* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* [R&D Machine Overhaul, Part 1] - Various machines no longer require R&D machines to function. (#53339)
Removes various R&D machine requirements including circuit imprinters, protolathes, destructive analyzer and the mechfabs. All machines that previously required an R&D console to function are standalone, including omni protolathes and omni imprinters.
Replaces "production"-class R&D consoles with civilian modular computers on all maps. There are no longer "production"-class consoles.
Removes the concept of "core" R&D consoles. R&D consoles only research and handle tech disks and stuff. All existing core consoles have been switched to their basic archetype.
Because it's a pain in the ass to manage, material reclaimation has been removed from the destructive analyzer. The destructive analyzer is now ONLY for destroying items and unlocking research nodes such as illegal and alien tech.
* [R&D Machine Overhaul, Part 1] - Various machines no longer require R&D machines to function.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
* Squashes Commits, has BEPIS, Techs, TGUIs, Rewards, and fixes.
* Makes rewardable techs a variable in all_nodes, and removes RnD Points rewards from the minor reward pool.
* Fixes conflict with pubby and beam icon.
* Review comments and basic cleanup A
* Review Comments and basic cleanup B, also cleans up icon states to work fluidly.
* Map Update
* Indentation, flipped Update_decal_path, and rebuilds tgui
* One last clean up of icon_state, adds the last bit of changes from review, and that should be everything.
* Alright last change for real I swear 105%
* Last change, adds simple sanity check for silicons.
* Moved Human and card variables into ui_interact.
* Fixes map conflict
* Alright Review Round 2 Part A, Fixes Grammar, splits polycircuit into it's own file, UI QOL improvements, Withdrawing credits, changes from arbitary values on the mini RLD, etc.
* More review bits, Part 2:B. Easier returns for less processing, Defines, fixes the merge conflict and updates the UI with new buttons. Just need to figure out Button Mapping for the UI and Duplicate prevention.
* Implemented duplicate tech protection. Yeet.
* Get back in there you
* Alright why are you breaking on me god damnit.
* It's optimized, closer to god, nearly perfect, all together it's ready to ship.
* Cleans up all of the decal painter, shorter, cleaner, works around all the turf_decal quirks.
* Tab spacing on github will look fucky
* More review changes.
* Uses use_power == ACTIVE_POWER_USE instead of powered except for the UI
Adds a new abductor themed shuttle to the game, available for 8k
credits! The shuttle is only unlocked after alien technology has been
researched!
The shuttle offers some unique items and layout compared to others
currently available. Two singular entrances with the brig in the back
means security needs to walk prisoners to the brig area to secure them.
Unique unlock mechanism encourages either bringing alien tech back from
Lavaland or stealing some from an abductor.
A few unique items aboard, including alien tools, the experimental
cloner, and a void core can provide interesting opportunity if utilized
in the window of time that the shuttle is on station.
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.
cl Cobby (using cyclown's formula)
balance: Techweb point gen via toxins are now very-hard-soft capped at 50K point rewards. After 50K points have been awarded, you can still get points for bombs that would reward higher than 50K, but they are worth only a flat 1K (hint: it's not beneficial). Give those other bombs to mining!
balance: Techweb toxins equation has been edited (once again)
/cl
Reason: 10 minute prep is not worth nullifying the entire balancing act of techwebs, which are meant to more/less dripfeed items into an hour-hour thirty round.
The header has been made tighter, shows current research production, and
doesn't show disk status. Researchable technologies in the overview show
their point cost. Tech summaries are tighter, and unlocked designs are
represented visually with tooltips.