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## About The Pull Request Makes a number of changes to blacksmithing to make the role more appealing, convenient, and special: <details> <summary>New Additions</summary> - [ ] Added a new blacksmith recipe that requires legendary skill and the skillchip: parts for a classical single-action revolver. High damage, but finnicky to use; no safety mechanism, can't accept speed loaders, and the hammer has to be cocked before each shot. Cocking the hammer is faster if both hands are free, allowing for fanning the hammer. - [ ] Smiths can now make new storage options: a cowboy holster that stores a handgun and multiple ammo boxes, a charging belt that recharges one energy gun, a botany bag with expanded storage, and multiple types of scabbards. - [ ] Added a new skillchip specific to blacksmithing; without the skillchip, your options on what you can produce via smithing are reduced. This is to make it so that the smithing job role (or at least, whoever has been given the skillchip from the QM's locker) is more special. Currently smithing is just sort of something anyone can do, the only things unique about spawning in as the blacksmith is that you have cargo access and smithing-specific bounties. - [ ] Replaced the water barrel with a new structure: the reagent quenching trough. This spawns in filled with a new reagent, quenching oil. Quenching a smithing item in the trough with any reagent will imbue it for zero reagent use, and heat the trough's reagent. </details> <details> <summary>General direction changes</summary> - [ ] Perfect hits are no longer probability-dependant; they're based on the player's timing. Except if the player is max level at blacksmithing, in which case all hits are perfects. - [ ] Right-clicking with a hammer on the anvil will allow the player to automatically forge the item they're working on, with a slower pace compared to manual forging. This is mostly meant to allow talking to someone while working on forges. - [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated space on most maps and so must occupy a hallway or something else instead. "Playing optimally" with multi-anvil smithing means taking up significantly more space, in addition to looking extremely silly and bypassing part of the loop with blacksmithing (levelling up the smithing skills to produce equipment faster); the smithing chip will reduce the swings needed to finish a job to compensate. - [ ] Reworked reagent imbued equipment; removed the bonus from leaving a weapon unimbued. This bonus can now be regained specifically by imbuing smithing oil (smithing oil is special; imbuing it doesn't inflict it as a reagent for effects, but makes the armor/weapon/etc. better by numbers). Also, reagent imbued equipment no longer has a big damage multiplier but will merely stop applying reagents after a certain integrity threshold is passed. - [ ] Significantly reduced the income from smithing cargo bounties. It honestly kind of sucks that blacksmiths' value to the station is that they print money and not for the actual quality of their items. - [ ] Blacksmiths now have weapon access by default. It's honestly kind of weird that the guy whose whole schtick is making weapons, didn't have weapon access to start. - [ ] Moved the crusader belt from the general crafting menu to the smithing crafting menu; it now requires lv7 smithing and the smithing chip. This change is because it's highly contingent on blacksmithing equipment for its main storage so it seems most sensible for a smith to work it. - [ ] The leather apron that blacksmiths roundstart with now has dedicated storage for various smithing and glassblowing tools. </details> <details> <summary>Interactivity changes</summary> - [ ] Trying to pick up a heated blacksmith item will now burn your hand. - [ ] Various quenched smithing items now have associated force values for dealing damage, but will also (usually) cut the user's hand for doing so. - [ ] You can now use water tiles or certain reagent containers (needs at least 300 units) to quench smithing equipment. - [ ] The forge now heats up it's surroundings and burns carbon dioxide while doing so. The wall-mounted heater now auto charges it's cell to compensate for this. - [ ] You can now weapon-bash your blacksmithing shields, similar to how you can slap your baton against your riot shields to intimidate. </details> <details> <summary>Convenience and misc.</summary> - [ ] Changed the Rapier sprites to match the other smithing weapon sprites. - [ ] Added more tutorial tooltips when inspecting blacksmith equipment. - [ ] The blacksmithing noises are quieter, thank god. - [ ] Using tongs on a stack now pulls only one item from the stack, instead of pulling all items in the stack. You never actually want to have more than one sheet in the tongs so there's no reason to include it really. - [ ] Completed blacksmith items can now be picked up with tongs and placed into the crafting bench with them. This is meant to reduce the tool-juggling for moving the item from the anvil to the basin, then moving the item from the basin to the bench. - [ ] The blacksmith ID trim now has an actual icon - [ ] Commented out the cortical borer cage recipe. We don't really need this since we don't run cortical borers. - [ ] Halved the number of necessary chains and plates for all recipes, but doubled the time needed to hammer them; this is to reduce how much item juggling is needed. - [ ] Cargo guards and cargo secoffs now have blacksmithing access. - [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all the same mechanics as a skillchipped crewie, except cannot make the revolver </details> <details> <summary>Code refactoring</summary> - [ ] The reagent clothing and reagent weapon components now come from a general reagent imbued parent component. - [ ] Refactored how anvil smithing works; it now relies on an item component that handles item heat, hammer strikes, and quenching, instead of all the code being handled within the anvil itself. - [ ] Removed the skyrat_obj_flags variable that only functioned for the anvil_repair flag and nothing else. We have different ways to check for the stuff it relied on so it's not really needed. - [ ] Removed the in_use code from various forging objects. It's a really cumbersome system and annoying to manage all the time. Doafters with interaction_key stand as a replacement. </details> Overall, in the hands of blacksmiths, smithing-chipped characters, and the tribal factions, this should feel like a general buff. For everyone else, this should feel like a nerf, and they should go to the blacksmith or get skillchipped so they can make smithing stuff. It should also feel less 'shallow' and a bit more interactive with the rest of the game. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="180" height="108" alt="image" src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26" /> <img width="399" height="52" alt="image" src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177" /> https://youtu.be/hcPZXzCOSIU https://youtu.be/V7GeLetcRtk https://youtu.be/YEyW9pKidTU </details> ## Changelog 🆑 add: Way, way too many blacksmith job features & smithing system changes to list. But here's the highlights: balance: Forged blacksmith weapons can now be used nonlethally via striking with pommels, spear shafts, etc. which knocks down victims and stamina damages them like a weaker baton. qol: Blacksmith tongs now only pull one item at a time, if used on a stackable item. qol: Blacksmiths can now auto-smith at an anvil by right clicking with a hammer. qol: Blacksmithing tools now have more tooltips to tutorialize their usage. qol: Blacksmithing crafting bench can now store item stacks, forging plates, and forging chains. Right-click to view what's in it. balance: Removed multi-anvil smithing. Individual smithing pieces can now be made faster with the smithing chip and other means to compensate. add: Blacksmiths can now build a single action revolver if they are fully levelled. add: Blacksmiths can build a variety of new equipment at the crafting bench -- gun-charging holsters, knife belts, multiple types of scabbards, and even a new expanded-storage botany bag. add: Replaced the water barrel for smithing with a barrel of smithing oil; smithing oil is now used to grant the bonuses that was previously given by leaving the item unimbued. The new barrel can have its contents changed for reagent imbuing. add: A new reagent "smithing oil" which gives innate bonuses to any blacksmith equipment imbued using it. balance: Material types now affect the quality of resulting items and how quickly they can be forged. balance: The reagent smithing hammer now has increased toolspeed if forged well. balance: Reagent imbuing's durability penalty has been altered; it reduces durability for each time an imbue effect procs, and then stops functioning for such when below a certain durability percentage. /🆑 --------- Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>