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23 Commits
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6b543476da |
Aquarium kits can now be printed + other tweaks. (#88068)
## About The Pull Request Aquarium kits can now be printed from service, cargo, science protolathes and the autolathe too, from half a sheet of metal. You still need the other materials to set it up but it should be fairy simple if you can access a proto/autolathe. The 'Growth/Reproduction' setting for aquariums has been renamed to "Safe Mode", which, on top of disabling features such as growth, reproduction, evolution, power generation etc etc, will also disable the water, temperature and food requirements for keeping the fish alive. Useful if you want a purely ornamental aquarium or you have to skidaddle somewhere else for a while. The lawyer, as well as prefilled aquariums start with 'Safe Mode' enabled. The 'Aggressive' fish trait has been replaced with 'Territorial', which is exactly the same but the fish won't lash out unless the aquarium is populated by five fishes or more. No more angelfish viciously attacking the guppy and goldfish in prefilled aquariums. Tweaked a couple values around hunger and fish health loss when starving or in a bad environment to cause slightly less damage. Lastly, added screentips to the aquarium component, which is something I've forgot to do in the PR that brought it. ## Why It's Good For The Game Aquariums may be a complex feature, but as far as I can tell, I had been neglecting the possibility of aquariums as simple room decoration for a while (outside of the beauty-related mechanics), and the constant maintenance (and perhaps a bit of knowhow) they require makes them awful at that. Also, the "growth/reproduction" setting really didn't have a reason to be before, since it didn't offer any tangible benifit to turn it off, so I had to revamped it. Also it's been proven by now that keeping aquariums as cargo-orderable stuff is just bad. As for the fish trait change, it just sucks to see the angelfish shank the goldfish with no way to solve it other than removing the hyper-aggressive killer fish from san diego fella. ## Changelog 🆑 balance: Aquarium kits can now be printed from cargo, service, science protolathes as well as the autolathe. They no longer have to be ordered from cargo. balance: Revamped the "Growth/Reproduction" setting for aquarium to "Safe Mode", which also disables the food, temperature and water requiremenets of aquariums, making it useful for purely decorative aquariums. balance: Replaced the "Aggressive" fish trait with "Territorial". No more angelfish shanking the goldfish and guppy in prefilled aquariums with less than 5 fishes. qol: Added screentips to aquariums. /🆑 |
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1dff5f6de3 |
Aquariums are now potential fishing spots. (#88243)
## About The Pull Request You can now fish from aquariums if you wish to. This includes some backend changes to make it possible for the fish table from get_fish_table() to contain instances, and all that it entails up to spawn_reward(), which is a requirement for the gimmick to respect the various traits and other variables of the already instantiated fish rather than read from cached properties. ## Why It's Good For The Game The fish progress score/index had only little nasty flaw that has been nagging me since day one: Not all fish species can be caught. Skipping McGill, which is a peculiar case that for cheevo purposes should be considered a standard goldfish, there is the one, unsignificant yet rare purple sludgefish which can only be gotten as a rare evolution of the generic sludgefish. Talk about petty, but this may be a long-term nit I prefer to handle right now. Also why not? The 'unmarine mastodon' is near impossible to get unless you somehow find a oil well which is locked behind a specific ruin. ## Changelog 🆑 fix: Aquariums are now potential fishing spots. /🆑 |
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6272b3680c |
You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request This allows you to use a fishing rod during the "manipulate organs" step of the aforementioned surgery to snatch organs from a target. Unlike other fish sources, this one has a negative fishing difficulty of -20, which when summed with the default minigame difficulty should still result in a negative difficulty. In layman terms, this means the minigame is skipped here (unless you're wearing some clunky stuff like insulated or boxing gloves). It also has a wait time of 8 to 13 seconds versus the more random standard 3 to 25 seconds. A small side-effect of this is that explosions during the "manipulate organs" step will basically disembowel you, but it kinda fits anyway. By the by, because of this, there is a tiny chance bluespace fishing rods can yield you random organs. Worry not, they're newly generated, so you won't be snatching it from another player by accident (at least for now). ## Why It's Good For The Game It adds more possible weird and rare shenanigans involving surgery. ## Changelog 🆑 Add: You can use a fishing rod to snatch organs during organ manipulation surgery /🆑 |
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7663b39cc8 |
Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog 🆑 refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /🆑 |
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b34043d520 |
[NO GBP] You can perform fish scanning experiments again (plus other stuff) (#87721)
## About The Pull Request I've accidentally assigned the FISH_FLAG_UPDATING_SIZE_AND_WEIGHT flag the same value of FISH_FLAG_EXPERIMENT_SCANNABLE, that's why I couldn't perform it while playing the game. Also, this PR fixes the broken interaction of catch'n'release, as well as a typo in the name of material fishing rods. ## Why It's Good For The Game I broke a couple things. |
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e6253c7812 |
Adds a score for all species of fish that you've caught. (#86049)
## About The Pull Request I'm adding a score that tracks which types of fish you've caught across multiple rounds. To do so, I had to add a new score subtype that manages the score value not being a number. Thankfully the achievement code is fairly flexible so not a whole lot had to be done, although I've to add a new column to the achievements table in the DB, because the 'value' is for integers, while we need one for text strings ~~(the contents of the list are converted to text with a delimiter before being saved cuz I'm not sure if and how our DM slash SQL integration handles using lists directly and I don't want to waste time finding it out)~~. EDIT: It's mostly done beside the reviews that are going to point out things that need to be changed. The UI changes are done. It's time for reviews. Here are screenshots of the UI with all fish still uncatched beside one (I've since then the typo on its name and removed an extra zero from the index number, as well as a nit with the spacing between cells):   ## Why It's Good For The Game We have about dozens over dozens of different fish in the game now, many of which are just fluff anyway. It's getting to the point it's perhaps doable to add a score or something to be a braggard about. ## Changelog 🆑 add: Added a new score that keeps track of all different fish that you've caught between shifts. server: Added a new schema table to store the aforementioned entries and the ckeys associated to them, with an additional timestamp column. /🆑 |
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c6e7150af2 | Minor fishing nits and tweaks (#87638) | ||
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2d7b8a5ff6 |
material fishing rods and material fish. (#87108)
## About The Pull Request The reason why I refactored material effects code is here. In this PR I add the possibility of printing fishing rods from different materials at your nearest autolathe, though it doesn't stop there. Each material has different values for (so far) fishing difficulty, casting range, experience gained and foremost the chance of catching fish made of the same material as the fishing rod used to catch it. The material the fish is made from can either increase or decrease the weight of the fish. In a many cases, material rods can also have other small effects on fishing, like removing the chances of duds even without a bait, or attracting shiny-loving fish, or passing some other fish trait checks. In a few cases, these fishing rods can have bigger, more impactful effects on fishing. That said, here's a list of more or less the effects (skipping very minor ones and those inherited from being items) and modifiers across materials so far, a few things will be added later: <details> <summary>Huge-ass list (out-fucking-dated now that I've added 5 more variables 😢)</summary> - Iron: +30% fish weight, 8% chance of material fish - Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of material fish - Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5% chance of material fish - Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5% material fish, +1 casting range - Diamond: +40% fish weight, -13 difficulty, -30% experience, 23% material fish, -1 casting range - Uranium: +100% fish weight, 8% material fish - Plasma: +30% fish weight, 8% material fish - Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23% material fish, +5 range - - 33% chance of selecting a reward from (almost) any fishing source instead of the current one. - Bananium +20 difficulty, +60% experience, 38% material fish, +3 casting range - - 20% chance of fishing either a clownfish, lubefish, donkfish, soulfish or skin crab instead - Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range - Runite: +50% fish weight, -18 difficulty, +220% experience, 38% material fish, +1 range - Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material fish, +2 range - Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material fish, -1 range - Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33% material fish, +1 range - Mythril: +40% fish weight, -25 difficulty, -50% experience, 43% material fish, +2 range - Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18% material fish, +1 range - Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23% material, +4 range - Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2 range - Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Runed Metal: +50% weight, -12 diff, -10% experience, 38% material - Bronze, +40% weight, 13% material - Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range - - Has a 20% chance of fishing up an aggressive stickman - Cardboard: Same as above, but without the stickmen - Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range - - 20% chance of fishing up either a unmarine bonemass, a unmarine mastodon, a hostile skellie or rarely a single-use spectral instrument that can turn you or someone else into a spooky scary skeleton. - Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1 range - Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material - Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material - Plastitanium: +10% weight, -10 difficulty, -5% experience, 8% material, +1 range - Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material - Titanium Glass: +25% weight, -5 difficulty, +25% experience 8% material - Plastitanium Glass: +20% weight, +50% experience, 8% material - Alien Alloy: +140% weight, -25 difficulty, 33% material, -40% experience, +2 range - Hauntium (good luck using it): +40% weight, -30 difficulty, +50% experience, 38% material, +2 range - Meat: +13 difficulty, -20% experience, 28% material, -2 range - Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2 range </details> ## Why It's Good For The Game I think it's nice to have two features interact with each other (fishing and materials), and it adds a layer of interesting uses to some materials. ## Changelog 🆑 add: Autolathes can now print fishing rods of different materials, which can increase or decrease fishing difficulty, casting range, and experience gained, and can have other interesting effects. /🆑 |
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ab222330ef |
Squashs four fish boolean vars into a bitfield (plus VV support) (#86623)
## About The Pull Request this is a very marginal code improvement to fish. One bitfield is better than a bunch of booleans, and it lets me add more TRUE/FALSE settings in the future without having to make new vars for it. Also VV support for several vars (fish_traits will have to wait), if me or someone else wants to var-edit fish for testing purposes or whatsnot. ## Why It's Good For The Game Slight code improvement and var-edititing support. ## Changelog N/A |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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59e3f1a240 |
Fishing rewards are now chosen once the minigame starts, not beforehand (feat. Crushing the difficulty now skips the minigame) (#86175)
## About The Pull Request Rolling the reward up to 30 seconds before the minigame starts leaves ample room for conditions to mutate and unforeseeable events to happen, which can lead to more frequent issues. Furthermore, it makes more sense this way, since you aren't pulling a carp until it bites the hook. Also TIL that the difficulty of the fishing sources is added to the default difficulty of the minigame, which is 15 and doesn't replace it, which means most fishing spots have a default difficulty of 35 to 40, so I thought it'd be nice if you somehow were able to skip the minigame if you reduce the difficulty to 0 or less, which is totally possible with some prep. IIRC, using the athletics fishing gloves at maximum fitness level (21) + max fishing level (10) + settler quirk (5) + a favorite bait (5) can lower the difficulty by a whooping 41 points, so it's totally possible to achieve the skips on many fishing spots. Doing this however won't train your fishing skill. ## Why It's Good For The Game More stability. Also we skip the minigame entirely if it gets so easy it becomes another waiting phase with little to no input. ## Changelog 🆑 balance: With enough preparation, good skills and equipment, you can manage to skip the minigame phase of fishing by reducing the difficulty all the way down to 0. /🆑 |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |
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c91c50f937 |
You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs. First of all, you've to get a live chrab, an aquarium, and some fish feed. Second, you place the chrab inside the aquarium and turn the 'allow breeding' settting on (should probably rename it to a more apt name now). Keep the chrab well fed, and possibly with some friends and props in the same aquarium until it develops into a hopefully calm juveline lobstrosity and plops out of the aquarium (it can take some time). From there you can tame it by feeding it its favorite food: arms and lavaloop fish, and wait another dozen minutes for it to mature into a fully grown lobstrosity. Juveline lobstrosities are basically smaller and weaker lobstrosities, if not slightly faster in some ways. Unlike their taller counterparts, they can be tamed. Once done so, they'll retain their tamedness once grown up. Regardless, tamed lobstrosities can be given the pet command to fish for things by pointing at them. Thanks BenMatrix for the profound fisher component, woo. The chrab's weigth and size influence the growth speed of the first stage faster, meaning bigger chrabs (may require crossbreeding) will turn into juveline lobstrosities quickly. Amongst other things influencing the resulting mob are fish traits: Several traits have been given effects that apply to the mob, such as nocturnal regeneration, being venomous or being able to fly akin space carps. Also a new one that prevents the resulting lobstrosity from fully developing Now tested. ## Why It's Good For The Game I'm building upon fishing and aquarium stuff, which has been an interest of mine in a good while, though most of it doesn't have that many practical uses, I'm slowly trying to make it cooler, and chasm chrabs growing into lobstrosities is pretty much in line with the fluff texts for the fish. Eventually I'll have to add tips inside fishing toolboxes, otherwise people won't know even half of it. ## Changelog 🆑 add: You can raise lobstrosities from chasm chrabs inside an aquarium with the 'allow breeding' setting on. Keep the fish well fed, healthy and not lonely if you don't want an hostile one. add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums, xenobio too) can be tamed with arms and lavaloop fishes. add: For lobstrosities grown from aquariums, they can have additional effects based on the fish traits they had in the aquarium, like being venomous or even flying. /🆑 |
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e6c094fcc2 |
Aquariums now influence area beauty based on their contents. (#84677)
## About The Pull Request Aquariums now have a beauty element based on their contents. Props give a fixed beauty value, while for fish it depends on whether they're alive or not. Some fishes have a better score than others. A few, like the ratfish, even have negative beauty. Mobs with the morbid trait now get a positive moodlet when admiring an aquarium full of dead fish, and a negative one when fish are alive. Also, this brings a few improvements to bits of aquarium code. Namely the removal of a GetComponent call and a few balloon alert calls. ## Why It's Good For The Game Aquariums can be quite decorative at times. ## Changelog 🆑 add: Aquariums now influence the beauty score of an area based on their contents. add: Morbid people now get a positive moodlet when admiring an aquarium full of dead fish, and a negative one when fish are alive. /🆑 |
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94cf89f2d7 |
Settler partially atomized into traits, ashwalkers given some settler traits (#84090)
## About The Pull Request So my previous PR was to give ashwalker the settler trait so they'd get some of the benefits of settler (better riding, fishing, and taming) but it was suggested that Settler be atomized into different traits instead. I've done that here. Ashwalkers now get TRAIT_ROUGHRIDER TRAIT_BEAST_EMPATHY TRAIT_EXPERT_FISHER which will, respectively, make them better riders, better tamers, and better at fishing. I also made a small change to the riding code that references riding speed boosts for people with the ROUGHRIDER trait (would, at the moment, only be ashwalkers and settlers) that gives ashwalkers the maximum bonus, to represent their primal connection with the beasts in the area. ## Why It's Good For The Game Ashwalkers are described in the lore as being denizens of lavaland, the same as all the other messed up shit down there. This change brings them in line with that. The improvements to the handling of the settler trait will also open up avenues for expanding or improving on related systems ## Changelog 🆑 Bisar add: Ashwalkers are now better at riding, taming animals, and fishing. code: Behavior for the settler trait has been partially atomized into several traits instead. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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af33a5fb06 |
Fish update just dropped. New fish, aquarium type, two traits and a research node. (#83508)
## About The Pull Request ### New fish #### anxious zipzap An incredibly anxiety-ridden and electroreceptive fish. Worried about the walls of its tank closing in constantly. Both literally and as a general metaphorical unease about life's direction. It produces electricity, and HATES being with any other fish. One other zipzap is allowed at most.  #### monocloning jumpercable A surprisingly useful if nasty looking creation from the syndicate fish labs. Drop one in a tank, and watch it self-feed and multiply. Generates more and more power as a growing swarm! A far better option for power generation than the zipzap, but it's a syndicate fish. Get an emag or get very lucky!  Working spacebase example  ### Aquarium type Bioelectricity Generator! It boosts the power of electroreceptive fish to very dangerous levels! But, uh, you put a tesla coil, and voila! Free power! ...Free power if you keep the fish fed! More fish, more power!  You can convert an aquarium into a bioelectricity generator by researching the new node, "Marine Utility", from bio processing. Then you build the biogen upgrade kit and apply it to an already existing aquarium. ### Fish Traits #### Electrogenesis Trait turns the fish into a shock weapon while it's alive, and every time it feeds, it releases a weak tesla bolt to anyone close to the tank. #### Anxiety anxious fish die when any other fish are in the tank. Please keep them alone :[ ## Why It's Good For The Game Fish are great, but fish don't have anything to give back to the station, right? Well, there's some small stuff, but I wanted to add a bit of functionality towards being able to benefit from having fish. The anxiety trait with the zipzap gives spessmen a bit of a challenge. You can settle for one fish generating power per tank and do a multi-tank generation setup, or you can do some crossbreeding to make a fish WITH electroreceptive but WITHOUT anxiety. Neat! ## Changelog 🆑 add: New fish, the anxious zipzap add: New syndicate fish, the monocloning jumpercable add: New aquarium, the bioelectricity generator fix: Mixotrophic fish now properly lack food requirements /🆑 |
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a4cedb2dbe |
Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. (#81407)
## About The Pull Request This PR adds a new line reel, which speeds up the baiting phase of the fishing minigame and skips the biting phase, thus starting the minigame without the initial input from the player. The auto-reel line will also throw items (or other people/things, if you have the right hook) in your direction when snagged, with the added bonus of catching the item mid-air. Turn your fishing rod into a discount meat hook. I've lowered the deceleration coefficient and bounce threshold of the minigame by 1/4. My rationale is that these two numbers are a must lest we end up with an uncontrollable mess of a minigame, though they also feel like a sack of flour hitting gravel rn, making specific hooks like the bi-directional one and the weighted other a bit useless. Another change is to the baiting and biting phase. Previously, if you clicked anywhere during the baiting phase, it'd reset the whole timer back to any value between 1 and 30 seconds, spelling futility to the time you've just spent waiting. Now, it'll simply add another 4 seconds or so to the current timer, capping at 30s. One last thing*. Once the biting phase start, the faster your input is, the higher the starting completion of the minigame will be, and the other way around, if you're very slow. The difficulty variable can also lower the starting completion. *I lied. I've also added a short cooldown to casting a fishing rod so you can't just spam it. ## Why It's Good For The Game Finetuning the minigame, quality of life and balance, making fishing even more gimmicky. ## Changelog 🆑 Ghommie add: Added a new fishing line reel that speeds up the first half of the fishing minigame, and also let's you catch things from afar like a discount meat hook. balance: During the biting phase preceeding the actual minigame, initiating it as soon as the "!!!" alert pops up will net you an advantage. Conversely... qol: Clicking during the baiting phase will no longer wholly reset it and make you lose your patience. Instead, it'll delay the next phase by about 4 seconds. balance: The deceleration and bounce should feel less sudden and stiff, meaning the controls are 25% more slippery again. balance: Added a cooldown to spam-casting fishing rods. imageadd: Resprited line reels a little. /🆑 |
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380e2661c2 |
Un-codersprited fishes and the aquarium. (#80960)
## About The Pull Request I cannot make features and the such this month, so I may as well take some time to improve AnturK's abysmal codersprites. Some came out decent, some pretty good. Hopefully you can guess that's a catfish now. This PR includes a small bit of code changes concerning the aquarium and one of its props, both pretty bad-looking. I had to modify a dozen lines of code so that the aquarium stuff is aesthetically layered correctly (splitting it in multiple icon states), while also replacing the 'rock floor' prop with 'sand' because it looked pretty bad and hard to read. The lanternfish, goldfish and pufferfish still need to be resprited. I'll get to it in a later PR. ## Why It's Good For The Game So, I've recently checked out the sprites for fish on Goonstation, and remembered how bad ours are. I drew inspiration from the "googlier" eyes some of their fishes have, though nothing was copied. Hower, I'm still crediting Goonstation for reminding me how awful our codersprites are. Here's the after and before (angel fish missing from the latter 'cuz I was distracted):   In-game screenshot coming later, I need to update/downgrade my byond venrion because 1624 and 1625 are busted. ## Changelog 🆑 image: Resprited several fishes, and the aquarium. /🆑 |
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aa9caef0ed |
Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599)
## About The Pull Request This PR includes a series of small changes and additions to hooks and reel lines, as well as the aforementioned bounties. My objective here is to make the (base) hook and reel line feel more useful. Ditto with a few other things. Here's the list of changes: - Almost all fishing rods come with a hook and reel line pre-installed. The rod from the fishing toolbox comes with separate hook and reel line. - Without a hook, you cannot fish. Without a reel line, the cast range is reduced (from 5 to 3). - Fishing with a reel line installed provides a mild boon to completion speed by default. - The sinewy reel line (craftable from lavaland mobs) can now be used to fish on lava / liquid plasma, but it's a bit stiff and gives a mild malus to completion speed. - Unlike other hooks, the rescue and jawed hooks now allow you to cast a line and reel in living mobs too, not only items. They even get a status alert they can click to un-snag themselves, or move away far enough to achieve the same effect. - Master fishing rod buffed. It now comes with a flexible reel line and weighted hook pre-installed, and can be cast further than other rods. - On top of that, the jawed hook will slow down living mobs snagged by it and is a bit harder to remove. - when casting a line, it will now show the icon of the current hook as projectile, not a generic one. - Reeling now correctly checks movement resistance and anchorage. - Reeling an object (or a mob) now plays a sound. Ditto for installing/removing slotted items. - A few balloon alert feedbacks. - Minor code improvements. - The jawed hook should look a smidge sharper. - reel lines are now small items. ## Why It's Good For The Game The base hook and reel line didn't do anything begin with, and you would do just fine without them. In the end it's just a bit unintuitive for them not to be a requirement. Beside that, it makes sense for the rescue hook to be able to snag mobs, so they may as well be used to drag people out of lava or liquid plasma. As for the jawed hook, it always felt to me a bit underwhelming and a bit of a filler I had cooked up on the moment. It really could have some 'tactical' utility in virtue of being one of those niche black market items. ## Changelog 🆑 add: Most fishing rods come with a hook and line preinstalled. Fishing toolboxes come with separate reel and lines as usual. balance: Fishing hooks are now required to fish. balance: Without a reel line, the range of fishing rods is reduced by two tiles. Conversely, having one installed gives a mild buff to the minigame completion speed. balance: The craftable sinewy reel line can now be used to fish on lava or liquid plasma, but it's a bit harder to use. balance: The rare-to-find-in-maintenance master fishing rod now comes with a flexible line and weighted hook preinstalled, and has better range than other rods. balance: Fishing reel lines are now small enough to fit pockets. add: The rescue and jawed hook can now snag and reel in mobs, not only items. The jawed hook also slows down when applied, a la beartrap. qol: Fish bounties now accept filled (stasis) fish cases. qol: Several balloon alerts for fishing rod interactions. fix: Reeling in items (and mobs) now respects movement resistance and anchorage. fix: Fixed the fishing rod equipment UI being too small to fit its components. sound: Reeling in something now plays a sound. /🆑 |
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |