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## About The Pull Request This PR adds 4 new types of soil and a holder item; the soil sack, to contain and transport said soils. <img width="496" height="378" alt="bild" src="https://github.com/user-attachments/assets/57f42a9c-c731-4195-91df-b4456ec45e7b" /> Two of the new soils + the regular old soil are available in the premium section of the nutrimax. All 5 soil types are available from cargo. It also adds two new plant traits; soil lover and semiaquatic, that allows coders to confer maluses to plants growing in trays or soil respectively. Potatoes, sweet potatoes, carrots, parsnips, cahn'roots, white and red beets currently have soil lover, reducing their produced yield by 30% and their potency randomly between 20-80% if grown hydroponically. Rice has semiaquatic which increases the amount of weeds gained by 50% if grown in soil rather than hydroponically. ## Advanced soil types ### Vermaculite #### Stats Max Nutrients: 20u Max Water: 150u #### Special Effects Multigraft: Up to 3 grafts can be cut from a plant planted in vermaculite. Graft Medium: Graft cuttiongs can be directly placed into vermaculite to create a new plant vegetatively. ### Hydrogel Beads #### Stats Max Nutrients: 15u Max Water: 300u #### Special Effects Hydroponic + Soil: Both water loving and soil loving plants can grow without maluses. Super Water: Water consumption rate is decreased by 50% ### Korta Coir #### Stats Max Nutrients: 20u Max Water: 100u #### Special Effects Fast Mushrooms: Mushrooms mature(and age) 40% faster if planted in this soil. ### Worm Castings #### Stats Max Nutrients = 35u Max Water = 200u #### Special Effects Slow Release: If the nutrients run out, 1u nitrogen will be automatically added to the nutient pool. Worm Habitat: Composting veggies in this soil has a chance to produce an extra slimy worm. ### Soil Sacks Use them on the floor to place a soil at that location. You can reverse this process by right clicking a soil with a shovel. The sacks are huge items that deals stamina damage, but have slowdown when carried. They can be wielded to remove slowdown, double the damage output and gain 25% block chance. They have unique normal and wielded inhands for each sack type. #### Price List **Soil** Nutrimax: 50 cr Cargo: 400 cr / 5 sacks **Vermaculite** Nutrimax: 100 cr Cargo: 400 cr / 3 sacks **Hydrogel** Nutrimax: 100 cr Cargo: 400 cr / 3 sacks **Coir** Nutrimax: N/A Cargo: 600 cr / 3 sacks **Worm Castings** Nutrimax: N/A Cargo: 800 cr / 3 sacks #### Misc Soil Changes Soil now have a new armour type and are generally much harder to destroy by shooting or bashing them. Fixed a bug where weeds would instantly reduce yield to 3 instead of lowering it by 1-2 per cycle. ## Why It's Good For The Game I have long been a fan of using soils in botany, they are the cheapest and easiest way to make new trays and enable many interesting strategies. The default soil is fine for what is but it kinda sucks, not only having low stats but also missing autogrow, a feature botanist have grown completely addicted and dependent on. When self sustaining trays were removed and autogrow added, it was intended as a way to keep a couple of plants alive while you ran out to do errands or grab a drink. However, the feature has devolved into basically a shift start self sustaining for all your trays and standard practice is using it on every single tray that currently is not trying to mutate. This has resulted in certain core botany mechanics like water and pests being made totally irrelevant, shrinking design space a lot. Rather than just reaching for the stick, I thought it would be fun to instead offer them a carrot in the form of an expanded toolset of soils with unique effects that cannot be replicated by trays. These new soils offer niche benefits that enable advanced botany gameplay and provides a framwork for deepening plant / tray interactions in the furture. ## Changelog 🆑 add: Added 4 new types of soil add: Added soils sacks to the nutrimax add: Added soil sack crates to cargo. balance: Soil now has higher armor values. balance: Rice now gets more weeds if grown in soil. balance: Carrots, potatoes, beets and their mutations now get reduced yield and potency if grown hydroponically. fix: Weed overgrowth no longer instantly sets yield to 3. /🆑
42 lines
1.4 KiB
Plaintext
42 lines
1.4 KiB
Plaintext
/obj/machinery/vending/hydronutrients
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name = "\improper NutriMax"
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desc = "A plant nutrients vendor."
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product_slogans = "Aren't you glad you don't have to fertilize the natural way?;Now with 50% less stink!;Plants are people too!"
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product_ads = "We like plants!;Don't you want some?;The greenest thumbs ever.;We like big plants.;Soft soil..."
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icon_state = "nutri"
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icon_deny = "nutri-deny"
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panel_type = "panel2"
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light_mask = "nutri-light-mask"
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products = list(
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/obj/item/cultivator = 3,
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/obj/item/plant_analyzer = 4,
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/obj/item/reagent_containers/cup/jerrycan/eznutriment = 6,
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/obj/item/reagent_containers/cup/jerrycan/left4zed = 4,
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/obj/item/reagent_containers/cup/jerrycan/robustharvest = 3,
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/obj/item/reagent_containers/spray/pestspray = 20,
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/obj/item/reagent_containers/syringe = 5,
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/obj/item/secateurs = 3,
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/obj/item/shovel/spade = 3,
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/obj/item/storage/bag/plants = 5,
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)
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premium = list(
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/obj/item/soil_sack = 8,
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/obj/item/soil_sack/vermaculite = 3,
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/obj/item/soil_sack/gel = 3,
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)
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contraband = list(
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/obj/item/reagent_containers/cup/bottle/ammonia = 10,
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/obj/item/reagent_containers/cup/bottle/diethylamine = 5,
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/obj/item/reagent_containers/cup/bottle/saltpetre = 5,
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)
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refill_canister = /obj/item/vending_refill/hydronutrients
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default_price = PAYCHECK_CREW * 0.8
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extra_price = PAYCHECK_COMMAND * 0.8
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payment_department = ACCOUNT_SRV
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/obj/item/vending_refill/hydronutrients
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machine_name = "NutriMax"
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icon_state = "refill_plant"
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