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Mining rework + Lavaland removal #9613
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This is going to be a big one |
Word can not describe how much I love you right now |
This feels like what ss14 has, wich i think is unique wich i like. One thing i do have a question is what would be the replacement for golem, ash and terrarium?, also how about adding a chance for og charlie station to be in the ghost roles, as currently one has to pray that rng is good for them to spawn, and normaly it's the random gen charlie rather then og. |
What about the rest of the mega faunas and other loot |
Megafauna are planned to mostly be moved into the dungeons |
Now working on getting turf integrity into the game. |
Virtual multi-z Update zcopy.dm Fixes the overlays not updating properly. Fixes virtual multi-z atmos Above and below VV support Update the turf adjacency on a multi-z linking update Makes VV below/above forced
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Converts the gravity magnet to proper deployables Update RadStation.dmm Fixes the barricades being the wrong type Virtual multi-z support Virtual multi-z Update zcopy.dm Fixes the overlays not updating properly. Fixes virtual multi-z atmos Above and below VV support Update the turf adjacency on a multi-z linking update Makes VV below/above forced Update change_turf.dm Update RadStation.dmm
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i had a whole lot typed up, but nobody'd read it anyway, so here |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This hasn't seen updates for a while |
This will be a very long term PR, mainly making this to get it prepared for testmerging and updating based on the testmerges.
Dependant on #9473
Dependant on #9503
Dependant on #9747
Dependant on #9752
Current Status:
Please note that the design doc in the PR body represents the final changes, and may not be completed fully yet.
General TODO
Initial Test Notes
Bullet Points
Motivations
Problems with Lavaland
What are the high-level problems with mining?
What mechanics cause these problems?
The nature of Lavaland itself contributes a significant amount to the problems outlined above. The 3 major problems that I have identified with Lavaland that leads to these problems are:
Discussion of alternative solutions
There are other proposed solutions, however many of these solutions either do not solve all the problems I am looking to solve, have other conceptual issues or are simply too much work to get completed.
The reason I believe this concept is the best solution is that every aspect of the design helps to propose solutions to the problems while remaining an elegant solution (one which is simple and already fits in with the existing mechanics without feeling out of place). An elegant solution has significantly lower risk during implementation as there are less ‘moving parts‘ which can cause unexpected outcomes.
Secondary Benefits
Removal of Lavaland saves a significant number of resources when it comes to mob processing, other background systems processing and load time. The removal of Lavaland results in about ~30% load time improvements (~60 seconds down to ~40) as well as reduced load throughout the round.
Mining Changes
We need to encourage miners to bring the debris back to the station before mining it.
Since we will be spending a lot less time mining for the sake of reaching a location, a lot of the mining tools can be changed to improve progression (Plasma cutters for fast movement are no longer a requirement).
Labour Camp Changes
Unresolved Question: How do we do the labour camp? Have them mine in the same area as the miners?
Debris Types
Asteroid
Debris
Boss Fights / Dungeons
Asteroids may contain a rare chance for special structures to be contained inside of them. These will spawn once enough asteroids have been mined already. These contain some simple puzzles which will unlock a dungeon, that members of the crew can enter.
This will be technically implemented by having a special room spawner marked inside the asteroid maps (Note: Do we want them as maps, or randomly generated structures?). If some probability check succeeds upon spawning the asteroid, then the dungeon will be placed inside of it. The dungeon that can spawn will depend on different parameters to prevent players from getting full dungeons before actually mining resources.
Dungeons will be wiped using the Z-Clear system, once wiped they cannot be returned to. Dungeons cannot be loaded in while another one is being cleared by Z-Clear.
We will try and keep with the theme of the 9 circles of hell as we go down.
Blood-drunk miner
Spawns inside of cavities inside asteroids with the normal looking ruin. Pretty standard stuff.
Hierophant Dungeon (Lust) (Planned implementation early on)
A 5x5 floor of indestructible tiles with a podium in the middle. In the corners of the room are 4 symbols that generate as overlays on top of the floor. An order will be randomly generated. If you stand on the right one, then it will flash purple and a sound will play. If you stand on the wrong one, then a hierophant pulse will start from the centre and expand outwards to fill the 5x5 tiles.
Once completed, they will all flash purple and a stone tablet will spawn on the podium. This contains coordinates which can be entered into the gateway to unlock the hierophant dungeon. The floors and walls of the dungeon are made of the indestructible hierophant tiles. The dungeon will consist of mostly traps as well as those pandora box enemies with the mine hierophant at the end of it (in the centre?).
Ghost Roles
Unresolved Question: How do we implement more interesting ghost roles that can interact with the station?
Ideas:
Items / Features
The energy pickaxe is a new mining power tool which the miners start with. This is the most powerful mining tool in the game and deals the most damage to minerals, however it neede to be recharged at a recharger between uses encouraging the miners to mine on station. It can be upgraded with different materials which will provide different effects:
iron - (slightly) More damage to rocks
diamond - instantly break rocks
uranium - Allows for the pickaxe to 'store' charges which can be used in quick succession
plasma - Max amount of charge increased
gold - 50% more ores dropped when mining
silver - TBD
copper - 50% less cooldown
titanium - TBD
bluespace - 3x3 mining area
The gravity anchor can be connected from the shuttle to another anchor placed on an asteroid in order to tow it to the station.
Note that this uses the ORM sprite for now.
Asteroids will now show a material scan giving the miners an indication of what is on the asteroid. This provides some choice when selecting an asteroid, as you may prioritise necessary early game materials or instead go for an asteroid that is rich in a late-game material such as diamonds or BS crystals.
Ignore datum for now, working on the fix for that
Asteroids now have different rock densities and aren't a single hit to mine. The darker the rock, the richer the minerals but the harder it will be to break. This is to encourage miners to bring the rocks back to the station rather than mining them with the existing, infinite, tools away from the station. The asteroid generator has been significantly improved and will now have relatively consistently sized asteroids. You won't get 1x1 asteroids or asteroids that are pure squares.
The asteroid magnet can pull in nearby asteroids into its designated zone. This zone is 14x14 on metastation. No other maps have been altered yet.
Planned Features
Asteroid Cavities
The first testmerge highlighted an issue with the original design, being that with 3/4 people it is still easy to mine away from the station, towing takes a long time and you don't get a lot out of asteroids.
In order to resolve this we are going to implement asteroid cavities:
These will make asteroid mining far more engaging and further discourage mining away from the station.
Changelog
🆑
add: TODO...
/:cl: