to increase if your cooling setup
makes the rod too cold to process power effectively.
- There is a safety feature on the machine where if the rod gets too hot
or too overpressured, it will automatically turn off and expose itself
to external air. Disabling safeties is only useful if you want the
machine to blow up, or if you don't want the rod to automatically expose
itself (in case of a chamber fire).
- Goes good with radiation shielding as tritium is a byproduct of
radiation shielding, and radiation shielding requires a lot of power to
function.



## TODO

- [x] Actually make sure it works (it doesn't).
- [x] ~~Introduce liquid reagent cooling mechanics where water puddles
can help with cooling management.~~ Not possible because liquid reagents
are shit.
- [ ] Balance it so it isn't more of a pain in the ass to manage than a
supermatter.
- [x] Maybe add safety features like temperature monitoring and other
stuff so engineers aren't 100% blind.
- [x] Replace Burgerstation default Supermatter setup with this one.
- [x] Testmerge!
- [x] Get feedback from engineer mains.

## Why It's Good For The Game

More sources of funny power is good.

## Changelog

🆑 BurgerBB
add: Adds the RB-MK2 reactor.
add: Makes Tritium buyable from cargo.
/🆑

---------

Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
2023-10-30 16:48:44 -06:00
SkyratBot e6a6e74d40 [MIRROR] Fixes coffin's export values to what they actually should be [MDB IGNORE] (#14483)
* Fixes coffin's export values to what they actually should be (#67931)

* Adds coffins to crates' exclude_types.

Adds coffins to crates' exclude_types.

* Updates comment

Updates a years old comment with the current economy prices.

* Fixes coffin's export values to what they actually should be

Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2022-06-24 21:02:15 +01:00
Pepsilawn aca975fd54 Fixes coffin's export values to what they actually should be (#67931)
* Adds coffins to crates' exclude_types.

Adds coffins to crates' exclude_types.

* Updates comment

Updates a years old comment with the current economy prices.
2022-06-24 01:56:07 -04:00
SkyratBot 044d75253c [MIRROR] Arconomy: The bigger balance PR (REVISED EDITION) [MDB IGNORE] (#13164)
* Arconomy: The bigger balance PR (REVISED EDITION)

* yes

* wew

* Update multitool.dm

* yers

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-27 21:29:22 +01:00
ArcaneMusic 5f4d5a42d4 Arconomy: The bigger balance PR (REVISED EDITION) (#65795)
This PR covers 4 Key features:

    Price Rebalancing
    Passive Income
    Gas Exports
    Lathe Tax

Relevant Design Doc (Slightly out of date as a result of the discourse on the subject).
https://hackmd.io/WlWgyRafTaiAqz6ouOqC-Q

-- START DOCUMENT --

# Arconomy Version Two
This is mostly me organizing a long list of thoughts that I'm not sure if I can properly describe and get across, but lets just work with what we got and go from there.

## There should probably be a relationship to time and profit
So, part one of a series called "Arcane was completely wrong about game design", I made a rather large misstep in regards to designing arconomy, and nobody told me this until far, FAR after I had gone way too in on my own ideas:
"There needs to be a relationship between time and money". Because Space Station 13 is a game that is built around rounds, either long, LONG rounds on MRP or 30 min - 1 hour long rounds in LRP, your whole orientation of the game is built around time. The longer you spend in a single round, the more you can do and mold the station and the game in a specific direction, whether it's from an admin event, doing your job, or going off on a wierd character based tangent.
The issue here lies in a question I tried to answer in my previous design doc: 
> "Command players start with lots of money, and make mountains of money, and as a result, have so much money by the end of the shift that they're practically immune to the effects of the economy.
> Assistant players start out with practically no money, find that the station is covered in costs that they'll never be able to practically afford, and decide that the economy is stupid and not worth utilizing altogether."

Two fundimentally different outlooks on the same problem, caused by the pay discrepency as it existed originally. Since we have so many different jobs all at different paygrades, the option that made the most sense at the time was to completely remove paychecks alltogether because they would multiplicitively exacerbate the previous issue. 

While it would flood the in-game economy over time at high levels, it did add a sense of timescale to the existing in-game relationships. You **KNEW** that after x many minutes you would get that fancy hat, or that you would need to find cash in other ways to get it. Having that time-scale is helpful as we've moved to our 90 minute round average/goal. It also, similarly, means that we know exactly how many credits each job SHOULD have had access to before a major disaster calls for a shuttle call. But, in hindsight, that is a value that should be consistant for all players. If a single, unaided player looks at a 200 credit bill, that should have the same impact player to player, and not limit their access to jobs.

## Bounties just ain't that fun, but they stand to see improvement from where they are now
So, guilty as charged, bounty running doesn't quite have the same charm as it used to have. For our friends just joining us, cargo used to have a single, per round laundry list of items that would payout to the cargo budget each shift. Each list would start with 10 items, one of which would randomly be assigned higher priority with a higher payout, and it would be cargo's job to ~~Break into each department and steal that thing~~ cooperate with jobs around the station to aquire funds for station crisis or when you just want to dick around and make stacks of cash. This had a distinct charm to it, but one element of it that majorly reduced the replayability of bounties was that they were severely limited in scope. Once you did your ONE drink bounty or your ONE chemical bounty, you no longer needed to interact with that department. 

My original goal was this: Make an unlimited bounty system, where crewmates were able to get a cut of their work as profit. To a degree, it's fairly successful! Crew do have a way to actively work with cargo to get  paid for their labor, and they help cargo as a result by giving them free valuables. The issue lies in the fact that this has kinda flipped the relationship on it's head: Bounties stopped being cargo's job to outsource to the crew, and instead the crew's job that becomes dependent on cargo. 

In general, many bounties simply weren't meant to be repeatable content in the first place. And certainly not meant to be used for every job. Offloading it as a kind of fetchquest minigame so that all jobs can offset the loss of passive income? It's not the best choice. For jobs like botanists or scientists it's tolerable at best, frustrating at worst. Just look at the state of things like experisci-slime experiments or scanning furniture. 
It gets far worse when it's from the perspective of jobs that have *explicitly* limited supplies like security. No, a security player is not going to be allowed to haul away all the good metal handcuffs from the brig for a bounty, and no, you cannot take all the riot shotguns from the brig.

Now, a few of these things were fixed over time, with mixed successes. Bounties started to be cleaned up in order to prevent limited quantity items from being an option for repeat bounties. Jobs that lack exports started to get some content for still allowing them to have repeatable exports (Like the Scanners for Security Officers to go on patrols).
The BIG EXCEPTION to this is Restaurant Bots, but we'll hit that in a second.

## Getting everything on the same price scale has been a major improvement.
Unironically one of the best changes made has been the idea that even if we lack that good time-credit scale from before,  we didn't really have a "standard" to work off of when something new is added to the game and the dev needs to determine how much to make that thing cost. That's why the current costs of objects and values on-station are scaled off of a single define, the value of a crate sold on the cargo shuttle.
> Yes, I'd like an APPLE. It's worth 3124151 CREDITS. NO, I don't know why the apple juice in the vendor is worth 415 CREDITS, nor do I CARE, GOOD MAN.

From the back end, everything is scaled off the same define now. Paygrades are defined off of a different scale still, but that's fine. You know, from the cargo end of things, that a cargo player needs to ship off X number of empty metal crates to purchase a laser crate, or a pizza crate. Definate relationships help in solidifying the singular value of a product. 
If we decide that we want to rescale the in-game economy and provide space credits with more granularity, at least we know we can do it with a single line of code, and not looking at every single instance of something that charges the player money.

### Arconomy Tangent: We gotta nuke gas selling.
This has been a long time coming and I know people are going to be upset at me, but look man.
I have no idea how selling moles of gas works these days. It seems like with minimal resources, true atmos wizards are able to make singular cans of gasses with infinite moles of some kind of gas, and if it's exotic enough, they can make upwards of a million credits a can. I've seen multiple occasions where selling gas cans to cargo has allowed for players to buy a bike.
For our Gen-Z zoomers reading this, players were never meant to BUY the bike. The bike is just a reskinned scooter meant as a cute little pokemon joke. If a player can actually buy a bike in a round, that's a sign that someone, somewhere, fucked up.
We fucked up the whole system with atmos gas selling.
We've now gone through metas of extracting miasma from lavaland for credits, we've gone through a meta where cargo starts building their own hydrogen burn chambers for simply produced gasses, we've seen time and time again that processed gasses in the funny space simulator just tends to be abused to death and back. I've had talks with TheFinalPotato on this in the past, and it just feels like a system that would need to be rewritten from the ground up, or looked at in terms of the whole cargo department. If I don't get to it first, the next cargo design doc someone writes **SHOULD**.

## Giving jobs content that integrates into the economy can be really fun.
Tourism bots and the baked in ingredient shopping is fun! It's enabled for a fluff job that doesn't have too terribly much by way of serious responsibilites to integrate active income minigames into the gameplay of chefs and bartenders. It's fully optional, it's quick, and it's not even a full shift investment. 

These secondary tasks, which utilize jobs core gameplay loops in a new way, while rewarding them within the in-game economy are a decent way to keep players engaged with their jobs, and allow for them to use credits as a player resource as well as a primary job resource.

**I AM NOT SAYING** that all jobs need to find tasks to arbitrarily reward players with credits for. The reason it works so well for jobs like the chef or bartender is because their job is already to make food and drinks, but they have so many options that they're not encouraged to make too wide of a variety of food, especially when botanists won't always make everything you need. The food market gives them an outlet to buy outlier ingredients and the tourists pay handsomely enough that you can offset your costs most or the time.

I'll break this down as well into the three different methods of money-making in game as well, to guide someone on how to make good, secondary income content.


| Primary | Secondary | Tertiary |
| -------- | -------- | -------- |
| This is something like passive paycheck income. You get this just purely for playing the game, and staying alive.     | This is an active trade off between your job's specific content, where you are trading your time for something it is directly your responsibility to do. Eg. Tourist Bots.    | An active task you are performing for income, but lacks the specialization of a job. EG. Bounties.     |

Jobs that excell at more service based tasks and less production based tasks should aim to aquire more seconary style economy integration, like medical, science, or security.

## The options for moving money around the station are actually pretty decent, but could be streamlined
Bounty boards are pretty decent at being a way to pay crew members for single service jobs. However, bounty boards are pretty much dead content, in a sense. There's not much incentive to hunt down your department's bounty board. 
Similarly, most crew would just prefer to hand credits out by hand to prevent most kinds of abuse of their own credit supply.
Long term and certainly a major personal outcome I'd like to see: Bounty boards and Newscasters should be merged together. Newscasters have some truely awful spaghetti and their being held together by shoe-strings and duct tape (This is slang for HTML). Bounty boards are... well they're functional, but they have the benefit of being built in TGUI. Merging the two's functions should cut down on wall-space, as well as improve the quality of a vast deal of code, and make money transfer on station slightly easier.
Honestly, pretty happy with vend-a-trays. They're pretty decent store-machines on station and do their job pretty well when they get used. All in all I'm happy with how they work.
Custom Vendors are clunky to a fairly major degree and I don't think most players get how to make them work on account of need a price tagger (not a sales tagger, that's the cargo item) to mark an object for it's sale value, then load it into a custom vendor sales unit, then load it into a custom vending machine, and that's only IF custom vending machines decide to work this year. Streamlining the tools, or perhaps just vending machines would certainly improve this as a service.

## Just ain't enough cool stuff to buy with credits.
An ever-present problem, that we're just kinda stuck with. There's a decent number of issues involved with making content that can safely be gated with just credits.
 * If it's usable as a weapon, is it too dangerous to hand out to the crew at large?
 * Does security get potential oversight?
 * If it's illegal, does it go through cargo?
 * Does it HAVE to go through cargo?
 * If it's beneficial, is it going to invalidate the existance of a job? (Think old medkits!)
 * Is there anything that players WANT that's not a weapon, benefical to the station but not too strong, or quite literally traitor equipment?

It's a tough question.
Some items make complete sense to implement on a per job basis as either uncommon or premium equipment, while other items could potentially be moved to station-wide unique purchasables.

# Takeaways:

Look, these are just some possible solutions that I'm considering. I think that working alongside a maintainer who could actually give a damn on getting this system orderly and possibly alligned with our current design philosophy (Who also understands that a not-insignificant amount of current economy was abitrarly written by goofball an actual decade ago) could help iron this out into a clear and consise set of goals and milestones to make the in-game economy workable. Not balanced, but workable.

* **Design a simple simulation for per round intake and outtake, to determine benchmark values for a 90 minute round.**
![](https://i.imgur.com/Yq5qA0O.png)
It would need to look something like this, as a kind of fucked up, Multi-Input Multi-Output Control Problem. Possibly could be done in simulink, but I'm not quite sure how to do that at this moment, so a less complex version might be fine.

* **Look back at implementing crewmember incomes, but at a flat, more consistant rate over all jobs**
    My leading idea: 50 credit, uniform paygrade. No wild, unscaled pay rates based on what job is "important" or not. 
That line of thinking means that certain jobs should have more expensive equipment over other jobs, but then we're right back to the captain thinking that a cup of coffee is practically free where an assistant thinks that a screwdriver from the vendor is going to put them out of house and home.
Improves time-relationship values with credits.
This could lead way to heads of staff having some degree of control to giving raises or paycuts to crew-members, but perhaps at a very, VERY gradual rate.

* **Perform another big-picture look at bounty cubes.**
    Potentially try to put bounties back in the hands of cargo, while still providing payouts to crewmates who assist in completing jobs. This may require some minor refactoring of the pricetag component, perhaps to even allow for multiple crewmembers to recieve profit from a payout.
This means once again, look at making bounties workable for all jobs on the station, not making the objects requested literal lathe-fodder, and finding ways to benefit the station in some way with the task of bounty cubes, even if it's just for credits.
Deceptively hard task.
    
* **Add secondary tasks that integrate the economy into non-bounty-able jobs/departments**
    Like it says on the tin, look into ways to add content that improves economy integration into existing jobs, without necessarily changing what those jobs DO. The bounties for those jobs can still exist as a tertiary thing, but should be made clear that they're... tertiary.
Chefs still make food and bartenders still serve drinks, but they have a way to hand them out for fun and profit.
Some thoughts and ways to handle this potentially:
*Science:* Perform intricate testing on anomalous materials using science equipment. Should NOT REWARD RESEARCH POINTS. Mr. OJ Headcoder will CHEMICALLY CASTRATE me, or you, if you do.
*Medical:* Complete tricky or non-standard surgeries on dummies for medical data. Think like that meme from the TV show, House.
"He needs Mouse bites to live. MORE MOUSE BITES."
*Engineering:* Repair wacky machines that use both station-standard parts as well as solving quick puzzles.

* **Look into more effective money sinks that are dynamic sensitive**
    Think, for example, about the station ransom event that spawns space pirates. 
What if instead of the captain just dumping credits from the cargo budget into the aether to prevent pirate spawns (They're bugged anyway to my knowledge to spawn anyway), crewmates had to cough up that dough before a time-limit, or risk a pirate spawn. For those of you who were scratching their heads at (Operational Costs!?) in the above controls diagram, this is the sort of thing I mean. 
Little, smaller things that might need to be purchased, invested in, or otherwise drain credits from the station over the course of the round.








# Arconomy 2.0: Smarter, Better, Flashier.

## Roundstart
Players begin each shift with a set amount of money, with the value being mostly uniform over the course of a shift assuming no interaction with economy. Jobs are split up into only 3 paygrades, Minimal, Crew, and Command. Minimal is reserved for jobs that are meant to fill population counts but lack a specialization, like prisoner and assistant. When starting the shift, a player will start with 5 paychecks worth of savings. This system is not designed for persistance, so you will always be able to tell how much money a player starts out with. Every 5 minutes, aka every economy tick, the player will recieve one paycheck, which is capped out at the standard crew member paycheck. This means that even if you start the shift as the captain, and begin the shift with 500 credits, you will recieve the same 50 credits as regular crew members.


| Minimal Paycheck | Crew Paycheck | Command Paycheck | Frequency |
| -------- | -------- | -------- |--------|
| 125 Cr     | 250 Cr     | 500 Cr   | Roundstart |
| 25 Cr | 50 Cr | 50 Cr | Passive Income |

## Product Prices
Products found in vending machines are defined by the amount of a player's paycheck they're meant to cost. Regular items use the PAYCHECK_CREW value, while more expensive or otherwise prohibitive items are defined by PAYCHECK_COMMAND. Items are defined in this uniform, horizontal fashion in order to maintain the equal value of credits over all jobs. A 100 credit medkit in medical should have the same value to a doctor as it does to a botanist.

Jobs apply a discount to vending within their own department, so an engineering would have a discount on tools, and a doctor would have a discount on sutures. Items that are important to gameplay progression in a role are less expensive to their intended users.
> **AUTHORS NOTE:** I am considering removing in-department discounts. In the benefit of making the value of purchasables more universal, deciding that credits shouldn't be spent within their own department just seems... rather fucking stupid.
> Possibly move the discount to only the first few minutes of the shift, or perhaps as some kind of gameplay benefit to slowly increase in-department discount through gameplay milestones? Who knows 👻 
> 
Some jobs have premium, high value items stocked in their vending machines that are not meant to be purchased at roundstart. These are meant to encourage players to save or combine resources to gain access. An example of this is insulated gloves. Other high value items can also be found in contraband through hacking vending machines. This remains unchanged.

## Markets
The cargo department has been changed in order to improve player involvement with the economy, as well as to give cargo more variety in their merchandise while preventing a singular stale meta of products to purchase from.
Yes, I'm looking at you, russian surplus crate.
Lets start with what's remaining the same:

* Cargo is a department that manages imports and exports of products, fulfilling departmental orders, and aquiring supplies dependent on the station's state.
* Cargo encompasses the station's mail, mining, and flow of orders, as well as drone exploration.
* A skilled cargo member is able to find high value items to sell back to centcom in exchange for more funds, to purchase those supplies.
* Centcom may request bounties which crew can fulfill in exchange for credits, if they wish for additional work.

**Now for the new design flow:**
Cargo starts out with a new mechanic called a market. Markets hold existing export datums as well as purchasable products. The values of items will fluxuate up and down based on the market status, with in-game events or player actions raising or lowering the values of specific markets.

At roundstart, cargo has a single market to sell to, which is Nanotransen. This will not incapsulate all the existing export datums in the game, just the *primary* exports that are used by players. Items that are exclusive to nanotrasen and required to play certain game modes, like mindshield implants or being able to sell crates, are included and will always be available to purchase.

Additional markets can be unlocked through gameplay sources, such as:
| Market Name | Source | Imports/Exports |
| -------- | -------- |- |
| The Syndicate |  Emagging/Hacking the Console | Illegal Goods/Contraband |
| The Clown Planet Commerse | Discovering the clown planet ruin | Pies, Horns, Pranking Equipment |
|Terragov Sector Security Surplus | Killing any megafauna. | Weapons, Ammunition, Advanced Riot Gear. |
| Mekki Materials Co. | Recovered loot from Exodrones | Materials and industrial equipment. |
|Donk Co.| As a tip from tourist robots. | Foods and Drinks, Toys and Games.|
|Waffle Co.| As above. | Bootleg products and wacky merchandise. |
|The Research Consortium| Reward for completing any experiment tree. | Slime Cores, RnD Artifacts, Robotics Equipment |
...And more, if I can think of more.
The purpose being, of course, to split up cargo's purchasable goods to be more instanced and unique, while also create unique situations where due to profitable markets, very specific exports are needed to help the department make money.

End of document for now :@ArcaneMusic

-- END DOCUMENT


Price Shifting

So, in-game items that have prices have a major issue on their hands, being that they were decided by how much money that job should make. This means that many of the jobs in-game have been given prices scaled to their job's income. That income I adjusted by removing passive income in #54161. While this was helpful to moving towards an active in-game economy, it resulted in items falling into distinct price brackets. A high paying job like security's items could never be purchased by someone like a botanist, but a job like a security officer had more capital and buying power than most other jobs in-game combined when moving down those brackets. We've done a simple normalization of scale to help in bring things closer to a semblance of equality.

There are now 3 price brackets, PAYCHECK_LOW, PAYCHECK_CREW, and PAYCHECK_COMMAND. Command staff will still have a higher base level of money on-hand than other crew, and low paying wages that we on-station don't respect as being real jobs (assistant, prisoner) will have their items be intentionally cheaper to encourage active participation in the economy, but the difference in scale is now noticeably far closer to each other. This means that assistants can still interact with the economy as spenders, but if they want to be doing a lot of work with money, they'll need to put in work. Additionally, this means we arbitrarily enforce a system that allows for items to have uniformity in what they cost to other players. 50 credits for a wrench feels better when you know that other job critical items in-game are also around the same price, and it's equivalent to one paycheck.
Paychecks are reintroduced

Economy lost it's relationship to time. In a game where a single round takes 90+ minutes (Backed up not only by the head-coder's design direction as well as plenty of aggregate round data), having a relationship to time and how long it takes to afford something is a major consideration when you look at buying something. Also, we get to say that I was certifiably wrong in regards to the active economy thing, since we have very, VERY few active sources of content in-game that are very... fun? Bounties are literal fetch quests but something like tourists is at least more engaging and interactive with the round, and should be the direction we want economy-job integration to head in.

Between having inflation as a price manipulation mechanic already in the code, as well as prices being roughly equalized in terms of their costs between jobs and their impact on the round, this allows for the reintroduction of paychecks to an extent.

As an additional note, doing this meant tweaking down the syndicate briefcase of cash, so that instead of giving you 5000 credits for 1 TC, it now costs 5 TC to accompany the fact that this is now a rather significant amount of money, even on decently high population. Fun fact: the Syndicate Briefcase of Cash actually PREDATES the economy, and was NEVER ADJUSTED beyond the original implementation of the economy as a result!

Gas Exports.

ALRIGHT ARE YOU READY FOR SOME GRAPHS? I THOUGHT SO, YOU LOVE GRAPHS.
So, gas exports are fucked, have always been fucked, and consistently have proven to be capable of breaking the in-game economy for a long time. This is no secret, I've been pinged with players getting billions, actual billions of credits using it multiple times in as many years. See, any round where a player manages to buy the bicycle is a round where I've fucked up, or someone fucked and I let it get past me.

So here's how gas exports work right now.

So, all of this hinges on the value of a single mole of gas, and some gasses enable you to make extremely, EXTREMELY profitable gasses through atmospheric gas wizardry However, even those less profitable gasses are still in an extremely high magnitude of value.

Most gasses if you have a full can of it will net you OVER 10k credits. For scale, one crate being sold in cargo is 200 credits.
That's a minimum of crates for pumping gas into a hollow metal box and praying it doesn't explode.

So we adjusted the values accordingly.

The baseline value of a single gas has been tweaked downward significantly. Even these values are still arguably very high, but I can play with it at the discretion of LemonintheDark. The green line at the top represents gasses that previously sold for 100 credits per mole, antinobilium I believe, and working downwards. I am going to try and enforce 10 credits per mole as the absolute maximum hard cap on gas exports, regardless of how many gasses we try to add in the future. Because the alternative is getting a gunjillion credits by huffing miasma into a tank of steel. And we ain't having that shit.

Lathe Tax

Part of the testing for this PR involved me modeling the SS13 economy in a given round as a kind of controls problem, with each source of income introduced in the round as a kind of input (Passive Income, Bounties, Tourists) in order to get a handle on roughly how much income a single round of SS13 will see per player on the given designed round-length, in order to estimate how much things are going to cost. Modeling how much players spend on a given round is variable enough that it'd be too difficult to accurately test without just throwing this up on a server and getting live data.

However, from the appearance of my dataset, players would be making a LOT more money nowadays with all of the above changes implemented. In an attempt to curve that intake, I attempted to implement a small, low scale tax of printing items that would take a small amount of players income every time they print, as a way to add a basic economic side-effect to this mechanic.

This has made a lot of people very angry and been widely regarded as a mixed decision. So, maintainers came up with an intended direction they want to see it, as they wanted to make sure that economy would remain a secondary system, that could still have an impact on round direction and the changes they want to see in the game.

So, here's the intent:

    Lathe tax should exist in the form of printing things from protolathes outside of your department, not on autolathes or your own protolathe.
    We want to promote people talking and collaborating to access things if it's outside the scope of their department and they still want it, with theft still being a viable avenue of gameplay.

Players will be charged 10 credits for printing a set of items not from their own protolathe, each. Printing an item can be paid for from your own ID card's bank account automatically, but the payment component has been buffed to handle physical money alternatives, as well as pulled money, similar to the luxury shuttle scanner gate's behavior.

Borgs are still enabled to print from lathes, however instead of it costing them credits, they now take a self-significant power cost in order to do so, preventing them from being used as a roving bank account for printing. I'll look into this further as we don't want to invalidate mechanics like borgs being able to do organ based surgery or building machinery, but we don't want them to become credit cards, so place that under advisement.
Tweaks and Updates:

(Suggested by Ziiro) If the revolutionaries win, centcom will no longer enforce the Lathe Tax.
(Suggested by about ~1000 people independently between my DMs, Reddit threads, the Feedback Thread, and elsewhere)
Printing items only taxes you once per print. EG: If you print 10 Kitchen Knifes as an assistant from the service lathe, you will only be charged once instead of 10 times.


For many of the reasons that I outlined above, this is a good change in a positive direction.
Players get more ability to interact with the economy without having to do content that's becoming increasingly depreciated in my absence.
Players also have a baseline consensus on what values of credits are high and low because jobs have been given an equalized standard in regards to the cost of certain items.
Price fluctuations through inflation will now be more meaningful in situations where the economy becomes more relevant.
The system will still encourage you to play a job that's productive to the status of the station through lower paycheck jobs existing as well.
Gas exports are now reduced to the point that their value is appropriate for the first time... actually ever. Nice.

The values of nearly every item purchasable by players has been rebalanced.
Players will now start with less starting money, but will receive a paycheck once every 5 minutes.
The value of gasses exported through the cargo department have been skewed way, WAY down in terms of price.
The Syndicate briefcase of cash now contains now costs 5 TC, up from 1 TC, for 5000 credits.
Printing items from lathes on station now costs a fee of 10 credits per item printed if it's from a lathe not under your department.
The payment component has received additional handling for physical credits, as well as pulled credits/ID cards for those without hands.
2022-04-27 03:01:21 -07:00
SkyratBot 054b4d9739 [MIRROR] nitryl and stimulum merge in nitrium [MDB IGNORE] (#9514)
* nitryl and stimulum merge in nitrium (#62061)

This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)

Less rare gases, going towards a better atmos gameplay loop

* nitryl and stimulum merge in nitrium

* Fixing blackmesa

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-17 15:14:33 -05:00
Ghilker ba8dbfb591 nitryl and stimulum merge in nitrium (#62061)
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)

Less rare gases, going towards a better atmos gameplay loop
2021-11-17 01:56:19 -08:00
SkyratBot 08b4db1d91 [MIRROR] Power generation (collectors, coils, grounding rods) cleanup [MDB IGNORE] (#8871)
* Power generation (collectors, coils, grounding rods) cleanup (#62144)

* Energy collection: Mass rework

Radiation Collectors and Tesla Coils are now subtyles of a common
energy_accumulator type. This type combines common code such as smoothing
output over energy received, computing power output, and handling wire
connections.

Inline calculations using machine energy units are now performed by
common math functions in maths.dm. Rather than reference 0.1,
1 SECONDS is used to make it clear this is to calculate to and from
tickrate dependent units.

Constants which are written in terms of tickrate dependent units are now
written in terms of joules, and use these helpers to convert to and from
these units. With SSmachines.wait / (1 SECONDS) being 2, this usually
means doubling the values of constants which were previously defined in
terms of machine energy units.

* Energy collection: Map path update

> git ls-files | grep dmm | xargs sed -i 's1rad_collector1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1tesla_coil1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1grounding_rod1energy_accumulator/&1g'

* Power generation (collectors, coils, grounding rods) cleanup

* object path update (#8882)

* [MDB IGNORE] Missed some paths (#8886)

* object path update

* oops missed a couple paths

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: ORCACommander <orcacommander1@gmail.com>
2021-10-17 23:17:02 +01:00
esainane 5a1e3b22ba Power generation (collectors, coils, grounding rods) cleanup (#62144)
* Energy collection: Mass rework

Radiation Collectors and Tesla Coils are now subtyles of a common
energy_accumulator type. This type combines common code such as smoothing
output over energy received, computing power output, and handling wire
connections.

Inline calculations using machine energy units are now performed by
common math functions in maths.dm. Rather than reference 0.1,
1 SECONDS is used to make it clear this is to calculate to and from
tickrate dependent units.

Constants which are written in terms of tickrate dependent units are now
written in terms of joules, and use these helpers to convert to and from
these units. With SSmachines.wait / (1 SECONDS) being 2, this usually
means doubling the values of constants which were previously defined in
terms of machine energy units.

* Energy collection: Map path update

> git ls-files | grep dmm | xargs sed -i 's1rad_collector1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1tesla_coil1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1grounding_rod1energy_accumulator/&1g'
2021-10-16 19:36:51 -04:00
SkyratBot 58c7729d88 [MIRROR] Rad collectors gone, tesla coils to generate power [MDB IGNORE] (#8697)
* Rad collectors gone, tesla coils to generate power (#61917)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Rad collectors gone, tesla coils to generate power

* replaces rad collectors

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-10 17:13:06 +01:00
Ghilker cc3bf70da9 Rad collectors gone, tesla coils to generate power (#61917)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-10-08 17:03:52 -07:00
SkyratBot d8ee087d8d React optimization + event based processing for tanks, canisters and pipelines (#5352)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-01 14:08:53 +01:00
LemonInTheDark a924226b50 React optimization + event based processing for tanks, canisters and pipelines (#58418)
* Makes tanks only process when needed, rather then doing it constantly

* Makes portable atmos machines only process when needed, makes adding and removing atmos machinery cheaper, makes the tank processing logic actually work properly

* Makes pipelines only react() when their mix changes, fixes a ton of misuses of update_parents that were causing about 10ms of load for atmos just from reconcile_air()

* Adds in a new reaction framework alongside the old one for profiling related reasons

* whoops

* Cleanup, removes the react profiling code, I've chosen a direction to go here

* Cleans up some code, adds comments describing how to interact with portable atmos machines/tanks and their
mixes, adds a blurb to Atmospherics.md about the topic as a whole, leaves a line of bread for someone to follow
if I get hit by a bus in 2 days (Knock on wood)

* Removes priority from reactions, moves priority groups to the defines file

* whoops

* Converts air_contents to _air_contents, replaces all the out of file things that used it with return_air()

* Replaces the canister air contents uses, converts it back to air_contents, I decided I didn't like the _

* Fixes
2021-04-30 12:29:29 +02:00
SkyratBot 1b03b9e8ef [MIRROR] Fix gas canisters selling for the same price regardless of gas amount (#5264)
* Fix gas canister value (#58736)

PR #57844 (d71ce02c98) accidentally omitted a pair of parenthesis in gas value calculations, making gas canisters with 0.1 moles of gas cost the same as canisters with 1000 moles

* Fix gas canisters selling for the same price regardless of gas amount

Co-authored-by: Urumasi <Urumasi@email.cz>
2021-04-28 02:17:27 +01:00
Urumasi 955075138a Fix gas canister value (#58736)
PR #57844 (d71ce02c98) accidentally omitted a pair of parenthesis in gas value calculations, making gas canisters with 0.1 moles of gas cost the same as canisters with 1000 moles
2021-04-27 16:18:17 -07:00
SkyratBot c418b139be [MIRROR] Ports Mail From Kiwi Take 2: Arconomy Class Mail (#5172)
* Ports Mail From Kiwi Take 2: Arconomy Class Mail

* Update wardrobes.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-25 21:20:20 +01:00
ArcaneMusic 3475446f74 Ports Mail From Kiwi Take 2: Arconomy Class Mail (#58146)
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-24 22:49:27 -07:00
SkyratBot 49f5a4a856 [MIRROR] Fixes an infinite credit exploit that got overlooked. (#4303)
* Fixes an infinite credit exploit that got overlooked. (#57803)

So, turns out when assigning values to crates, a good number of the "large object" crates all have multiples of their export, and that didn't get assessed when giving them their current values. As it is currently, you can make infinite credits by ordering some select crates. This adjusts their prices to make them not do the bad, and work in-line with similar crates that sell lower than their buy value.
Also, fixes an issue with liquid tanks having a component of their sell value not tied to the defined, which was completely glossed over in the price rework, and is now scaled to the correct current value.(500 cr crates -> 200 cr crates).

* Fixes an infinite credit exploit that got overlooked.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2021-03-21 22:32:39 +00:00
ArcaneMusic d633c322ac Fixes an infinite credit exploit that got overlooked. (#57803)
So, turns out when assigning values to crates, a good number of the "large object" crates all have multiples of their export, and that didn't get assessed when giving them their current values. As it is currently, you can make infinite credits by ordering some select crates. This adjusts their prices to make them not do the bad, and work in-line with similar crates that sell lower than their buy value.
Also, fixes an issue with liquid tanks having a component of their sell value not tied to the defined, which was completely glossed over in the price rework, and is now scaled to the correct current value.(500 cr crates -> 200 cr crates).
2021-03-21 21:18:38 +00:00
SkyratBot 26f1f39c17 [MIRROR] Makes cargo canister listings get automatically generated at runtime (#4295)
* Makes cargo canister listings get automatically generated at runtime

* Update canister.dm

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-21 14:58:03 +00:00
Emmett Gaines d71ce02c98 Makes cargo canister listings get automatically generated at runtime (#57844) 2021-03-21 06:07:54 -07:00
SkyratBot f2f7b0fc9e [MIRROR] Reduces the export cost of Zauker to something more sane (#4155)
* Reduces the export cost of Zauker to something more sane (#57683)

You can make Zauker pretty easily using the HFR once you know what you're doing. tl;dr it's Hydrogen all over again.

* Reduces the export cost of Zauker to something more sane

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2021-03-14 14:10:03 +00:00
TheVekter 9565625c8b Reduces the export cost of Zauker to something more sane (#57683)
You can make Zauker pretty easily using the HFR once you know what you're doing. tl;dr it's Hydrogen all over again.
2021-03-14 00:28:28 -08:00
SkyratBot 6603e04fc0 [MIRROR] Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable. (#2120)
* Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable.

* Update shuttles.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-12-11 00:50:53 +00:00
ArcaneMusic e09a9032da Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable. (#55413)
Does a value-wise refactor of crates and bounties in order to scale the value of these imports and exports to the value of crate exports (500 credits each). Then, I have adjusted the value of crate exports to 200 credits down from 500 to place the most standard unit of profit within cargo to a scale within that of roundstart paygrades currently on station. (350-1400 credits).

This effectively balances one of the biggest disparities left within the in-game economy, which is that cargo's price scales have really never been re-balanced with the considerations of on station prices, and have been still to the same scale as when they were based on cargo points 3 years ago. While admittedly some prices in vendors were scale to those original cargo values, so many of them weren't that it warranted a massive rebalance PR in order to places the scale of these items within an appropriate range of their intended user's cost values.
2020-12-10 23:43:46 +00:00
SkyratBot 1a52861db2 [MIRROR] make gas selling use elasticity (#1967)
* make gas selling use elasticity (#55192)

Fix gas selling never use diminishing returns

* make gas selling use elasticity

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-11-30 17:27:14 +00:00
Ghilker 19010c9d43 make gas selling use elasticity (#55192)
Fix gas selling never use diminishing returns
2020-11-30 12:19:41 -05:00
SkyratBot 6ee9837409 [MIRROR] [WIP] Remove fusion from reactions, add hypertorus fusion machinery (#1719)
* [WIP] Remove fusion from reactions, add hypertorus fusion machinery

* a

* Merge branch 'master' into upstream-merge-54379

* Update tgui.bundle.js

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-19 07:27:51 +01:00
Ghilker f8581a636a Hypertorus Fusion Machinery (#54379)
This PR removes fusion from reactions.dm and add the Hypertorus machine and its new and improved fusion reaction (results may vary).

Fusion is one of the most costly reactions from the atmos system, is one of the most complex and yet most simple ones; this will move fusion inside a buildable machine and it will allow a degree of complexity that can't be done inside react()
2020-11-18 15:44:39 +02:00
SkyratBot b087080166 [MIRROR] Better Hypernoblium (#1573)
* Merge pull request #53835 from Ghilker/hypernob

This PR changes the Hypernoblium gas around a bit.
First the stop-all-reaction property has been limited to a minimum temperature of 20 K, under that it will no longer stop the reactions in the container (canister, pipenet or open air), over that it will behave normally
Second the production of the Hypernoblium has been shifted to very low temperature, under 15 K so you need at least t3 freezers to achieve and at least 1000 moles of BZ as catalyst to lower the vey high energy released by the reaction

Lowered amount of credit received by cargo to 5.

The production of Hypernoblium was always a pain to make it happen, so it was a super rare gas that almost nobody made, now that the endgame for atmos shifted to more advanced gases and tools, Hypernoblium needed a little rework to fit right into those changes.

* Better Hypernoblium

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-05 13:48:28 +01:00
LemonInTheDark a035c1e502 Merge pull request #53835 from Ghilker/hypernob
This PR changes the Hypernoblium gas around a bit.
First the stop-all-reaction property has been limited to a minimum temperature of 20 K, under that it will no longer stop the reactions in the container (canister, pipenet or open air), over that it will behave normally
Second the production of the Hypernoblium has been shifted to very low temperature, under 15 K so you need at least t3 freezers to achieve and at least 1000 moles of BZ as catalyst to lower the vey high energy released by the reaction

Lowered amount of credit received by cargo to 5.

The production of Hypernoblium was always a pain to make it happen, so it was a super rare gas that almost nobody made, now that the endgame for atmos shifted to more advanced gases and tools, Hypernoblium needed a little rework to fit right into those changes.
2020-11-04 21:18:01 -08:00
SkyratBot d13a1a36ac [MIRROR] removes hexane (#1382)
* removes hexane (#54437)

removes hexane gas from video game

(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)

it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both

* removes hexane

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-19 21:12:45 +01:00
Fikou 500608ac6d removes hexane (#54437)
removes hexane gas from video game

(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)

it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both
2020-10-19 11:41:25 -07:00
Ghilke 82573f3bf9 lower export price 2020-09-26 19:14:12 +02:00
SkyratBot 160c64b485 [MIRROR] Remove bad reference from atmos (#852)
* Remove bad reference from atmos (#53781)

Change the name from Cyrion B to Zauker due to the easy connection the bad groups in the past

Not getting a repo ban is good

* Remove bad reference from atmos

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-09-18 00:36:50 +01:00
Ghilker 29c0ed1b00 Remove bad reference from atmos (#53781)
Change the name from Cyrion B to Zauker due to the easy connection the bad groups in the past

Not getting a repo ban is good
2020-09-17 13:51:15 -07:00
SkyratBot 5504cc9b36 [MIRROR] Add 5 new gases, related interactions/items/content, changes parts of fusion (#736)
* Merge pull request #53013 from Ghilker/reactions-go-BRRRR

The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)

Healium
Proto Nitrate
Cyrion B
Halon
Hexane

reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view

What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo

More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR

Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content

🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑

* Add 5 new gases, related interactions/items/content, changes parts of fusion

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-09-11 23:02:34 +02:00
Ghilke c671340607 atmos grenades works by distance, added bounties and gas selling 2020-08-27 18:21:37 +02:00
SkyratBot 4a8bf70af3 [MIRROR] Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam. (#345)
* Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam. (#52873)


About The Pull Request

This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.

Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.

The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.

Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game

Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog

🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑

* Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam.

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
2020-08-15 00:53:05 +02:00
CRITAWAKETS da354ba4e2 Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam. (#52873)
About The Pull Request

This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.

Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.

The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.

Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game

Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog

🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
2020-08-15 10:42:08 +12:00
ArcaneMusic 72b7c738af Arconomy 1.0: Final Stage Capitalism (#52007)
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts

* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO

* End of day... 2? 3? lockdown has ruined me

* Day 3. I cannot unto bogdanoff. Send help.

* So far so good.

* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.

* We'll throw the technodes and mapchanges in too.

* Okay lets keep this a friendly debug item then

* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.

* Newscaster updates.

* TGUI Rebuild 1 start counting fokes

* Runtime BEGONE FROM ME, fckn typepaths

* Cleans up autodocs, and other areas

* Updates tgui because I feel nothing anymore

* Recompiling tgui for that green check

* dunks the whole mint out of the code, get that hothead outta here.

* Green checkmark daily update.

* Should be decent from here.

* Resolves machine_design conflict

* Rebuilds TGUI again for the epic pogs

* Sweeping changes 2: See additional changelog

* Haunting insurance plus changes the define comment.

* Rounded vending prices, made bounties appear on examine, polish

* Atmos tanks now specify their mole requirements.

* TGUI 4.0 Updated.

* ACTUALLY updates to TGUI 4.0 standards.

* ThE bUiLd DiFfErS fRoM oUrS

* Ah, I didn't see the testmerge get re-upped.

* TGUI Rebuild.

* Shuffles some security-assistant bounties around
2020-07-19 13:44:25 +02:00
TheVekter a098713c77 Drastically reduces the export price of Hydrogen (#51197)
* Drastically reduces the export price of Hydrogen

* On second thought I think 1 times mole is acceptable
2020-05-25 01:27:08 +08:00
jdawg1290 9dc2349f08 Fixes canister export runtime (#50727) 2020-05-01 05:26:38 -03:00
Ghilker 838b2b2ba7 Make the electrolyzer not a wait game (#50598)
* Electrolyzer balances

* better sprites(thanks trollbreeder!)

* reduce h2 export cost a bit

* h2 canister sprite change
2020-04-26 00:06:37 -03:00