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Similar in spirit to #65707, with some more changes. Restructured the gaseous experiments to: Nitrous (practice experiment) BZ (mainstay experiment) Hyper-Nob (lategame/once-in-a-while experiment) Added a mining partner. Moved adv weaponry lock to normal weaponry under reactionless. Toned down t3 reactionless. BZ locks adv engi. Medbay unbridled by toxin gasses now. Removed Xenobio's BZ Can. Why It's Good For The Game My original intent with papers was expanding the difficulty range of toxins. Both to things harder than tritium (nob, nitrium, etc) and also to things easier than tritium (bz, reactionless, etc). In that process, I feel that i strayed a bit to the harder side, this PR is an attempt to tone down the overall difficulty of some of the gaseous experiments a notch. Nitrous now takes place of the old BZ, BZ takes place of old nitrium/halon, and noblium stays because it's difficulty is in a pretty good spot for a relatively unimportant but nice to have tech. While we're at it, I also added more emphasis to BZ production to toxins instead of tritium. This will hopefully incentivize people to try the department out. There is a risk of this being a bit of a chore, but I believe that the relevant atmos gameplay loop is strong enough to have it be fun. You need to check on the chamber, turn on pipes, adjust the input rate, and many more that makes it significantly more fun to do. We do this by: Locking advanced engineering with BZ (organs and implants lock lifted). Depending on feedback i wont mind changing this around if you want to suggest another node as long as it's of similar or very slightly less importance. Getting rid of xeno's BZ can. Some xeno players need it for making slimes sleep, with their roundstart supply removed there should be a significant demand for the BZ production in toxins to go online asap. If you have been paying attention to our PRs, i have been working to make BZ production as seamless and quick as possible in toxins. My five map prs #66454 #66198 #66064 #66010 #65857 have been building up to this. You can make BZ relatively quickly with the new freezer chamber in place. Probably even faster than ordering it in cargo, which is a fine ballpark to use if you want to make changes to it. If you want to know how to operate it, here is a wiki guide in place https://tgstation13.org/wiki/User:Vincentius_vin/Sandbox#BZ_Synthesis. We will move it to the main toxins page once the rest of the page is finished, pictures are added, Made adv engi tech node require bz shells as an experiment, organs no longer need it. Adv mining no longer requires adv engi. Removed nitrium and halon shell, implant experiment lock lifted because of the former. Relocked sec 1 tech node to need pressure bombs, sec 2 no longer needs tritium bomb. Made advanced pressure bombs easier to do without funny fusion gases. Added a new mining partner that accepts smaller (even non-atmos/non-ordnance related) bombs Added more options to purchase nodes in the paper partners. Your point gain stays the same though. Removed roundstart BZ can from xenobio.