Commit Graph

8 Commits

Author SHA1 Message Date
Ghom
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.
/🆑
2024-09-15 11:57:00 -07:00
Ghom
c77c50ae3d Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request
This PR adds a pair of fishing gloves that let you fish and work out at
once, and also a MODsuit module that lets you use MOD gloves to do the
same thing (without the workout, an external fishing rod has to be
inserted first). In both cases, you can equip or unequip bait, hook and
line by using the fishing rod interface which you can open by
right-clicking the gloves. To get both of them, you've to perform the
first fish scanning experiment.

I had to refactor the profound fisher component a bit to do this.

## Why It's Good For The Game
Interweaving a few different features with fishing. Fishing and
Athletics are both skills, so I thought it'd be nice if it were a way to
take advantage of both, and level them up accordingly. Also fishing
gloves with maxxed out athletics can make fishing a lot noticeably
easier at higher difficulty.

## Changelog

🆑
add: Added Athletic Fishing Gloves and Fishing Glove Module to the
advanced fishing tech node. Both can be used to fish without having to
hold a fishing rod. The athletic fishing gloves will also train your
athletics skill.
/🆑
2024-08-23 21:29:09 +00:00
Ghom
ff3b73dc82 Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game


## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
2024-08-18 06:06:17 -07:00
Andrew
c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
Andrew
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
/🆑
2024-07-04 12:06:07 -07:00
SpaceLoveSs13
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>
2024-06-27 01:14:57 -04:00
Goat
a0060f8820 Adds boards for the book binder and scanner (#83863)
## About The Pull Request
Adds boards for the book binder and scanner. The scanner requires one
scanning module while the binder requires one servo to make. Research
for the board was added to the computer tech research node as that's
where the other book related research was. Boards are available to print
at the service techfab.

![libraryboards](https://github.com/tgstation/tgstation/assets/126099705/ce6f4174-9939-4020-a7d4-c0c6593479f3)

## Why It's Good For The Game
Being able to (re)make the library is good. Irreparable machine is bad.
Writing down your work and being unable to scan it into the archive is
not good. Also allows the machine to be moved if needed.
2024-06-24 16:53:11 -05:00
Andrew
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
/🆑
2024-06-17 13:21:48 -04:00