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10 Commits
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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d280c9ccce | Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625) | ||
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fa31403353 |
LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 |
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c1f11f26ce |
Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. ## Why It's Good For The Game Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. ## Changelog 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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62d74bc4d5 |
Minor cleanup for machine frames & boulder machines (#81706)
## About The Pull Request - Moves call to `update_appearance(UPDATE_ICON_STATE)` to `/obj/structure/frame/Initialize()` for both computer & machine frames cause both do that anyway - Fixes wrench screentip for machine frames - Screw driving an incomplete machine frame won't display the "you need to unsecure it first" along with "missing components" balloon alerts - Moved boulder refinery code to `item_interaction()` - Autodoc some golem procs for refineries - Gives the secured machine frame an icon state of `box_1` so it looks wired in the rcd menu as well - Fixes screentips(like wrench act) for boulder machines ## Changelog 🆑 fix: fixes toolact screentips & balloon alerts for boulder machines & machine frame /🆑 |
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8d599455d7 |
Boulder refineries can process golems (#81849)
## About The Pull Request Golems (if lying down) can enter (and be processed by) boulder refineries. ## Why It's Good For The Game Rocks are rocks ## Changelog 🆑 Melbert add: Boulder refineries and smelters can refine Golems. /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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df2ce692ee |
General maintenance for all things boulder related. (#81358)
## About The Pull Request **1. Qol** - Adds screen tips & examines for screwdriver & crowbar acts on BRM, Refinery & Smelter - Adds examines to display number of boulders stored inside a refinery & maximum number of boulders it can hold. Right click screentip to remove boulders - Adds examines to display maximum number of boulders than can be teleported by a BRM & screentips for interacting with wires - More audio & visual feedback for refinery processing. If a boulder requires multiple steps you will get a balloon alert saying "crushing" for refineries & "smelting" for smelters along with a sound per process tick(which is every 2 seconds so no need for cooldown) giving you a better idea of what's happening in the pipeline - BRM now will display all lights when the "Automatic boulder retrieval" is on & turn off the lights when disabled along with examines giving you a visual indicator of its state **2. Code Improvements** - Splits types of boulders into its own file `boulder_types.dm` for easy maintainability - Moves beacon for refinery machines into its own file `boulder_processing/beacon.dm` for easy maintainability - Moves the cooldown for processing a boulder `processing_cooldown` into the refinery machine itself. Since 100's of boulders can be created per round this var can take up memory quickly so by moving them into the refinery machine it gives us some savings - Compressed & merged procs such as `create_mineral_contents()` , `flavour_boulder()` etc with the vent code. These procs were only used by the vent 1 time & by merging the code we removed if conditions to check if a parent vent was passed or not(since now that's always the case). Helped in removing boilder plate code **3. Fixes** - **Fixes vents always spawning "Small size boulders" & not medium, nor large boulders.** Once a vent generates a boulder it calls `flavour_boulder()` https://github.com/tgstation/tgstation/blob/084f56938c0169aeeee0b5f41453f31d072f3f67/code/game/objects/structures/lavaland/ore_vent.dm#L385 however this proc also accepts 2 more params `size` which would always default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused in the proc https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L219 Therefore vents would always generate small boulders giving us no varity. Now the boulder size is set depending on the vent size & durability for each boulder is set to a random value between 2 & the boulder max size giving us the flavour we actually wanted - **Fixes "Expanded Gulag boulders" using "normal gulag material list" when setting its custom materials.** If you look at the `add_gulag_minerals()` proc it always picks from the `gulag_minerals` list & accepts no params https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L235-L236 So when we try to pass params to this proc which in reality doesn't accept any we were wasting our time doing this https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L274 And for our case `expanded_gulag_minerals` list was simply unused because our proc doesn't care about it and it went back to just using `gulag_minerals` list thus ignoring our list https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L282 As i said in the "Code Improvement` section when i moved boulder types into it's own unique file this was fixed & now expanded gulag boulders actually has a chance to spawn with bluespace crystals inside them - **Fixes manual tapping of ore vents by hand not using a cooldown** `produce_boulder()` accepts a cooldown var for when you need to manually tap the vent by hand. https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L374 This var was always set to FALSE because we never passed `TRUE` into it. Not once here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L124 Nor here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L131 Now we just pass `TRUE` so tapping these vents by hand have a cooldown - **Fixes BRM off icon state never being used** When the room ran out of power it would still look on. Now we use that state correctly - **Fixes Automatic Boulder Retrieval by the BRM not actually being automatic** You must have noticed that once you do "Right click" and wait for all the boulders it can teleport (determined by `boulder_processing_max`) to be teleported it stops permanently after that. Even if more boulders get generated it won't do anything, You have to again "Right click" & retoggle automatic boulder retrieval on again, thus forcing someone to stand there & monitor the BRM Now once you set Automatic Boulder Retrieval on you can leave & forget. It will teleport boulders as & when available thus enabling automation properly. - **Fixes boulders ejected from refineries via right click from getting teleported back into the machines loc** Fixes https://github.com/tgstation/tgstation/pull/78524#issuecomment-1911666995. The problem is refinery machines & the BRM keep track of all the boulders that entered into it via the `boulders_contained` list. Now we directly check `contents` for boulders so we don't have to maintain 2 seperate lists to keep track of boulders. It also now uses `processed_by` var of boulders to ensure refinerries don't retake in the same boulder it just processed. Not sure where exactly the problem got fixed but implementing these 2 measures fixed it regardless. - **Fixes boulders with 0 durability[a.k.a steps] from getting ejected out** Fixes https://github.com/tgstation/tgstation/pull/78524#issuecomment-1914551952. So inside `process()` we constantly decrease the durability of the boulder till it becomes 0. https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L159 When it reaches 0 it calls `breakdown_boulder()` https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L164-L165 This proc has a chance to reject the boulder if it could not process any materials https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L219-L222 **"Without resetting its durability"** over here https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L241 So it ends up rejecting a "0" or worse -1 durability boulder. Now we set the durability in `remove_boulder()` so regardless of what circumstances the boulder is ejected it always gets a positive durability - **Fixes BRM & Refinery from rapidly spitting out boulders in their loc which causes lag in the long terms** Fixes #81404. Basically even if there is 1 boulder sitting at a BRM's loc or an refineries loc. Operations are haulted i.e. the BRM will not teleport any more boulders & the refinery will keep their already processed boulders inside till their locs are cleared from boulders. This prevents large number of boulders from pilling up in long rounds - **[Priority : High] Fixes refineries incorrectly removing materials from processed boulders** Fixes #81109. This bug is quite serious because it can't literarily affect any random item with custom materials in game. This one line of code over here can break the entire material economy as we know it https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L217 **"DONT DO THIS"**. The `custom_materials` list is a **"read only"** list & if you ever want to change it call the `set_custom_materials()` proc with your new values but do not edit this list manually as it is done here. All lists related to materials are cached by the `SSmaterials` subsystem. List values are cached & shared across multiple objects so when you edit those values like here, you might end up effecting an item/multiple items in some random corner of the map that shares this list. This also causes boulders with empty list of materials to get spawned at random so yeah again plzz don't do this **4. Refactors** - Repathes `obj/machinery/boulder_processing/brm` -> just `obj/machinery/brm`. Even though semantically it looks nice that the brm is a subtype of `obj/machinery/boulder_processing` from a code & operation perspective they have 0 similarities. 1) The BRM does not accept boulders feed into it from a conveyer belt unlike a refinery but instead picks boulders from `SSore` subsystem & put it on the conveyer belt. This means procs for accepting boulders such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc have no use in the BRM. Their just code clutter at this point 2) The BRM overrides `process()` & does not call its parent proc making that code wasted 3) It has no use for silo materials & mining points making those vars go to waste With so much wasted code its better to just let go off all of it & just make it a basic instance of `obj/machinery` making maintainence easy - BRM now teleports boulders in a batch (batch size determined by `boulders_processing_max` max value from upgraded parts is 7) with a boulder appearing every 1.5 seconds rather than spawning all at once. After a batch is processed it has a cooldown of 3 seconds before repeating the process if automatic boulder retrieval is on. This stops the conveyer belt from getting crowded with boulders and makes the refining process more efficient. With this BRM wires are removed because only it had only 1 wire responsible for toggling boulder retrieval but now since this process is automatic, we have true control over the timing of boulders spawned & don't want to leave it in the hands of players ## Changelog 🆑 qol: adds examines & screentips for crowbar, screwdriver acts to BRM & refinery machines qol: adds examines about the number of boulders stored & processed to BRM & refinery machines qol: BRM now has its lights turn on/off depending on wether automatic boulder retrieval is on/off for visual clarity along with examines qol: refinery machines now display ballon alerts & plays sounds more frequently when processing boulders for better feedback fix: vents now spawn boulders of all sizes & not just small ones fix: expanded gulag boulders now have correct materials in them. fix: manual tapping of vents now has a cooldown applied as intended. fix: BRM has its light turned off when area power goes off fix: boulders ejected from refineries by hand no longer teleport all over the place occasionally. fix: refineries no longer eject boulders with 0 durability fix: Boulders & refineries no longer pile up on top of BRM's & refineries in long rounds. Their locs have to be clear of boulders before they spit out more boulders to prevent a large pile of boulders from causing lag fix: sheets ejected from lathes no longer get rejected when inserted back which could happen at random, no more boulders with empty materials code: splits boulder types into its own file along with other items code: merges & autodocs procs, vars related to boulders refactor: repaths BRM to a simpler subtype refactor: BRM now spawns boulders in batches(batch size can be increased with upgraded parts) with a boulder appearing every second. After a batch is processed a 3 second cooldown is applied to stop the conveyer belt from clogging up, With this BRM wires are removed as there is no need for timers to be attached to wires which intefers without our batch processing timings. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4495ea2e4d |
Refactors how machines are deconstructed (#81291)
## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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82ca6da634 |
Fixes boulder processing mining point gain. (#81067)
## About The Pull Request Due to a misplaced multiplier, arcmining machines were eating their own point totals. Now, the refinery and smelter should correctly only take the MINING_POINT_MACHINE_MULTIPLIER define on the amount being added to the points held, not on the total resting in the machine. ## Why It's Good For The Game Simple, easy fix. Fixes #81057. ## Changelog 🆑 fix: The smelter and refinery now properly hold mining points, only taking a small amount out of net gained points. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |