Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upRebalance Bomb & Charge Explosive Power (plus other explosive tweaks) #18337
Conversation
Nioca
added some commits
Sep 14, 2016
Coolthulhu
reviewed
Sep 14, 2016
| "count": 30, | ||
| "mass": 10, | ||
| "recovery": 20, | ||
| "drop": "scrap" |
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
Nioca
Sep 15, 2016
Author
Contributor
The description mentions that it is indeed a plastic jug, but one that is, quote, "filled with black gunpowder and scrap metal". Hence the addition of scrap shrapnel, and scrap metal to the recipe.
Coolthulhu
reviewed
Sep 14, 2016
| [ "steel_lump", 13 ], | ||
| [ "steel_chunk", 52 ] | ||
| ] | ||
| ] |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Sep 14, 2016
Contributor
Recipes should look like in data/recipes/electronics/parts.json.
This comment has been minimized.
This comment has been minimized.
mugling
Sep 14, 2016
Contributor
...and should be migrated to an appropriate file at which point you can lint them via format.pl
This comment has been minimized.
This comment has been minimized.
Nioca
Sep 15, 2016
Author
Contributor
My apologies. I've never really touched recipes before, and just followed the formatting of the original file.
As for migrating it, I presume you mean to something like data/recipes/other/containers.json? And how would one go about linting, since it's a process I'm rather unfamiliar with.
This comment has been minimized.
This comment has been minimized.
Nioca
Sep 15, 2016
•
Author
Contributor
Having read through #18347, I'd like to bring up that I'm actually in a similar boat to @kilozombie, in that I'm editing directly to the remote, rather than using GitHub locally on my machine. In my case, I can't actually operate GitHub locally (56k dialup does that to you), so I have to make the changes in a textpad, then copy-paste them into my fork online (after testing locally and making sure I've fixed anything I broke).
As a complete novice in anything higher level than JSON, which files would I need to download to make the format.pl script function offline on Windows 7, and would it be breaking anything to manually update the whitelist?
Coolthulhu
reviewed
Sep 14, 2016
| "reversible": false, | ||
| "autolearn": true, | ||
| "qualities":[ | ||
| {"id":"HAMMER","level":3,"amount":1}, |
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This sounds like a rather odd kind of detail. The fire would most likely ignite the fuse (it's not electronic in most cases). Plus, it will most likely get lost later in development, as having 3 separate explosion details per bomb type is a lot of redundant data. |
This comment has been minimized.
This comment has been minimized.
Vidiveni
commented
Sep 14, 2016
•
|
While working on this I would suggest tweaking some intended throwable explosives to become more reliably throwable at range. By for example adding a small amount of bash damage and/or weight to the nail bomb and possibly others. |
This comment has been minimized.
This comment has been minimized.
Eh, I like the odd little details. But with that said, it's not something I'm particularly attached to, and it is a fair point that a fire would likely trigger the fuse before actually doing much else. As for redundant data, unfortunately there's no way currently (that I know of, anyway) to get it to default to a specific explosion data set; it has to be defined individually for explodes_in_fire and explosion use-acts.
Adding weight is sort of a double-edged sword when it comes to throwing weapons. On one hand, they do inflict more damage, but at the same time, their range becomes shorter. A lot shorter. To give you an idea, the 2kg RDX Sand Bomb has a range of 3 for an average 8 strength survivor. For a 14 strength superhuman, that increases to a whopping 6. As for adding Bash, it's worth noting that this effects both its effectiveness as a melee weapon as well as its power as a throwing weapon. (Side note: I think I'm going to increase the fuse length on the RDX sand bomb, because as it stands, a survivor can't get out of the blast radius in time after throwing it) |
Nioca
added some commits
Sep 16, 2016
This comment has been minimized.
This comment has been minimized.
|
Update to the PR. All recipes in the subcategory
EDIT: Almost forgot to do it, but in addition, RDX Sand Bombs now have a five turn fuse instead of a 2 turn fuse. |
This comment has been minimized.
This comment has been minimized.
Vidiveni
commented
Sep 16, 2016
According to @Coolthulhu an item's effective range increases from having some damage and weight stat. Nail bomb will often land 1 tile away as it is now, even with high throwing skill. I understand too much weight decreases max range, but with 0 bash and almost no weight the nail bomb is currently almost completely useless and just a newbie-trap. I suggest making it similar to the grenade at least, or buffing both. |
This comment has been minimized.
This comment has been minimized.
|
Okay yeah, I misunderstood what you were getting at. Taking a look at the Nail Bomb, it was actually all kinds of messed up; no bash, it had a -1 to hit (when a glass bottle, which its made of, typically has +1), it was half the weight it should've been, and despite being made out of a glass bottle (or clay flask) and iron nails, its materials consisted of Steel and Plastic. Anyway, it should be fixed now. I ran some quick tests on them, and with the new stats, they now actually can make the intended distance (or close to it) about ~75% of the time, and the rest typically land with the survivor outside their blast radius (I only had one land close enough to actually threaten my debug thrower, and it still landed about 6 spaces away, rather than right at the survivor's feet). |
Coolthulhu
self-assigned this
Sep 16, 2016
This comment has been minimized.
This comment has been minimized.
|
Interesting. Was wondering about the idea of making blackpowder charges and grenades available to dismantle. Might devise a pull request for such an idea Do we have TNT or something normally used in hand grenades? If I do add such a pull request, I could make hand grenades dismantle into more sensible modern components, then make the current recipe reversible to avoid transmutation. Shifting the rather makeshift recipe to a separate item could work as well, but that is optional as we don't really need another makeshift explosive. |
Coolthulhu
reviewed
Sep 16, 2016
| "power": 9, | ||
| "shrapnel": 40 | ||
| "power": 12, | ||
| "shrapnel": 30 |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
reviewed
Sep 16, 2016
| "skill_used": "fabrication", | ||
| "difficulty": 0, | ||
| "time": 3000, | ||
| "autolearn": true, |
Nioca commentedSep 14, 2016
•
edited
Right now, some of the values when it comes to the power and payload of bombs and explosive charges are rather messed up. I dove into it originally just planning to buff C-4 a bit, but then I started noticing some other errors, and it sorta snowballed from there. What this PR does is:
CSC_WEAPON_EXPLOSIVEhave been migrated intoexplosive.json, and reformatted according to code standard.