Files
Bubberstation/code/modules/mod/modules/modules_engineering.dm
carlarctg 0d4804cfca MOD Complexity rebalance (#76077)
## About The Pull Request

Reduced the cost of a lot of MODules.

Pathfinder 2 -> 1
Tether 3 -> 1
Temperature Regulator 2 -> 1
DNA lock 2 -> 1
Health analyzer 2 -> 1
Sonar 2 -> 1
Microwave beam 2 -> 1
Drill 2 -> 1
All visors (including NV and thermals) 2 -> 1
Circuit Adapter 2 -> 1

The Mining MODsuit has had its complexity increased to 15 and now starts
with the eating apparatus module, with a total base complexity of 10/15
now.

The Prototype MODsuit's active slowdown has been decreased from 1.5 (!)
to 1.
## Why It's Good For The Game

> Reduced the cost of a lot of MODules.

There's lots of cute little MODules here, and they are all despite their
'small' cost far too expensive for them to ever be used. The small
little cost adds up, when you consider that two 2-complexity modules
cost FOUR, which is more than most good modules (that are 3), especially
when storage modules take up 3 complexity already. Think about it like
genetics, imagine if geladikinesis cost 40 instability. It'd be
pointless and just make it not used.

> Pathfinder 2 -> 1

Pathfinder is a little buggy, a bit janky, and still just a commodity,
so this might let captains keep it for themselves more often when
they're kitting out their MOD.

> Tether 3 -> 1

Tether costing 3 complexity is ABSURD. That's as much as the actual ion
jetpacks, and that's for something which you can replace completely with
a fire extinguisher, not even including the tiny 4 tiles tethering
range.

> Temperature Regulator 2 -> 1

This is vital for spacewalking, I really don't know why it's this
expensive. Hell it should be the norm, but whatevs.

> DNA lock 2 -> 1

Nobody's ever going to use this if it can just be EMPed and broken...
especially when it costs 2 complexity, which is the same cost as defibs,
surgical processor, holster, criminal capture..

> Health analyzer 2 -> 1

This is just a health analyzer. A small item that you're paying for the
privilege of being able to have it in your janksuit. It really shouldn't
cost 2 complexity, nobody ever takes this.

> Sonar 2 -> 1

I don't think there's much of a reason for sonar to be 2 complexity. You
might think it's nuts, but sonar really isn't that useful as it's a
windup with a screen-only range. Making it 1 might let it be seen ingame
at some point.

> Microwave beam 2 -> 1

Despite the cool name this just fries food. I don't think that should be
expensive!

> Drill 2 -> 1

The drill module is mostly redundant when by the time you get it,
chances are you have a plasma cutter already which is usually better, if
not as space-efficient. There's also the dumb issue with drilling into
gibtonite which instantly blows it up.

> All visors (including NV and thermals) 2 -> 1

Similarly to the health analyzer, chances are if you HAVE the module you
don't actually *need* it as you're already.. that job.

Additionally, and this is also part of the reason for the NV, thermal,
and even the health analyzer modules, is that traitors/nukies now have
to balance MOD economy alongside TC count, and I can't tell you just how
frustrating it is to buy something and be told I don't have enough
complexity to put it into the MODsuit. I already spent the damn TC!

> Circuit Adapter 2 -> 1

This thing seems pretty useless. All it can really do is open and close
your modsuit, which like, wow okay. No need for it to be expensive.

> The Mining MODsuit has had its complexity increased to 15 and now
starts with the eating apparatus module, with a total base complexity of
10/13 now.

The complexity increase is because for some reason the MODsuit is
already filled to the brim by default, which means that actually
interacting with robotics in any way is thoroughly disincentivized as
you'd need to take so many modules out to do so that it makes the
purchase and interaction pointless. Now you CAN go and ask robotics for
anything you need, though there isn't much a miner would want and value
enough to trek across the station, for now.

Also, it starts with the eating apparatus because it really looked like
it should! The flavor text even talks about miners, it's strange for
that to be there if miners won't use it. It'll also encourage it to
actually be bought more by allowing you to eat through it.

> The Prototype MODsuit's active slowdown has been decreased from 1.5
(!) to 1.

1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it
completely kills the damn thing, even for the charlie station crew! You
can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a
reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which
is a nice middleground between 'fast' suits like the medical and
security ones, and the 'slow' ones like civilian, engineering, science.
## Changelog
🆑
balance: Reduced the complexity cost of a lot of MODules.
balance: Pathfinder 2 -> 1
balance: Tether 3 -> 2
balance: Temperature Regulator 2 -> 1
balance: DNA lock 2 -> 1
balance: Health analyzer 2 -> 1
balance: Sonar 2 -> 1
balance: Microwave beam 2 -> 1
balance: Drill 2 -> 1
balance: All visors (including NV and thermals) 2 -> 1
balance: Circuit Adapter 2 -> 1
balance: The Mining MODsuit has had its complexity increased to 13 and
now starts with the eating apparatus module, with a total base
complexity of 10/13 now.
balance: The Prototype MODsuit's active slowdown has been decreased from
1.5 (!) to 1.
spellcheck: Fixed a type on the energy net module.
/🆑
2023-07-04 04:07:27 +00:00

239 lines
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//Engineering modules for MODsuits
///Welding Protection - Makes the helmet protect from flashes and welding.
/obj/item/mod/module/welding
name = "MOD welding protection module"
desc = "A module installed into the visor of the suit, this projects a \
polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/armor_booster)
overlay_state_inactive = "module_welding"
/obj/item/mod/module/welding/on_suit_activation()
mod.helmet.flash_protect = FLASH_PROTECTION_WELDER
/obj/item/mod/module/welding/on_suit_deactivation(deleting = FALSE)
if(deleting)
return
mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
///T-Ray Scan - Scans the terrain for undertile objects.
/obj/item/mod/module/t_ray
name = "MOD t-ray scan module"
desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
to essentially echolocate things beneath the floor, mostly cables and pipes. \
A staple of atmospherics work, and counter-smuggling work."
icon_state = "tray"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/t_ray)
cooldown_time = 0.5 SECONDS
/// T-ray scan range.
var/range = 4
/obj/item/mod/module/t_ray/on_active_process(seconds_per_tick)
t_ray_scan(mod.wearer, 0.8 SECONDS, range)
///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
/obj/item/mod/module/magboot
name = "MOD magnetic stability module"
desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
However, these basic models do not feature computerized systems to automatically toggle them on and off, \
so numerous users report a certain stickiness to their steps."
icon_state = "magnet"
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/magboot, /obj/item/mod/module/atrocinator)
cooldown_time = 0.5 SECONDS
/// Slowdown added onto the suit.
var/slowdown_active = 0.5
/// A list of traits to add to the wearer when we're active (see: Magboots)
var/list/active_traits = list(TRAIT_NO_SLIP_WATER, TRAIT_NO_SLIP_ICE, TRAIT_NO_SLIP_SLIDE, TRAIT_NEGATES_GRAVITY)
/obj/item/mod/module/magboot/on_activation()
. = ..()
if(!.)
return
mod.wearer.add_traits(active_traits, MOD_TRAIT)
mod.slowdown += slowdown_active
mod.wearer.update_equipment_speed_mods()
/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
mod.wearer.remove_traits(active_traits, MOD_TRAIT)
mod.slowdown -= slowdown_active
mod.wearer.update_equipment_speed_mods()
/obj/item/mod/module/magboot/advanced
name = "MOD advanced magnetic stability module"
removable = FALSE
complexity = 0
slowdown_active = 0
///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
/obj/item/mod/module/tether
name = "MOD emergency tether module"
desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
While some older models of cargo-oriented grapples have capacities of a few tons, \
these are only capable of working in zero-gravity environments, a blessing to some Engineers."
icon_state = "tether"
module_type = MODULE_ACTIVE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/tether)
cooldown_time = 1.5 SECONDS
/obj/item/mod/module/tether/on_use()
if(mod.wearer.has_gravity(get_turf(src)))
balloon_alert(mod.wearer, "too much gravity!")
playsound(src, 'sound/weapons/gun/general/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/tether/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/projectile/tether = new /obj/projectile/tether(mod.wearer.loc)
tether.preparePixelProjectile(target, mod.wearer)
tether.firer = mod.wearer
playsound(src, 'sound/weapons/batonextend.ogg', 25, TRUE)
INVOKE_ASYNC(tether, TYPE_PROC_REF(/obj/projectile, fire))
drain_power(use_power_cost)
/obj/projectile/tether
name = "tether"
icon_state = "tether_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
range = 10
hitsound = 'sound/weapons/batonextend.ogg'
hitsound_wall = 'sound/weapons/batonextend.ogg'
suppressed = SUPPRESSED_VERY
hit_threshhold = LATTICE_LAYER
/// Reference to the beam following the projectile.
var/line
/obj/projectile/tether/fire(setAngle)
if(firer)
line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi', emissive = FALSE)
..()
/obj/projectile/tether/on_hit(atom/target)
. = ..()
if(firer)
firer.throw_at(target, 10, 1, firer, FALSE, FALSE, null, MOVE_FORCE_NORMAL, TRUE)
/obj/projectile/tether/Destroy()
QDEL_NULL(line)
return ..()
///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
/obj/item/mod/module/rad_protection
name = "MOD radiation protection module"
desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; \
a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, \
giving a voice to an otherwise silent killer."
icon_state = "radshield"
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/rad_protection)
tgui_id = "rad_counter"
/// Radiation threat level being perceived.
var/perceived_threat_level
/obj/item/mod/module/rad_protection/on_suit_activation()
AddComponent(/datum/component/geiger_sound)
ADD_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, MOD_TRAIT)
RegisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
for(var/obj/item/part in mod.mod_parts)
ADD_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/on_suit_deactivation(deleting = FALSE)
qdel(GetComponent(/datum/component/geiger_sound))
REMOVE_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, MOD_TRAIT)
UnregisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION)
for(var/obj/item/part in mod.mod_parts)
REMOVE_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/add_ui_data()
. = ..()
.["userradiated"] = mod.wearer ? HAS_TRAIT(mod.wearer, TRAIT_IRRADIATED) : FALSE
.["usertoxins"] = mod.wearer?.getToxLoss() || 0
.["usermaxtoxins"] = mod.wearer?.getMaxHealth() || 0
.["threatlevel"] = perceived_threat_level
/obj/item/mod/module/rad_protection/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
SIGNAL_HANDLER
perceived_threat_level = get_perceived_radiation_danger(pulse_information, insulation_to_target)
addtimer(VARSET_CALLBACK(src, perceived_threat_level, null), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
///Constructor - Lets you build quicker and create RCD holograms.
/obj/item/mod/module/constructor
name = "MOD constructor module"
desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
advanced arm servos meant to carry crewmembers. However, it functions as an \
extremely advanced construction hologram scanner, as well as containing the \
latest engineering schematics combined with inbuilt memory to help the user build walls."
icon_state = "constructor"
module_type = MODULE_USABLE
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
use_power_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
cooldown_time = 11 SECONDS
/obj/item/mod/module/constructor/on_suit_activation()
ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
/obj/item/mod/module/constructor/on_suit_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
/obj/item/mod/module/constructor/on_use()
. = ..()
if(!.)
return
rcd_scan(src, fade_time = 10 SECONDS)
drain_power(use_power_cost)
///Mister - Sprays water over an area.
/obj/item/mod/module/mister
name = "MOD water mister module"
desc = "A module containing a mister, able to spray it over areas."
icon_state = "mister"
module_type = MODULE_ACTIVE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/reagent_containers/spray/mister
incompatible_modules = list(/obj/item/mod/module/mister)
cooldown_time = 0.5 SECONDS
/// Volume of our reagent holder.
var/volume = 500
/obj/item/mod/module/mister/Initialize(mapload)
create_reagents(volume, OPENCONTAINER)
return ..()
///Resin Mister - Sprays resin over an area.
/obj/item/mod/module/mister/atmos
name = "MOD resin mister module"
desc = "An atmospheric resin mister, able to fix up areas quickly."
device = /obj/item/extinguisher/mini/nozzle/mod
volume = 250
/obj/item/mod/module/mister/atmos/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/water, volume)
/obj/item/extinguisher/mini/nozzle/mod
name = "MOD atmospheric mister"
desc = "An atmospheric resin mister with three modes, mounted as a module."