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masterfixes
7
Commits
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bfdb237612 | Spooky Scary Supreme Surgery (Rework) (#93697) | ||
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6d85eb30dc |
Moves "adv. parts" and "adv. surgery" from required to discount experiments. (#93917)
## About The Pull Request title says pretty much all ## Why It's Good For The Game To begin with i'll say, that we should gatekeep advanced and more powerful nodes from being researched, rather than we do with those 2 nodes. While having medbay/engineering/other jobs like bitrunning to rely on science might sound like an interesting idea - it just doesnt really work well. I faced quite a lot of rounds, where station stuck with t2/basic surgeries, only because coroner/sci are too lazy to do the basics, resulting in completely unrelated to sci crewmembers doing experiments instead. Yes, i've seen also a lot of highpop rounds with staffed science department just fucking off for the next 50 minutes, rather than doing something, that takes you like 30-60 seconds of your round and benefits whole station, and honestly? I can understand them, not many people want to do the same job routine from round to round, even if its quite easy. Attempts to bring player intearctions with code are usually not ending well, with these features becoming a nuisance rather than something interesting. (see: removed Vend Shortages station trait). This PR is aimed to turn experiments to a nice bonuses for faster researches instead of keeping them as another required everyround routine. ## Changelog 🆑 balance: Adv. parts and adv. surgery experiments are now discounts, instead of requirements. /🆑 |
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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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7088097eb8 |
[NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions (#84980)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ### Cybernetic variant surgeries Many of the surgeries able to be performed on organic limbs now have a version for robotic limbs. This includes; ### NONE OF THESE ARE SELF SURGERY OPTIONS - Organ repair surgeries - Stomach Pumps - Blood filtering - Autopsies - Lobotomies - Pacification - Lipoplasty - Amputation - Brainwashing (including the Sleeper Agent protocol) - Nerve Splicing and Nerve Grounding - Vein Threading and Vein Muscle Membrane - Ligament Hook and Ligament Reinforcement - Cortex Folding and Cortex Imprint These utilize mechanical steps and unique versions of their special step that uses mechanical tools. But many of these are able to be performed using standard surgery tools. In fact, I've improved the chances for doing surgery using standard tools for mechanical steps, recognizing that medical is often going to end up with synths in medbay whether we like it or not. ### NONE OF THESE ARE SELF SURGERY OPTIONS ### Organ Repair Surgeries correct EMP Failure Cascades When you repair a synthetic organ using the organ repair surgery, it reverses the effects of organ failure from an EMP. That is, the permanent failure of an organ. This allows for an alternative method to replacing that organ wholesale, which makes treating synths a lot easier for medical and EMPs less of a RNG death knell for people with cybernetic organs. However, it still needs the surgery to correct the error, so this isn't removing the danger of being EMP'd. ### Health Scanners report EMP Failure Cascades Scanning someone with a cybernetic organ now actually tells you that the organ is failing. Wow, why wasn't this already the case? ## Why It's Good For The Game #### Surgeries With the new techweb changes, augmented crew are becoming a lot, lot more common place, as are the implantation of cybernetics. These are required for research to be able to progress both medical and robotics technology. Therefore, those using these items are becoming a lot more common place. However, our medical system is quite blind to these people as of the moment. A lot of surgeries that are critical to recovering the injured/dead do not work on them outright, and medical can't resolve the problems that come with cybernetic organs entirely. This change hopefully modernizes our surgeries to account for these synthetic/cybernetically-altered crew members that neither forces people to choose between taking them to medical or robotics (they're often going to end up in medical regardless), and letting either department to function as a place for these crew to obtain medical services. Also gives them some cooler flavour to their surgeries, which I think is the most important part of this change. It actually feels like you're more than human without getting too much in the way of gameplay loops and over complicating things. Edit: To provide a bit of extra clarity on 'Why allow the advanced surgeries?' You can actually have the benefits of the advanced surgeries as an augmented humanoid. The problem is that it has to take place before you are augmented. They're not mutually exclusive, just slow to apply. There isn't much reason for there not to be a method to apply them to robotic people, particularly since augmentations are expected earlier in the round than advanced surgeries. #### EMP Failure and Detection This mechanic is probably what people hate the most about cybernetics. It is largely invisible, and forces you to have to go through a tedious process of organ replacement on what could be any one of your organs, since it wasn't being broadcast to the user which one is failing until you are possibly already doubling over. Now, it is easier for medical staff to identify if they have a cybernetically enhanced patient in the midst of a failure cascade, and have the means to resolve the problem. Robotics and cyborgs can too, since sometimes they'll have the means usually to do the same operations and detection. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Robotic variants of many of the standard and advanced humanoid surgeries. You cannot perform self surgery with these surgeries. balance: It is easier to do robotic surgeries with normal surgery tools. qol: It is now possible to detect EMP organ failure cascades via health scanners. qol: EMP organ failure cascades can be reversed by doing organ repair surgeries targeting the failing organ. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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0cb6e7f354 |
More techweb tweaks [NO GBP] (#84574)
## About The Pull Request More QoL tweaks and rebalance towards easier unlocking of high tier nodes by doing discount experiments. ## Why It's Good For The Game More ways to unlock desired nodes. ## Changelog 🆑 balance: Techweb: High yield explosive is now a discount experiment for Exotic Ammo node, giving more free points balance: Techweb: Replaced the botany/xenobio discount experiments with a new mutant scan experiment for the Gene Engineering node balance: Techweb: Damaged mech scan is a discount experiment for tier 4 Mech Energy Guns node, giving twice more free points balance: Techweb: Added a new anomaly scan experiment that gives full discount for the Advanced Anomaly Shells, also moving the node to tier 5 balance: Techweb: Moved mech RCD to the Experimental Tools node balance: Techweb: Moved handcuffs to T2 security node, leaving only zipties in T1 balance: Techweb: Non-human Autopsy is a discount experiment instead of a required one now balance: Techweb: Parts scan experiments require 6 machines instead of 4 del: Techweb: Removed the New Toys node moving contents to sec and medbay trees qol: Made air horn craftable from a spraycan and a bikehorn qol: Techweb: Better wording on the slime scan experiment /🆑 |
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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 /🆑 |