* [NO GBP] Post-Rust Heretic's Rework adjustments. (#83765)
## About The Pull Request
Fixes antimagic, not preventing the disgust builtup from standing on
rusted tiles, makes rust walkers more expensive to summon.
## Why It's Good For The Game
I'm very happy with the end result of my Rust heretic rework; but they
came up a tad stronger than i wanted them to be.
Carlac already changed the Vomit stun to knockdown, but i wanted to add
a couple of things myself.
Having anti magic now makes you fully immune to the effects of rusted
tiles, not just the spells.
Rust walkers summoning ritual now requires titanium instead of iron
sheets.
As of right now, they are way too easy to spam, Titanium is a bit harder
to come by than iron so that'll do for now.
I was planning to set a limit to how many you can summon at the time,
but i'd rather wait a few months to see how rust behaves before i add
more nerfs.
## Changelog
🆑
balance: Rust walkers' summoning ritual now requires 5 sheets of
Titanium instead of Iron.
fix: Magic resistance grants complete immunity from the passive disgust
buildup from standing on Rusted turfs.
/🆑
* [NO GBP] Post-Rust Heretic's Rework adjustments.
---------
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Fixes Rust Victims being permanently exiled to the puke-zone. (#83417)
## About The Pull Request
closes : https://github.com/tgstation/tgstation/issues/83375
## Why It's Good For The Game
Deleting Heretic rust you are standing on now properly deletes the
status effect.
## Changelog
🆑
fix: Rust debuffs now gets properly removed if you derust a tile you are
standing on.
/🆑
* Fixes Rust Victims being permanently exiled to the puke-zone.
---------
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
## About The Pull Request
Turf rusting is now based on knowledge instead of RNG; toxic damage on
spells has been replaced with disgust; rust walkers are a bit easier to
summon and show up early in the tree.
Rust ascension spread has been massively increased and immunities while
on Rust have been updated.
## Why It's Good For The Game
This is a massive list of changes, but the tl:dr is Rust heretic design
is pretty barebones and dated in its current state. I'm going to try my
best to explain why that is and why it needs to change.
### RNG on rusting is bad
**Problem** : quite a lot of turfs cannot be rusted, and reinforced
turfs rusting is tied to RNG, the emergency shuttle floors are also
unrustable, making an ascended heretic not threatening at all to an
escaping crew.
**Solution**: Heretic rusting prowess is now tied to knowledge
progression; reinf wall rusting is no longer tied to RNG; the emergency
shuttle is now rustable if you have accrued enough knowledge.
**Explanation** : I've been adopting the code from a previous PR that
sadly didn't make the light of day.
Link: https://github.com/tgstation/tgstation/pull/65361
The goal is to have Heretic rusting be more consistent, so that if you
ascend the shuttle is no longer a safe refuge.
**Grasp Of Rust**: Basic floors and walls.
**Mark Of Rust**: Reinf floors and walls (takes 3 applications of rust
to fully destroy).
**Toxic Blade** Titanium and Plastitanium( still takes 3 applications of
rust to destroy).
**Ascension**: almost everything save for admin walls, glass, and
silver.
### A territorial antagonist with no tools to defend its turf
**Problem**: Rust heretic is forced into a territorial playstyle, but
it's heavily diminished by rusted turfs not having any negative effect
on the crew whatsoever, Toxic damage on plume and blade is also kind of
bad and has no synergy with the rest of the kit.
Lastly, while fitting to the theme of Rust; mark detonation destroying
clothes and items can end up being more harmful to the heretic, as
destroying a secoff's flashbang will result in you getting stunned and
killed.
**Solution**: Rusted floors are no longer safe for the crew; walking
over Rust will add a small buildup of disgust, silicons will receive
ticking damage, Toxic damage on Rust skills has been replaced with
disgust buildup and a chem purge effect to prevent the crew from
cheesing the debuff with sol dry.
**Explaination** "The goal behind this change is to prevent the crew to
just be able to walk willy nilly into an eldritchly decayed area without
repercussions, plus I feel like disgust is a fitting debuff for Rusties
for a number of reasons.
1) Lore wise, your goal is to turn the entire station into a garbage
dump.
2) It fits for fighting a territorial antagonist, it's not immediately
threatening on its own, but if you overstay your welcome, it has dire
consequences.
3) We don't really do much with disgust as a status effect, far as i
know, this'll be the first iteration of it being used for an antagonist
toolset.
4) It gives reason to the crew to act hostile towards the Heretic, as
you are essentially making their work area inhabitable.
I've also Slightly increased the healing on leeching walk and gave it
some minor temperature regulation (you won't be able to outtemp space
cold).
### Rust Walkers
**Problem**: Rust walkers might as well not exist in their current
state; they are one of the latest heretic unlocks, and the recipe for
summoning one is INSANE now that you cannot decapitate mobs anymore.
**Solution**: Rust walkers pop up a bit earlier in the tree; the ritual
to summon them has more reasonable reagents (wires, pools of vomit, iron
sheets) and they have increased health.
**Explanation**: : There is not a lot to add to this. without walkers,
Rust heretics are fairly slow at spreading rust, by making rust walkers
have reasonable summoning reagents, we ease that problem; lastly i've
slightly bumped their hp, as i felt 75 hp was a bit low.
### Underwhelming ascension
**Problem**: The spread rate from the ascension is downright ATROCIOUS
in its current state, i actually ran multiple tests on different maps,
on Metastation it can take up to 40 minutes for the rust to spread to
the entire station, considering an ascended heretic results in an
immediate shuttle call, it's unecceptable in its current form.
Solution: Rust spread is now a hybridization between old ascension and
Wizard tranformation ritual.
**Explanation**: The spread rate in its current form is painstakingly
slow and has a tendency to reach one corner of the map and compound on
itself, i've borrowed the code from the wizard final ritual
"transformation" and gave it my own spin so that given enough time it
will cover the station more or less evenly, it can now spread through
all z levels.
Video example: https://www.youtube.com/watch?v=jZ5zMrNM6Jw
I've also updated the immunities you gain on ascension to ignore
slowdown and stasis from Cryogelidia.
The whole point of rust ascension is to become immune to crowd control,
i've seen far too many ascended heretics die to a single bola or cryo
syringe, that's pretty lame so i fixed that.
Lastly, aggressive spread has had its radius reduced in exchange for the
spread being consistent now; cooldown is also halved when you ascend, to
better help the heretic go on the offensive.
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel
After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.
resolves#55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
* Standardize Welder Fuel Usage
---------
Co-authored-by: Couls <coul422@gmail.com>
* Cleans up thermite component code (#74825)
## About The Pull Request
Nothing too interesting to be quite honest, just cleans up the thermite
component code a bit because it was a bit weird.
## Why It's Good For The Game
This probably fixes a few rare bugs where the thermite overlay
disappears due to an update_icon call. Slightly neater code.
Also, adds an examine message to thermite walls because small QoL stuff
is neat.
## Changelog
🆑
qol: Thermited walls now get an examine message telling you they are, in
fact, thermited.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Cleans up thermite component code
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Turns loomable component into a bespoke element (#74685)
## About The Pull Request
Thought https://github.com/tgstation/tgstation/pull/74552 was good?
YOU WON'T BE READY FOR THIS ONE...
## Why It's Good For The Game
free miniscule amount of performance by getting rid of some silly
component datums
## Changelog
player dont care
---------
Co-authored-by: san7890 <the@ san7890.com>
* Turns loomable component into a bespoke element
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Improve the naming of the element argument hash index selector (#71319)
So confusing name
* Improve the naming of the element argument hash index selector
* sr sync
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.
ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.
Sometimes you want this, for instance:
```dm
/datum/element/point_of_interest/Detach(datum/target)
SSpoints_of_interest.on_poi_element_removed(target)
return ..()
```
This Detach cleans up a reference that would have hung if target was
destroyed without this being called.
However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!
I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,
---
An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings)
* skyrat elements
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Fixes "Burning rust off walls doesn't blind you" (#68986)
* Fixes rust element not correctly using tool procs, now welding rust off will properly blind the user.
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
* Fixes "Burning rust off walls doesn't blind you"
Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
* Traits given by Elements now have element trait as their source. (#62134)
Hopefully the code is more organized and consistent this way.
* Traits given by Elements now have element trait as their source.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>