Commit Graph

2419 Commits

Author SHA1 Message Date
Son-of-Space
8440d20981 [MDB IGNORE] Reformats Access IDs for accessibility and futureproofing (#67002)
* [DRAFT] Reformats Access IDs for accessibility and futureproofing

* replaced all the old defines and IDs everywhere

* replaced ID integers with strings, cleaned up a couple tram helpers

* replaces req_access_txt with req_access and fixes a few of my mistakes

Co-authored-by: san7890 <the@san7890.com>
2022-05-20 02:43:02 -04:00
Fikou
f501b1e49e MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
2022-05-18 01:19:31 -04:00
RandomGamer123
58338c0a9d Fix tank compressor rotation-related bugs (#66998) 2022-05-15 23:54:11 -07:00
John Willard
c61d6dc3cb Removes CPU, Sensors and Identify ModPC parts. (#66924)
Removes CPU, Sensors and Identify parts from modulra computers.
This is in effort to simplify how tablets and tablet apps are, while removing barriers to download specific apps. Limiting apps needed for your job, through hardware, is a terrible idea, and just limits departmental stuff to being there roundstart/latejoin, punishing people who job change through the in-game HoP system, devaluing the job as a whole.
2022-05-13 14:50:35 -04:00
John Willard
9ae3ef56a9 Lathe taxes now checks departmental flags (#66896)
Lathes and designs now use departmental flags rather than some random misc define that wasn't used anywhere else (which this PR is deleting), this allows us to cross-reference it with job bitflags to check whether or not a job should pay lathe taxes. Nothing else is effected by this change. Important changes are in code/modules/research/machinery/_production.dm if you want to get straight to the point.
2022-05-12 09:22:46 -07:00
John Willard
cc57407c79 [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
2022-05-11 12:04:11 -04:00
MrMelbert
29bfa42779 Converts jittering to status effect, striking yet another mob level status value (#66852)
Converts jittering to status effect, striking yet another mob level status value
2022-05-11 00:56:29 -04:00
GoblinBackwards
3dac11dc3a Removes AOE hit detection from fireball (#66828) 2022-05-10 20:45:06 -04:00
SmArtKar
e9e4998316 Fixes charged greens displaying species types instead of names (#66818)
Closes #66724
2022-05-10 02:52:41 -07:00
Ghilker
4323540b6b Anomaly expansion - part 2 - Delimber anomaly (#66420)
A new anomaly is here! the Delimber anomaly!
contrary to its name, this anomaly doesn't do you dirty by removing all your limbs.
It will instead improve your body by randomizing your limbs with every species known! Isn't that amazing?!
Incredibly enough it can also change your organs, improving them and expanding them! (we think this is amazing!)
Now you can also harness that power by constructing a reactive armor with its core, but be aware to not get hit by an EM pulse, our insurance doesn't cover that.
A note on safety, this anomaly doesn't stop, will keep on pulsating until eliminated.
2022-05-08 14:19:43 -07:00
Tim
e3e3abf690 Add silver requirement for surgery tools (#66414)
This adds silver as a requirement to make surgery tools from the autolathe. This idea was taken from #66278 when another person suggested it as an alternative which I liked. I made it so that half the amount of iron needed is the requirement for silver for most surgery items.

10 stacks of silver are needed to make a full set of surgery tools + iron and glass requirements.
2022-05-08 11:47:55 -07:00
MidoriWroth
b94a924468 Adds even more foods! (#66380)
This is part two of my previous food additions, this time with much more variety. This will add:

Chips and salsa: An item I have long wanted to see on the list of things you can make, and a staple of Mexican dining.
Fish tacos: Adds more variety to seafood menus, and of course, because fish tacos.
French toast: Another addition I have wanted to see for a long time. The raw version will be prepared and then be required to cook on a griddle.
Updated stuffed cabbage/pierogi sprites, because I wasn't too pleased with my previous ones.
Seaweed sheets: Made at a biogenerator and are used for making sushi.
Vegetarian sushi: Straightforward vegetarian option for sushi, can be sliced into four pieces.
Spicy filet sushi: An omnivore specific sushi with a bit of spice, can be sliced into four pieces.
French silk pie: A decadent desert that finally adds a form of chocolate pie. Sliceable.
2022-05-08 10:40:21 -07:00
Fikou
a6ae1fb78a removes permeability, rolling it into bio armor (#66742)
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
2022-05-08 10:10:54 -07:00
Zonespace
c3f3d892bf Disables the tax on off-station lathes (#66566)
Disables the tax from lathes off-station or on-mining-level lathes.
2022-05-07 20:43:36 -07:00
TemporalOroboros
f3629f7d57 Emagging the anomaly compressor will eject the bomb the next time someone tries to use it. (#66647)
Fixes #66635 and moves the behavior behind emagging. It's funny, but probably shouldn't be something you can do by accident simply by spamming the start compression button.
2022-05-07 20:05:07 -07:00
TemporalOroboros
068a3be859 Makes smoke and foam attempt to fill the available space. (#65281)
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.

Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.

Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.

There have been some minor balance changes to the chemical smoke and foam reactions:

I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
2022-05-07 13:10:37 -07:00
Ghilker
b135d002af tank compressor qol (#66481)
Change the color of the input port from blue to green to be more in line with the current machine color coding for input and output.
Put in the examine message how to rotate the machine and what each pipe is (input or output) for more clarity
Increased by one atmosphere the max ejection pressure for tanks so that toxins can use the machine for their bombs preparations.
Cleaned up some atmos code for connecting and disconnecting pipes, clear some repeated code

Makes it easier for new players to know what each pipe does and allows a little more flexibility when compressing gases inside the tank with the small increased window of pressure.
2022-05-06 01:36:11 -07:00
vincentiusvin
814ce8ec37 Changes it into a list (#66739)
Fix good.

Fix good.

fixed NT frontier being downloadble by non scientists.
2022-05-06 01:34:00 -07:00
Ghilker
a9d14e0086 Pacman small rework - less power, more consumption - no more super (#66386)
* Pacman power generation rebalance
2022-05-05 17:12:59 +02:00
SmArtKar
442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
MrMelbert
074da65fc7 Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type
2022-05-04 23:33:59 -04:00
Ghilker
abb095886d Anomaly expansion - part 1 - Hallucination anomaly (#66392)
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.

More anomalies are fun, i'm planning to add more of these

added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor
2022-04-30 00:56:33 -07:00
ArcaneMusic
5f4d5a42d4 Arconomy: The bigger balance PR (REVISED EDITION) (#65795)
This PR covers 4 Key features:

    Price Rebalancing
    Passive Income
    Gas Exports
    Lathe Tax

Relevant Design Doc (Slightly out of date as a result of the discourse on the subject).
https://hackmd.io/WlWgyRafTaiAqz6ouOqC-Q

-- START DOCUMENT --

# Arconomy Version Two
This is mostly me organizing a long list of thoughts that I'm not sure if I can properly describe and get across, but lets just work with what we got and go from there.

## There should probably be a relationship to time and profit
So, part one of a series called "Arcane was completely wrong about game design", I made a rather large misstep in regards to designing arconomy, and nobody told me this until far, FAR after I had gone way too in on my own ideas:
"There needs to be a relationship between time and money". Because Space Station 13 is a game that is built around rounds, either long, LONG rounds on MRP or 30 min - 1 hour long rounds in LRP, your whole orientation of the game is built around time. The longer you spend in a single round, the more you can do and mold the station and the game in a specific direction, whether it's from an admin event, doing your job, or going off on a wierd character based tangent.
The issue here lies in a question I tried to answer in my previous design doc: 
> "Command players start with lots of money, and make mountains of money, and as a result, have so much money by the end of the shift that they're practically immune to the effects of the economy.
> Assistant players start out with practically no money, find that the station is covered in costs that they'll never be able to practically afford, and decide that the economy is stupid and not worth utilizing altogether."

Two fundimentally different outlooks on the same problem, caused by the pay discrepency as it existed originally. Since we have so many different jobs all at different paygrades, the option that made the most sense at the time was to completely remove paychecks alltogether because they would multiplicitively exacerbate the previous issue. 

While it would flood the in-game economy over time at high levels, it did add a sense of timescale to the existing in-game relationships. You **KNEW** that after x many minutes you would get that fancy hat, or that you would need to find cash in other ways to get it. Having that time-scale is helpful as we've moved to our 90 minute round average/goal. It also, similarly, means that we know exactly how many credits each job SHOULD have had access to before a major disaster calls for a shuttle call. But, in hindsight, that is a value that should be consistant for all players. If a single, unaided player looks at a 200 credit bill, that should have the same impact player to player, and not limit their access to jobs.

## Bounties just ain't that fun, but they stand to see improvement from where they are now
So, guilty as charged, bounty running doesn't quite have the same charm as it used to have. For our friends just joining us, cargo used to have a single, per round laundry list of items that would payout to the cargo budget each shift. Each list would start with 10 items, one of which would randomly be assigned higher priority with a higher payout, and it would be cargo's job to ~~Break into each department and steal that thing~~ cooperate with jobs around the station to aquire funds for station crisis or when you just want to dick around and make stacks of cash. This had a distinct charm to it, but one element of it that majorly reduced the replayability of bounties was that they were severely limited in scope. Once you did your ONE drink bounty or your ONE chemical bounty, you no longer needed to interact with that department. 

My original goal was this: Make an unlimited bounty system, where crewmates were able to get a cut of their work as profit. To a degree, it's fairly successful! Crew do have a way to actively work with cargo to get  paid for their labor, and they help cargo as a result by giving them free valuables. The issue lies in the fact that this has kinda flipped the relationship on it's head: Bounties stopped being cargo's job to outsource to the crew, and instead the crew's job that becomes dependent on cargo. 

In general, many bounties simply weren't meant to be repeatable content in the first place. And certainly not meant to be used for every job. Offloading it as a kind of fetchquest minigame so that all jobs can offset the loss of passive income? It's not the best choice. For jobs like botanists or scientists it's tolerable at best, frustrating at worst. Just look at the state of things like experisci-slime experiments or scanning furniture. 
It gets far worse when it's from the perspective of jobs that have *explicitly* limited supplies like security. No, a security player is not going to be allowed to haul away all the good metal handcuffs from the brig for a bounty, and no, you cannot take all the riot shotguns from the brig.

Now, a few of these things were fixed over time, with mixed successes. Bounties started to be cleaned up in order to prevent limited quantity items from being an option for repeat bounties. Jobs that lack exports started to get some content for still allowing them to have repeatable exports (Like the Scanners for Security Officers to go on patrols).
The BIG EXCEPTION to this is Restaurant Bots, but we'll hit that in a second.

## Getting everything on the same price scale has been a major improvement.
Unironically one of the best changes made has been the idea that even if we lack that good time-credit scale from before,  we didn't really have a "standard" to work off of when something new is added to the game and the dev needs to determine how much to make that thing cost. That's why the current costs of objects and values on-station are scaled off of a single define, the value of a crate sold on the cargo shuttle.
> Yes, I'd like an APPLE. It's worth 3124151 CREDITS. NO, I don't know why the apple juice in the vendor is worth 415 CREDITS, nor do I CARE, GOOD MAN.

From the back end, everything is scaled off the same define now. Paygrades are defined off of a different scale still, but that's fine. You know, from the cargo end of things, that a cargo player needs to ship off X number of empty metal crates to purchase a laser crate, or a pizza crate. Definate relationships help in solidifying the singular value of a product. 
If we decide that we want to rescale the in-game economy and provide space credits with more granularity, at least we know we can do it with a single line of code, and not looking at every single instance of something that charges the player money.

### Arconomy Tangent: We gotta nuke gas selling.
This has been a long time coming and I know people are going to be upset at me, but look man.
I have no idea how selling moles of gas works these days. It seems like with minimal resources, true atmos wizards are able to make singular cans of gasses with infinite moles of some kind of gas, and if it's exotic enough, they can make upwards of a million credits a can. I've seen multiple occasions where selling gas cans to cargo has allowed for players to buy a bike.
For our Gen-Z zoomers reading this, players were never meant to BUY the bike. The bike is just a reskinned scooter meant as a cute little pokemon joke. If a player can actually buy a bike in a round, that's a sign that someone, somewhere, fucked up.
We fucked up the whole system with atmos gas selling.
We've now gone through metas of extracting miasma from lavaland for credits, we've gone through a meta where cargo starts building their own hydrogen burn chambers for simply produced gasses, we've seen time and time again that processed gasses in the funny space simulator just tends to be abused to death and back. I've had talks with TheFinalPotato on this in the past, and it just feels like a system that would need to be rewritten from the ground up, or looked at in terms of the whole cargo department. If I don't get to it first, the next cargo design doc someone writes **SHOULD**.

## Giving jobs content that integrates into the economy can be really fun.
Tourism bots and the baked in ingredient shopping is fun! It's enabled for a fluff job that doesn't have too terribly much by way of serious responsibilites to integrate active income minigames into the gameplay of chefs and bartenders. It's fully optional, it's quick, and it's not even a full shift investment. 

These secondary tasks, which utilize jobs core gameplay loops in a new way, while rewarding them within the in-game economy are a decent way to keep players engaged with their jobs, and allow for them to use credits as a player resource as well as a primary job resource.

**I AM NOT SAYING** that all jobs need to find tasks to arbitrarily reward players with credits for. The reason it works so well for jobs like the chef or bartender is because their job is already to make food and drinks, but they have so many options that they're not encouraged to make too wide of a variety of food, especially when botanists won't always make everything you need. The food market gives them an outlet to buy outlier ingredients and the tourists pay handsomely enough that you can offset your costs most or the time.

I'll break this down as well into the three different methods of money-making in game as well, to guide someone on how to make good, secondary income content.


| Primary | Secondary | Tertiary |
| -------- | -------- | -------- |
| This is something like passive paycheck income. You get this just purely for playing the game, and staying alive.     | This is an active trade off between your job's specific content, where you are trading your time for something it is directly your responsibility to do. Eg. Tourist Bots.    | An active task you are performing for income, but lacks the specialization of a job. EG. Bounties.     |

Jobs that excell at more service based tasks and less production based tasks should aim to aquire more seconary style economy integration, like medical, science, or security.

## The options for moving money around the station are actually pretty decent, but could be streamlined
Bounty boards are pretty decent at being a way to pay crew members for single service jobs. However, bounty boards are pretty much dead content, in a sense. There's not much incentive to hunt down your department's bounty board. 
Similarly, most crew would just prefer to hand credits out by hand to prevent most kinds of abuse of their own credit supply.
Long term and certainly a major personal outcome I'd like to see: Bounty boards and Newscasters should be merged together. Newscasters have some truely awful spaghetti and their being held together by shoe-strings and duct tape (This is slang for HTML). Bounty boards are... well they're functional, but they have the benefit of being built in TGUI. Merging the two's functions should cut down on wall-space, as well as improve the quality of a vast deal of code, and make money transfer on station slightly easier.
Honestly, pretty happy with vend-a-trays. They're pretty decent store-machines on station and do their job pretty well when they get used. All in all I'm happy with how they work.
Custom Vendors are clunky to a fairly major degree and I don't think most players get how to make them work on account of need a price tagger (not a sales tagger, that's the cargo item) to mark an object for it's sale value, then load it into a custom vendor sales unit, then load it into a custom vending machine, and that's only IF custom vending machines decide to work this year. Streamlining the tools, or perhaps just vending machines would certainly improve this as a service.

## Just ain't enough cool stuff to buy with credits.
An ever-present problem, that we're just kinda stuck with. There's a decent number of issues involved with making content that can safely be gated with just credits.
 * If it's usable as a weapon, is it too dangerous to hand out to the crew at large?
 * Does security get potential oversight?
 * If it's illegal, does it go through cargo?
 * Does it HAVE to go through cargo?
 * If it's beneficial, is it going to invalidate the existance of a job? (Think old medkits!)
 * Is there anything that players WANT that's not a weapon, benefical to the station but not too strong, or quite literally traitor equipment?

It's a tough question.
Some items make complete sense to implement on a per job basis as either uncommon or premium equipment, while other items could potentially be moved to station-wide unique purchasables.

# Takeaways:

Look, these are just some possible solutions that I'm considering. I think that working alongside a maintainer who could actually give a damn on getting this system orderly and possibly alligned with our current design philosophy (Who also understands that a not-insignificant amount of current economy was abitrarly written by goofball an actual decade ago) could help iron this out into a clear and consise set of goals and milestones to make the in-game economy workable. Not balanced, but workable.

* **Design a simple simulation for per round intake and outtake, to determine benchmark values for a 90 minute round.**
![](https://i.imgur.com/Yq5qA0O.png)
It would need to look something like this, as a kind of fucked up, Multi-Input Multi-Output Control Problem. Possibly could be done in simulink, but I'm not quite sure how to do that at this moment, so a less complex version might be fine.

* **Look back at implementing crewmember incomes, but at a flat, more consistant rate over all jobs**
    My leading idea: 50 credit, uniform paygrade. No wild, unscaled pay rates based on what job is "important" or not. 
That line of thinking means that certain jobs should have more expensive equipment over other jobs, but then we're right back to the captain thinking that a cup of coffee is practically free where an assistant thinks that a screwdriver from the vendor is going to put them out of house and home.
Improves time-relationship values with credits.
This could lead way to heads of staff having some degree of control to giving raises or paycuts to crew-members, but perhaps at a very, VERY gradual rate.

* **Perform another big-picture look at bounty cubes.**
    Potentially try to put bounties back in the hands of cargo, while still providing payouts to crewmates who assist in completing jobs. This may require some minor refactoring of the pricetag component, perhaps to even allow for multiple crewmembers to recieve profit from a payout.
This means once again, look at making bounties workable for all jobs on the station, not making the objects requested literal lathe-fodder, and finding ways to benefit the station in some way with the task of bounty cubes, even if it's just for credits.
Deceptively hard task.
    
* **Add secondary tasks that integrate the economy into non-bounty-able jobs/departments**
    Like it says on the tin, look into ways to add content that improves economy integration into existing jobs, without necessarily changing what those jobs DO. The bounties for those jobs can still exist as a tertiary thing, but should be made clear that they're... tertiary.
Chefs still make food and bartenders still serve drinks, but they have a way to hand them out for fun and profit.
Some thoughts and ways to handle this potentially:
*Science:* Perform intricate testing on anomalous materials using science equipment. Should NOT REWARD RESEARCH POINTS. Mr. OJ Headcoder will CHEMICALLY CASTRATE me, or you, if you do.
*Medical:* Complete tricky or non-standard surgeries on dummies for medical data. Think like that meme from the TV show, House.
"He needs Mouse bites to live. MORE MOUSE BITES."
*Engineering:* Repair wacky machines that use both station-standard parts as well as solving quick puzzles.

* **Look into more effective money sinks that are dynamic sensitive**
    Think, for example, about the station ransom event that spawns space pirates. 
What if instead of the captain just dumping credits from the cargo budget into the aether to prevent pirate spawns (They're bugged anyway to my knowledge to spawn anyway), crewmates had to cough up that dough before a time-limit, or risk a pirate spawn. For those of you who were scratching their heads at (Operational Costs!?) in the above controls diagram, this is the sort of thing I mean. 
Little, smaller things that might need to be purchased, invested in, or otherwise drain credits from the station over the course of the round.








# Arconomy 2.0: Smarter, Better, Flashier.

## Roundstart
Players begin each shift with a set amount of money, with the value being mostly uniform over the course of a shift assuming no interaction with economy. Jobs are split up into only 3 paygrades, Minimal, Crew, and Command. Minimal is reserved for jobs that are meant to fill population counts but lack a specialization, like prisoner and assistant. When starting the shift, a player will start with 5 paychecks worth of savings. This system is not designed for persistance, so you will always be able to tell how much money a player starts out with. Every 5 minutes, aka every economy tick, the player will recieve one paycheck, which is capped out at the standard crew member paycheck. This means that even if you start the shift as the captain, and begin the shift with 500 credits, you will recieve the same 50 credits as regular crew members.


| Minimal Paycheck | Crew Paycheck | Command Paycheck | Frequency |
| -------- | -------- | -------- |--------|
| 125 Cr     | 250 Cr     | 500 Cr   | Roundstart |
| 25 Cr | 50 Cr | 50 Cr | Passive Income |

## Product Prices
Products found in vending machines are defined by the amount of a player's paycheck they're meant to cost. Regular items use the PAYCHECK_CREW value, while more expensive or otherwise prohibitive items are defined by PAYCHECK_COMMAND. Items are defined in this uniform, horizontal fashion in order to maintain the equal value of credits over all jobs. A 100 credit medkit in medical should have the same value to a doctor as it does to a botanist.

Jobs apply a discount to vending within their own department, so an engineering would have a discount on tools, and a doctor would have a discount on sutures. Items that are important to gameplay progression in a role are less expensive to their intended users.
> **AUTHORS NOTE:** I am considering removing in-department discounts. In the benefit of making the value of purchasables more universal, deciding that credits shouldn't be spent within their own department just seems... rather fucking stupid.
> Possibly move the discount to only the first few minutes of the shift, or perhaps as some kind of gameplay benefit to slowly increase in-department discount through gameplay milestones? Who knows 👻 
> 
Some jobs have premium, high value items stocked in their vending machines that are not meant to be purchased at roundstart. These are meant to encourage players to save or combine resources to gain access. An example of this is insulated gloves. Other high value items can also be found in contraband through hacking vending machines. This remains unchanged.

## Markets
The cargo department has been changed in order to improve player involvement with the economy, as well as to give cargo more variety in their merchandise while preventing a singular stale meta of products to purchase from.
Yes, I'm looking at you, russian surplus crate.
Lets start with what's remaining the same:

* Cargo is a department that manages imports and exports of products, fulfilling departmental orders, and aquiring supplies dependent on the station's state.
* Cargo encompasses the station's mail, mining, and flow of orders, as well as drone exploration.
* A skilled cargo member is able to find high value items to sell back to centcom in exchange for more funds, to purchase those supplies.
* Centcom may request bounties which crew can fulfill in exchange for credits, if they wish for additional work.

**Now for the new design flow:**
Cargo starts out with a new mechanic called a market. Markets hold existing export datums as well as purchasable products. The values of items will fluxuate up and down based on the market status, with in-game events or player actions raising or lowering the values of specific markets.

At roundstart, cargo has a single market to sell to, which is Nanotransen. This will not incapsulate all the existing export datums in the game, just the *primary* exports that are used by players. Items that are exclusive to nanotrasen and required to play certain game modes, like mindshield implants or being able to sell crates, are included and will always be available to purchase.

Additional markets can be unlocked through gameplay sources, such as:
| Market Name | Source | Imports/Exports |
| -------- | -------- |- |
| The Syndicate |  Emagging/Hacking the Console | Illegal Goods/Contraband |
| The Clown Planet Commerse | Discovering the clown planet ruin | Pies, Horns, Pranking Equipment |
|Terragov Sector Security Surplus | Killing any megafauna. | Weapons, Ammunition, Advanced Riot Gear. |
| Mekki Materials Co. | Recovered loot from Exodrones | Materials and industrial equipment. |
|Donk Co.| As a tip from tourist robots. | Foods and Drinks, Toys and Games.|
|Waffle Co.| As above. | Bootleg products and wacky merchandise. |
|The Research Consortium| Reward for completing any experiment tree. | Slime Cores, RnD Artifacts, Robotics Equipment |
...And more, if I can think of more.
The purpose being, of course, to split up cargo's purchasable goods to be more instanced and unique, while also create unique situations where due to profitable markets, very specific exports are needed to help the department make money.

End of document for now :@ArcaneMusic

-- END DOCUMENT


Price Shifting

So, in-game items that have prices have a major issue on their hands, being that they were decided by how much money that job should make. This means that many of the jobs in-game have been given prices scaled to their job's income. That income I adjusted by removing passive income in #54161. While this was helpful to moving towards an active in-game economy, it resulted in items falling into distinct price brackets. A high paying job like security's items could never be purchased by someone like a botanist, but a job like a security officer had more capital and buying power than most other jobs in-game combined when moving down those brackets. We've done a simple normalization of scale to help in bring things closer to a semblance of equality.

There are now 3 price brackets, PAYCHECK_LOW, PAYCHECK_CREW, and PAYCHECK_COMMAND. Command staff will still have a higher base level of money on-hand than other crew, and low paying wages that we on-station don't respect as being real jobs (assistant, prisoner) will have their items be intentionally cheaper to encourage active participation in the economy, but the difference in scale is now noticeably far closer to each other. This means that assistants can still interact with the economy as spenders, but if they want to be doing a lot of work with money, they'll need to put in work. Additionally, this means we arbitrarily enforce a system that allows for items to have uniformity in what they cost to other players. 50 credits for a wrench feels better when you know that other job critical items in-game are also around the same price, and it's equivalent to one paycheck.
Paychecks are reintroduced

Economy lost it's relationship to time. In a game where a single round takes 90+ minutes (Backed up not only by the head-coder's design direction as well as plenty of aggregate round data), having a relationship to time and how long it takes to afford something is a major consideration when you look at buying something. Also, we get to say that I was certifiably wrong in regards to the active economy thing, since we have very, VERY few active sources of content in-game that are very... fun? Bounties are literal fetch quests but something like tourists is at least more engaging and interactive with the round, and should be the direction we want economy-job integration to head in.

Between having inflation as a price manipulation mechanic already in the code, as well as prices being roughly equalized in terms of their costs between jobs and their impact on the round, this allows for the reintroduction of paychecks to an extent.

As an additional note, doing this meant tweaking down the syndicate briefcase of cash, so that instead of giving you 5000 credits for 1 TC, it now costs 5 TC to accompany the fact that this is now a rather significant amount of money, even on decently high population. Fun fact: the Syndicate Briefcase of Cash actually PREDATES the economy, and was NEVER ADJUSTED beyond the original implementation of the economy as a result!

Gas Exports.

ALRIGHT ARE YOU READY FOR SOME GRAPHS? I THOUGHT SO, YOU LOVE GRAPHS.
So, gas exports are fucked, have always been fucked, and consistently have proven to be capable of breaking the in-game economy for a long time. This is no secret, I've been pinged with players getting billions, actual billions of credits using it multiple times in as many years. See, any round where a player manages to buy the bicycle is a round where I've fucked up, or someone fucked and I let it get past me.

So here's how gas exports work right now.

So, all of this hinges on the value of a single mole of gas, and some gasses enable you to make extremely, EXTREMELY profitable gasses through atmospheric gas wizardry However, even those less profitable gasses are still in an extremely high magnitude of value.

Most gasses if you have a full can of it will net you OVER 10k credits. For scale, one crate being sold in cargo is 200 credits.
That's a minimum of crates for pumping gas into a hollow metal box and praying it doesn't explode.

So we adjusted the values accordingly.

The baseline value of a single gas has been tweaked downward significantly. Even these values are still arguably very high, but I can play with it at the discretion of LemonintheDark. The green line at the top represents gasses that previously sold for 100 credits per mole, antinobilium I believe, and working downwards. I am going to try and enforce 10 credits per mole as the absolute maximum hard cap on gas exports, regardless of how many gasses we try to add in the future. Because the alternative is getting a gunjillion credits by huffing miasma into a tank of steel. And we ain't having that shit.

Lathe Tax

Part of the testing for this PR involved me modeling the SS13 economy in a given round as a kind of controls problem, with each source of income introduced in the round as a kind of input (Passive Income, Bounties, Tourists) in order to get a handle on roughly how much income a single round of SS13 will see per player on the given designed round-length, in order to estimate how much things are going to cost. Modeling how much players spend on a given round is variable enough that it'd be too difficult to accurately test without just throwing this up on a server and getting live data.

However, from the appearance of my dataset, players would be making a LOT more money nowadays with all of the above changes implemented. In an attempt to curve that intake, I attempted to implement a small, low scale tax of printing items that would take a small amount of players income every time they print, as a way to add a basic economic side-effect to this mechanic.

This has made a lot of people very angry and been widely regarded as a mixed decision. So, maintainers came up with an intended direction they want to see it, as they wanted to make sure that economy would remain a secondary system, that could still have an impact on round direction and the changes they want to see in the game.

So, here's the intent:

    Lathe tax should exist in the form of printing things from protolathes outside of your department, not on autolathes or your own protolathe.
    We want to promote people talking and collaborating to access things if it's outside the scope of their department and they still want it, with theft still being a viable avenue of gameplay.

Players will be charged 10 credits for printing a set of items not from their own protolathe, each. Printing an item can be paid for from your own ID card's bank account automatically, but the payment component has been buffed to handle physical money alternatives, as well as pulled money, similar to the luxury shuttle scanner gate's behavior.

Borgs are still enabled to print from lathes, however instead of it costing them credits, they now take a self-significant power cost in order to do so, preventing them from being used as a roving bank account for printing. I'll look into this further as we don't want to invalidate mechanics like borgs being able to do organ based surgery or building machinery, but we don't want them to become credit cards, so place that under advisement.
Tweaks and Updates:

(Suggested by Ziiro) If the revolutionaries win, centcom will no longer enforce the Lathe Tax.
(Suggested by about ~1000 people independently between my DMs, Reddit threads, the Feedback Thread, and elsewhere)
Printing items only taxes you once per print. EG: If you print 10 Kitchen Knifes as an assistant from the service lathe, you will only be charged once instead of 10 times.


For many of the reasons that I outlined above, this is a good change in a positive direction.
Players get more ability to interact with the economy without having to do content that's becoming increasingly depreciated in my absence.
Players also have a baseline consensus on what values of credits are high and low because jobs have been given an equalized standard in regards to the cost of certain items.
Price fluctuations through inflation will now be more meaningful in situations where the economy becomes more relevant.
The system will still encourage you to play a job that's productive to the status of the station through lower paycheck jobs existing as well.
Gas exports are now reduced to the point that their value is appropriate for the first time... actually ever. Nice.

The values of nearly every item purchasable by players has been rebalanced.
Players will now start with less starting money, but will receive a paycheck once every 5 minutes.
The value of gasses exported through the cargo department have been skewed way, WAY down in terms of price.
The Syndicate briefcase of cash now contains now costs 5 TC, up from 1 TC, for 5000 credits.
Printing items from lathes on station now costs a fee of 10 credits per item printed if it's from a lathe not under your department.
The payment component has received additional handling for physical credits, as well as pulled credits/ID cards for those without hands.
2022-04-27 03:01:21 -07:00
Spock
3e2ea6ce60 Printable N-Spects (#66510)
Makes N-Spects printable (unlocked with Basic Security Equipment) and removes the line in their description about them being hard to replace.
2022-04-26 16:45:08 -07:00
Y0SH1M4S73R
82dba29a3e Stabilized extracts work in modsuits (#66196) 2022-04-26 12:46:48 -07:00
Seth Scherer
61a0c08af6 Fixes nopower disabling RND servers permanently (#66513)
It was using update_user_power(NO_POWER_USE) to disable power use
while off, but that will actually unregister the power_change signal
(which is what the RND server uses to call this) so, it was
being called once and then never working again because it wasn't
receiving the signal to redo it
2022-04-26 04:10:58 +01:00
ArcaneMusic
6ad8000bd3 Adds the Accounting Console to the game (HOP Job Content) (#66304)
This PR adds the accounting console to the game, as a console that exists round start within the HOP's office. The accounting console allows for players to get 2 separate lists of information:

- A list of all the bank accounts associated with each crewmember on the station, listing their account balance, their job, and their paygrade modifier (Which is either 1 or 0.7, depending on their species)
- The audit log, a basic list of transactions of player purchases, listed listed in the following formal universally: [person] spent [cost]CR on [Purchase Source]. It's intentionally left without all the information so that players will need to investigate if they notice strange purchases coming from an account, as a kind of ghetto money forensics.
2022-04-25 21:31:05 -05:00
Arkatos1
b98d91c095 updateDialog and updateUsrDialog cleanup (#66494)
This PR focuses on cleaning up two procs - updateDialog and updateUsrDialog. Both of which are/were used updating for old HTML UIs. As these UIs got converted to TGUI over time, these old code fragments started to pile up, often due to coders simply overlooking them. This resulted in them being dead code doing nothing when called, or randomly opening up windows when they shouldnt, for example when a vending machine is screwdrivered and UI cannot even be interacted with.

However, there were also some desirable uses - like opening a window when an ID is inserted into civilian bounty console, which you are then gonna obviously use to pick a bounty. I kept these uses and replaced them with proper ui_interact, so they now always work, instead of them working only when you had them set as a currently used machine on mob. The list of these changes is:

    Civilian Bounty Console will now always bring up its UI when you insert the ID.
    Air Alarm and APC will now always bring up its UI when you unlock their controls.
    Portable Chem Mixer, Chem Dispenser, Chem Heater, Improvised Chem Heater, Chem Spectometer and Chem Master will now always bring up their UI when you add or replace beaker to them.

Two old /Topic calls were cleaned up as well, as they were no longer relevant.

Removes dead or outdated code, adds sensible UX when working with certain UIs.
2022-04-25 18:58:57 -07:00
Tastyfish
1f9f31a4db Redoes decal painter UI and adds tile sprayer (#66248)
* Redoes decal painter UI and adds tile sprayer

* Suggested color palette name changes

* remove unused scss filter

* prettier formatting of DecalPainter.tsc

* added custom colors to tile sprayer

* Prettier formatting

* Removed needless classes

* Autodocs, minor fixes

* Did list format and spritesheet commenting suggestions
2022-04-24 14:05:54 -05:00
Tony
3be126a197 Medilathe can now print pill bottles (#66417)
Co-authored-by: bumtickley00 <pebis@lol.com> (really?)
2022-04-23 13:56:04 +01:00
Vladin Heir
a137c15a79 Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug. (#66415)
* FINALLY. I'VE KILLED IT. I CAN LIVE MY LIFE NOW.

I hate the fucking Toggle Research Scanner action button so god damn much. Why the fuck would I ever not want this to be on? Why do you think I'm wearing the fucking goggles? That stupid button is so annoying to use. Even if I'm NOT using the research scanner aspect of the goggles, that little shit floats there, taking up space on my screen, taunting me.

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-04-23 00:14:12 -07:00
Rhials
2d07d9db07 Cytology Cockroach Expansion Pack (#66125) 2022-04-22 17:10:15 +01:00
Ghilker
ffd1ae5fc0 Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance.
2022-04-20 09:50:54 +02:00
Bond
002241f0e1 Circuit laserpointers (#66175)
* unfinished circuit laserpointer module

If this makes a pr I will be very mad

* Almost done making it function

* adds it to the research path

* lets it be logged

* Makes it work and printable

* removes felinid moving to save time dilation + removes cyborg stun because just no

* minor changes

* removes unused var oops

* guh?? (alphabet)
2022-04-19 18:55:48 +03:00
Y0SH1M4S73R
eea0c174ed actually actually fixes illegal tech (#66241) 2022-04-18 09:35:41 -04:00
RandomGamer123
bb81d7dcd3 Replaces cryoxadone with regenerative jelly in dark blue luminescent & burning extract effects (#66157)
* Replaces cryoxadone with regenerative jelly

* Burning dark blue extracts now inject self with regen jelly
2022-04-17 20:15:19 -07:00
Fikou
c614507dc9 MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules (#66170)
* part 1

* Merge branch 'master' of https://github.com/tgstation/tgstation into magnet-holster

* modsuit module update: replacement of holster and pepper spray, nerf to clamp

* fixes

* this for some reason renders shit badly

* h

* test

* handles deleting as an arg, hopefully fixing the runtimes

* dusk to dawn

* fucking idiot

* you too

* slight speedup

* stiupid

* less capsaicin

* Apply suggestions from code review

use the typecache

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mod/modules/_module.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* w

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-15 13:16:54 -07:00
SmArtKar
53e0d34a4f ah yes, it tastes like /datum/reagent/water (#66166) 2022-04-14 22:00:00 +02:00
Rhials
c105df38df Fixes cleaning foam strange object leaving behind an empty grenade casing (#66155)
Strange Objects that cause a cleaner foam explosion no longer leave behind an empty grenade casing. Since the proc just spawns and instantly detonates a cleaner grenade, nothing was changed to clean it up after the change to chem grenades work was made.
2022-04-13 14:41:02 -04:00
capsaicin
abc2109a5d adds a unique species id unit test + cleans up some golem mischief (#66050) 2022-04-10 22:33:24 -07:00
Ghilker
fa746bad9b Turbine Rework (#65586)
This PR rework the atmos turbine into a 3x1 multiblock machine.
The calculations are now done by simulating the flow of gases and expansion work that they do inside the turbine (heavily simplified), now a pressure differential between the inlet and outlet will heavily change the output of current that the machine is able to deliver.

The machine will not use stock parts for upgrades, but instead it will use 3 main components that are to be made by hand (except for the first tier that can be printed)
Those are compressor part, rotor part and stator part.
There are 4 tiers to them where the last one will use metallic hydrogen to be made, but will significantly increase the output and resistance of the machine.

-- Docs for the turbine:

A work based engine that “simulates” the flow of gas to calculate the energy produced by the moving gases.

These gases cool down while passing through due to the work done on the turbine blades and the expansion it get inside the machine
The new turbine

The machine will be expanded into a 1x3 multiblock machine that will accomodate 3 parts to it:

    An input compressor
    An output turbine
    A core rotor

There are 3 other main component that are:

    The Compressor Blade part
    The Rotor Shaft part
    The Stator Generator part

These three are the main (and only) upgrade path the machine can follow.
Parts
Input Compressor

It handles the input of gases inside the machine, it contains the Compressor Blade part.
This part moves the gas in, compresses it and increases its temperature by the amount of work the compression of the gas does.
Output Turbine

It handles the output of the gases outside the machine, it contains the Stator Generator part.
The gases moving through will expand 6x the initial volume and cools down before getting expelled.
Core rotor

Main part of the multiblock machine. It contains all the logic for building and processing the turbine.
Can be connected to a computer for control.
Contains the Rotor Shaft part.
Upgrades

The three installable parts can be upgraded with specific sheets to improve their efficiency and resistances. Each tier up will increase the max RPM reachable by the turbine and the max input temperature that the machine can take before starting to be damaged.

Each first tier part can be printed in any Lathe (proto/auto) but it requires hand crafting with different materials to be upgraded.

    Compressor Blades can be upgraded with plasteel, titanium and metallic hydrogen.
    Rotor Shaft can be upgraded with plasteel, titanium and metallic hydrogen.
    Stator Generator can be upgraded with titanium, metallic hydrogen and zaukerite.

-- End docs

Fixes #50667 (Infinite power generation by piping turbine output into its input. This worked because there was no temperature threshold, and the cost of applying pressure via pumps was lower then the power generated -Lemon)

Better turbine in many aspects, preparation for SM rework
2022-04-08 22:25:17 -07:00
ArcaneMusic
b17a90718e Replaces the accounting machine with all IDs having their own bank account by default. (#65980)
* Replaces the accounting machine with all IDs having their own bank account by default.

* Thanks, conflict.

* Oh right pushing the commits
2022-04-08 20:59:36 -07:00
robbertapir
6921733e70 Fixes petri dishes not changing sprites after being washed (#65690)
Co-authored-by: robbertapir <robbertapir@airmail.cc>
2022-04-08 02:29:17 -07:00
Ebb-Real
f71fc46350 Science Night Vision Goggles (#65867)
This adds science NV goggles to the game, (chemscan night vision goggles) available after NV tech is researched. And gives a research scanner to science sunglasses.
2022-04-07 20:42:46 -05:00
John Willard
2db00c7dc5 standardizes default unfasten wrench (#65425)
I'll do more in the future but I'll limit myself to this because I'm tired, bored, and don't want to make so many PRs touching the same things that I have to deal with conflicts each time one is merged.
Just as an example, screwdriver's gotta be done as well, does the exact same thing wrenches do, I believe.
Standardizes (and touches) each time default_unfasten_wrench is used.

Fixes tool logs, since it relies on tool acts to exist, I'm trying to move as many tool acts to its proper proc. Like a spiritual successor to the tool superpack PRs.

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2022-04-04 12:44:14 -07:00
Kapu1178
1d0eadcb12 Kapulimbs (#65523)
* i wanna go to bed so im pushing this

* It compiles but doesn't work yet

* It works!

* I WANT TO DIE

* Appease linters

* some CI fixes

* Address reviews + oversight

* Limb grower fix

* more icon fixes

* forgot to hit save

* I'm a dumbass

* Removes bodypart parent from unit test

* Fixes monkeys and CI

* Grammar pass

* I hate zombie code so much

* General code cleanup

* THE SHITCODERS ARE COMING FOR MY VARS

* THE UNIT TESTS ARE COMING FOR MY SHITCODE

* Reviews + skirts

* Removes an unused DMI

* Why didn't I do this in the first place?

* HAIR REFACTOR

* Haha whoops

* How did I miss this

* Admin spawned creatures now have their features

* Optimize me harder

* minor fix i need to push to merge master

* Fixes hair (maybe) and a runtime

* Maybe fixes mirrors

* Attempts to fix women

* Fixes hair on dismembered heads and a grammar change

* Caps lock did me dirty

* address reviews

* icon failures fix + missed reviews

* Fixes: Facehuggers and Regenerate_limb

* Fixes ethereal color pref appearance

* How the fuck did this not break everything else horribly?

* JESUS FUCKING CHRIST IM A MORON

* Fixes compile

* I'm not high I swear

* Im a dipshiiiit

* grumble grumble

* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.

* Forgot this little readability thing.

* Updates CODEOWNERS

* Me when I forget how github works

* mapload me harder

* Last second fixes
2022-04-01 21:07:46 -04:00
TheSmallBlue
2da272d919 Fixes there being two ID Getter Components on the Circuit Imprinter (#65829)
There shouldn't be two ID Getter Components, one was incorrectly named.
2022-04-01 17:59:09 +01:00
PetMudstone
b1ad0aea25 Consistent names and spelling. (#65736) 2022-03-31 17:45:42 -04:00
cacogen
400c814854 Stops machine frames and circuitboards referring to manipulators as micro-manipulators (#64878)
About The Pull Request

    Gives stock parts a base_name variable and sets it to manipulator for micro-manipulators
    Reorders sprites of stock parts in stock_parts.dmi to be together and in order of tier. Image
    Makes component part lists on machine frames and circuitboards nicer and makes them identical between the two
    Improves code for generating these lists
    Adds numtotext() proc which these lists use

Why It's Good For The Game

    Solves the issue where examining machines says they require a micro-manipulator when any manipulator will do
    Makes sprites easier to find
    Wows players by using actual words for numbers in generated parts lists
    Cleans up ancient code
    This proc can be used for other things, e.g. station names (which I have now incorporated it into)

Changelog

cl
fix: Machine frames and circuit boards no longer call manipulators micro-manipulators when examined
code: Improves code in constructable_frame.dm and circuitboard.dm
/cl
2022-04-01 09:39:03 +13:00
TiviPlus
10395a8074 Reworks & TGUIs mecha equipment (#65375)
TLDR
Mech UI now TGUI: https://streamable.com/ahjydy
Mechs now use "slots" for equipment
They can only mount 2 guns(left and right arm, left and right click to use)
Tesla & Concealed bay is removed
Removed mech damage deflection

Full list of changes
Note: weapons in this section refer to all click-using equipment such as guns/hydraulic clamp/etc

Hackmd: https://hackmd.io/lgr-LetfSKyHzPP0zQUXPA
Tesla has been removed (Tesla gives you effectively infinite power on station and off station(where the design direction for mechs is intended) they are useless)
Concealed mech bay has been removed (Concealed mecha bay relied on selection for visibility so it doent make sense to exist when all equips are "selected", the code was bad (instead of flag or something you just used locate() everywhere)
Honker no longer has snowflake UI (I'm sorry but if I have to make a third UI for this im going to go insane)
Mechs now mount 2 arm weapons, and certain amount of "utility", "armor" and "power" module types
The two arm weapons do not share a cooldown anymore UNLESS they are identical weapons
left click to shoot left weapon right click for right weapon, this will shoot the weapon unless you click next to you with a ranged weapon it will then try to melee (This also applies to attaching the weapon to the mech)
It is no longer possible to deflect or have multipliers for damage from innate or armor sources, armor will now just apply a direct armor change
Since plasma generator needed to be selected to use you now need to click on the power generator with a stack of plasma to refill it
Internal damage:
The mech no longer needs to be low health to take internal damage
Internal damage now no longer has several convoluted ways to fix each different type and is now a timed action performed in the UI
Weapons no longer have an RNG chance to be damaged or immediately deleted by damage
Weapons will now take damage aimed at the right and left arms respectively, this can be repaired using the new UI. NOTE: this is intended to be implemented as weapon/module disabling but I left it out of this PR to try resemble some shortness
Both internal and equipment damage have minimum thresholds of damage required in a hit before they attempt to check whether the mech should take internal or equipment damage, teh threshold is lower for equipment damage
You can no longer reload weapons using energy

Demo Video
https://streamable.com/ahjydy
2022-03-28 23:46:26 +01:00