Files
Bubberstation/code/game/objects/items/stacks/sheets/leather.dm
Andrew 590847bdf7 Biogenerator tweaks, leather makes more belts and clothing (#71175)
## About The Pull Request

### Revamped the biogenerator UI:


https://user-images.githubusercontent.com/3625094/200973283-b703f21b-c747-493e-98d9-043eef86d410.mp4

### Changed biogenerator icon to use layers and see the biomass level:


https://user-images.githubusercontent.com/3625094/201396065-caeaa412-6676-46f6-875e-efa2dca34985.mp4

### Biogenerator rebalance:

- Now you don't need the beaker to print solid products.
- Biogenerator now accepts all food, not just plants.
- Biogenerator now treats all nutriment subtypes as nutriments, so
vitamins and proteins also turn into biomass.
- Biomass now has the same units as other reagents (you get 5 biomass
from 5 nutrient with tier 1 parts).
- Doubled the cost of all items and reagents. (biomass generation
reduced by 10 and prices - by 5)
- Chemicals output amounts are now in units and you can select how much
you want to output exactly. It will not let you specify more than the
size of container or above 50 units with one button click.
- Reduced the amount of stored items and introduced a limit to the
biomass, both tied to the matter bin tier.

### Recipes changes:

Made biogenerator more dumb by moving the clothing out from the
biogenerator designs, and extending leather recipes instead.

The biogenerator is a grinder/recycler style machine so it doesn't make
sense that it outputs clothing.
Also you need to make leather to craft the toolbelt, while you can't do
the same to craft job-specific belts.
Now you can print leather in biogenerator and craft the leather clothing
by using the leather in-hand.
And the rice hat is now crafted from bamboo, instead of biogenerator.

Also added paper to the biogenerator recipes as it makes stuff from
cellulose and barely anyone knows that you can craft paper from 1 log
and 50 water. And paper is needed in large quantities to craft some
items, like paper frames.

And it doesn't output a pack of rolling paper. It's dumb now. It prints
the rolling paper sheets instead.

## Why It's Good For The Game

Biogenerator had terrible UX and backend logic. I didn't improve much on
BE though, but now it should be less frustrating to use.

Also I hate how biogenerator is superior to all other means of obtaining
its products. It doesn't make sense to grow and grind wheat, for
instance, when you can just throw shit into biogenerator and get the
flour fast. And the costs are ridiculous - you can get a couple of
bottles of fertilizers just from one medium potato.

It honestly begs for more nerfing, at least to make the nutriment -
chemicals exchange rate 1:1.

The reason for the biomass cap is because people use it as a sink for
veggies and generate infinite biomass. Maybe the limit will make them
care more about the part upgrade and offload some of the veggies to the
fridge for the Cook.

Also it was weird that biogenerator could tailor some things, while
others have to be crafted in-hand. Now you can print leather and craft
all types of belts and leather clothing.

## Changelog
🆑
refactor: biogenerator UI revamped
qol: biogenerator no longer requires beaker for materials, monkey cubes
and nori
balance: biogenerator accepts all food, not just plants
balance: biogenerator treats all nutriment subtypes as nutriments
(vitamins, protein, etc.)
balance: biogenerator product prices doubled
balance: biogenerator biomass storage is limited depending on the level
of matter bins
balance: cowboy boots recipe moved from crafting to leather recipes
balance: leather clothing & belt recipes moved from biogenerator to
leather recipes
balance: rice hat recipe moved from biogenerator to bamboo recipes
balance: biogenerator now outputs rolling paper sheets instead of a pack
add: biogenerator can now print paper
imageadd: biogenerator icons now use overlays, have emissive layer and
indicate the biomass volume
/🆑
2022-11-21 20:57:13 -08:00

333 lines
12 KiB
Plaintext

/obj/item/stack/sheet/animalhide
name = "hide"
desc = "Something went wrong."
icon_state = "sheet-hide"
inhand_icon_state = null
novariants = TRUE
merge_type = /obj/item/stack/sheet/animalhide
/obj/item/stack/sheet/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
novariants = FALSE
merge_type = /obj/item/stack/sheet/animalhide/human
GLOBAL_LIST_INIT(human_recipes, list( \
new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/hooded/bloated_human, 5), \
new/datum/stack_recipe("human skin hat", /obj/item/clothing/head/fedora/human_leather, 1), \
))
/obj/item/stack/sheet/animalhide/human/get_main_recipes()
. = ..()
. += GLOB.human_recipes
/obj/item/stack/sheet/animalhide/generic
name = "skin"
desc = "A piece of skin."
singular_name = "skin piece"
novariants = FALSE
merge_type = /obj/item/stack/sheet/animalhide/generic
/obj/item/stack/sheet/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/corgi
GLOBAL_LIST_INIT(gondola_recipes, list ( \
new/datum/stack_recipe("gondola mask", /obj/item/clothing/mask/gondola, 1), \
new/datum/stack_recipe("gondola suit", /obj/item/clothing/under/costume/gondola, 2), \
))
/obj/item/stack/sheet/animalhide/mothroach
name = "mothroach hide"
desc = "A thin layer of mothroach hide."
singular_name = "mothroach hide piece"
icon_state = "sheet-mothroach"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/mothroach
/obj/item/stack/sheet/animalhide/gondola
name = "gondola hide"
desc = "The extremely valuable product of gondola hunting."
singular_name = "gondola hide piece"
icon_state = "sheet-gondola"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/gondola
/obj/item/stack/sheet/animalhide/gondola/get_main_recipes()
. = ..()
. += GLOB.gondola_recipes
GLOBAL_LIST_INIT(corgi_recipes, list ( \
new/datum/stack_recipe("corgi costume", /obj/item/clothing/suit/hooded/ian_costume, 3), \
))
/obj/item/stack/sheet/animalhide/corgi/get_main_recipes()
. = ..()
. += GLOB.corgi_recipes
/obj/item/stack/sheet/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/cat
/obj/item/stack/sheet/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/monkey
GLOBAL_LIST_INIT(monkey_recipes, list ( \
new/datum/stack_recipe("monkey mask", /obj/item/clothing/mask/gas/monkeymask, 1), \
new/datum/stack_recipe("monkey suit", /obj/item/clothing/suit/costume/monkeysuit, 2), \
))
/obj/item/stack/sheet/animalhide/monkey/get_main_recipes()
. = ..()
. += GLOB.monkey_recipes
/obj/item/stack/sheet/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/lizard
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/xeno
GLOBAL_LIST_INIT(xeno_recipes, list ( \
new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/costume/xenos, 1), \
new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/costume/xenos, 2), \
))
/obj/item/stack/sheet/animalhide/xeno/get_main_recipes()
. = ..()
. += GLOB.xeno_recipes
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien hide piece"
icon = 'icons/mob/nonhuman-player/alien.dmi'
icon_state = "chitin"
novariants = TRUE
merge_type = /obj/item/stack/sheet/xenochitin
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/nonhuman-player/alien.dmi'
icon_state = "claw"
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/nonhuman-player/alien.dmi'
icon_state = "weed_extract"
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of its hair, but still needs washing and tanning."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/hairlesshide
/obj/item/stack/sheet/wethide
name = "wet hide"
desc = "This hide has been cleaned but still needs to be dried."
singular_name = "wet hide piece"
icon_state = "sheet-wetleather"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/wethide
/// Reduced when exposed to high temperatures
var/wetness = 30
/// Kelvin to start drying
var/drying_threshold_temperature = 500
/obj/item/stack/sheet/wethide/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
AddElement(/datum/element/dryable, /obj/item/stack/sheet/leather)
AddElement(/datum/element/atmos_sensitive, mapload)
AddComponent(/datum/component/grillable, /obj/item/stack/sheet/leather, rand(1 SECONDS, 3 SECONDS), TRUE)
/obj/item/stack/sheet/wethide/burn()
visible_message(span_notice("[src] burns up, leaving a sheet of leather behind!"))
new /obj/item/stack/sheet/leather(loc) // only one sheet remains to incentivise not burning your wethide to dry it
qdel(src)
/*
* Leather SHeet
*/
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of mob grinding."
singular_name = "leather piece"
icon_state = "sheet-leather"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/leather
GLOBAL_LIST_INIT(leather_recipes, list ( \
new/datum/stack_recipe("wallet", /obj/item/storage/wallet, 1), \
new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2), \
new/datum/stack_recipe("saddle", /obj/item/saddle, 5), \
new/datum/stack_recipe("leather shoes", /obj/item/clothing/shoes/laceup, 2), \
new/datum/stack_recipe("cowboy boots", /obj/item/clothing/shoes/cowboy, 2), \
new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3), \
new/datum/stack_recipe("leather satchel", /obj/item/storage/backpack/satchel/leather, 5), \
new/datum/stack_recipe("sheriff vest", /obj/item/clothing/accessory/vest_sheriff, 4), \
new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7), \
new/datum/stack_recipe("biker jacket", /obj/item/clothing/suit/jacket/leather/biker, 7), \
new/datum/stack_recipe_list("belts", list( \
new/datum/stack_recipe("tool belt", /obj/item/storage/belt/utility, 4), \
new/datum/stack_recipe("botanical belt", /obj/item/storage/belt/plant, 2), \
new/datum/stack_recipe("janitorial belt", /obj/item/storage/belt/janitor, 2), \
new/datum/stack_recipe("medical belt", /obj/item/storage/belt/medical, 2), \
new/datum/stack_recipe("security belt", /obj/item/storage/belt/security, 2), \
new/datum/stack_recipe("shoulder holster", /obj/item/storage/belt/holster, 3), \
new/datum/stack_recipe("bandolier", /obj/item/storage/belt/bandolier, 5), \
)),
new/datum/stack_recipe_list("cowboy hats", list( \
new/datum/stack_recipe("sheriff hat", /obj/item/clothing/head/cowboy/brown, 2), \
new/datum/stack_recipe("desperado hat", /obj/item/clothing/head/cowboy/black, 2), \
new/datum/stack_recipe("ten-gallon hat", /obj/item/clothing/head/cowboy/white, 2), \
new/datum/stack_recipe("deputy hat", /obj/item/clothing/head/cowboy/red, 2), \
new/datum/stack_recipe("drifter hat", /obj/item/clothing/head/cowboy/grey, 2), \
)),
))
/obj/item/stack/sheet/leather/get_main_recipes()
. = ..()
. += GLOB.leather_recipes
/*
* Sinew
*/
/obj/item/stack/sheet/sinew
name = "watcher sinew"
icon = 'icons/obj/mining.dmi'
desc = "Long stringy filaments which presumably came from a watcher's wings."
singular_name = "watcher sinew"
icon_state = "sinew"
novariants = TRUE
merge_type = /obj/item/stack/sheet/sinew
/obj/item/stack/sheet/sinew/wolf
name = "wolf sinew"
desc = "Long stringy filaments which came from the insides of a wolf."
singular_name = "wolf sinew"
merge_type = /obj/item/stack/sheet/sinew/wolf
GLOBAL_LIST_INIT(sinew_recipes, list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/cable/sinew, 1), \
))
/obj/item/stack/sheet/sinew/get_main_recipes()
. = ..()
. += GLOB.sinew_recipes
/*Plates*/
/obj/item/stack/sheet/animalhide/goliath_hide
name = "goliath hide plates"
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
icon = 'icons/obj/stack_objects.dmi'
icon_state = "goliath_hide"
singular_name = "hide plate"
max_amount = 6
novariants = FALSE
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
merge_type = /obj/item/stack/sheet/animalhide/goliath_hide
/obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
name = "polar bear hides"
desc = "Pieces of a polar bear's fur, these might be able to make your suit a bit more durable to attack from the local fauna."
icon_state = "polar_bear_hide"
singular_name = "polar bear hide"
merge_type = /obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
desc = "The strong, scaled hide of an ash drake."
icon = 'icons/obj/stack_objects.dmi'
icon_state = "dragon_hide"
singular_name = "drake plate"
max_amount = 10
novariants = FALSE
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
merge_type = /obj/item/stack/sheet/animalhide/ashdrake
//Step one - dehairing.
/obj/item/stack/sheet/animalhide/attackby(obj/item/W, mob/user, params)
if(W.get_sharpness())
playsound(loc, 'sound/weapons/slice.ogg', 50, TRUE, -1)
user.visible_message(span_notice("[user] starts cutting hair off \the [src]."), span_notice("You start cutting the hair off \the [src]..."), span_hear("You hear the sound of a knife rubbing against flesh."))
if(do_after(user, 50, target = src))
to_chat(user, span_notice("You cut the hair from this [src.singular_name]."))
new /obj/item/stack/sheet/hairlesshide(user.drop_location(), 1)
use(1)
else
return ..()
//Step two - washing..... it's actually in washing machine code.
//Step three - drying
/obj/item/stack/sheet/wethide
/obj/item/stack/sheet/wethide/Initialize(mapload)
. = ..()
AddElement(/datum/element/microwavable, /obj/item/stack/sheet/leather)
/obj/item/stack/sheet/wethide/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return (exposed_temperature > drying_threshold_temperature)
/obj/item/stack/sheet/wethide/atmos_expose(datum/gas_mixture/air, exposed_temperature)
wetness--
if(wetness == 0)
new /obj/item/stack/sheet/leather(drop_location(), 1)
wetness = initial(wetness)
use(1)
/obj/item/stack/sheet/animalhide/carp
name = "carp scales"
desc = "The scaly skin of a space carp. It looks quite beatiful when detached from the foul creature who once wore it."
singular_name = "carp scale"
icon_state = "sheet-carp"
inhand_icon_state = null
merge_type = /obj/item/stack/sheet/animalhide/carp
GLOBAL_LIST_INIT(carp_recipes, list ( \
new/datum/stack_recipe("carp costume", /obj/item/clothing/suit/hooded/carp_costume, 4), \
new/datum/stack_recipe("carp mask", /obj/item/clothing/mask/gas/carp, 1), \
new/datum/stack_recipe("carpskin chair", /obj/structure/chair/comfy/carp, 2), \
new/datum/stack_recipe("carpskin suit", /obj/item/clothing/under/suit/carpskin, 3), \
new/datum/stack_recipe("carpskin fedora", /obj/item/clothing/head/fedora/carpskin, 2), \
))
/obj/item/stack/sheet/animalhide/carp/get_main_recipes()
. = ..()
. += GLOB.carp_recipes