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Nanofab 2.0 #27106

Merged
merged 27 commits into from Dec 24, 2018
Merged

Nanofab 2.0 #27106

merged 27 commits into from Dec 24, 2018

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John-Candlebury
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Summary

SUMMARY: Content "Adds lab nanofabricator finale, letting players create high tech items.'"

Purpose of change

Revive of #24520. Below is the desciption from that PR.


This will add a nanofabricator. A high tech 3d printer capable of turning canisters of nanomaterials into usable high level loot.

Its meant to spawn as a lab finale, and if things go smoothly I'll make a specific lab and a faction (an AI) to give you missions based on it.

So how does it work:

-You can find nanofabricator templates. These items hold inside them a single recipe.
-Nanomaterial canisters hold 50 units of nanomaterial, you use them to create items.
-If you have a template with you, you can interact with the nanofabricator to create the contained recipe. The cost of nano material is 5 units for volume unit of the created item. Its cheap for small stuff but a suit of power armor costs (600!) units of nanomaterial.

Where to find the items

Nanofabricator template
-Specific finale
-Rare loot group (caves and spider basements)
-Science locations
-Bank vaults.

Nanomaterial
-Specific finale
-Hazardous waste sarcophagus basement (around 25 units per basement)
-Small chance in Bank vaults.

Feel free to discus stuff about the balance of this, and anything else.

@ZhilkinSerg ZhilkinSerg added [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display Crafting / Construction / Recipes Includes: Uncrafting / Disassembling [C++] Changes (can be) made in C++. Previously named `Code` Items / Item Actions / Item Qualities Items and how they work and interact Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. labels Dec 14, 2018
Format terrain.json
@I-am-Erk
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I'm pretty uncomfortable with a mainline item tree that allows construction of so many out-of-control end game technology items. You do seem to have it pretty limited, so I'm not completely against it, but this could potentially be a massively balance-disrupting thing. Power armour, for example, is highly limited by the relative unavailability of helmets and hauling frames, but if you can craft them yourself - even if it's difficult - it takes the fetters off them.

I really don't like this being in a lab. Labs are already the ultimate loot pinata. They don't need stuff to make them even more the be-all end-all. I'd suggest that if the devs are cool with this addition, it should be part of a different quest. It seems like something you might find in the necropolis maybe.

Finally, I am totally unclear why you'd find a spec sheet for an incredibly advanced piece of experimental equipment lying on the floor in a cave.

@John-Candlebury
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I'm pretty uncomfortable with a mainline item tree that allows construction of so many out-of-control end game technology items. You do seem to have it pretty limited, so I'm not completely against it, but this could potentially be a massively balance-disrupting thing. Power armour, for example, is highly limited by the relative unavailability of helmets and hauling frames, but if you can craft them yourself - even if it's difficult - it takes the fetters off them.

I dont really think it should be a problem, getting the helmets through the nanofabricator should normally be harder than our current way. The nanofabricator implies having to clear a lab and the loot necessary to defeat two tribots, which at least requires some level of player preparation. The current way to get helmet is through looting banks, which is long but not particularly harder than normal game play.

I think it should be ok balance wise.

I really don't like this being in a lab. Labs are already the ultimate loot pinata. They don't need stuff to make them even more the be-all end-all. I'd suggest that if the devs are cool with this addition, it should be part of a different quest. It seems like something you might find in the necropolis maybe.

Unluckily labs are the only decent random dungeons that the game has. The necropolis is not as fun due to not being really random, plus the location is a nightmare to edit and expand. I'd basically have to create the 4th level of the vault.

Finally, I am totally unclear why you'd find a spec sheet for an incredibly advanced piece of experimental equipment lying on the floor in a cave.

Those are just some of the places where the scifi and endgame "rare" loot table is spawned. Dont really ask me why, it has worked like that since time immemorial. It could certainly stand to be changed, but its a balance change better left for another PR.

@I-am-Erk
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I dont really think it should be a problem, getting the helmets through the nanofabricator should normally be harder than our current way. The nanofabricator implies having to clear a lab and the loot necessary to defeat two tribots, which at least requires some level of player preparation. The current way to get helmet is through looting banks, which is long but not particularly harder than normal game play.

What I'm getting at is less that this is an easier way to get it, and more that the more ways there are to go about something the easier it becomes by definition.

I think it should be ok balance wise.

I don't entirely disagree. Just expressing a concern, for further discussion. My opinion is that these endgame technologies need to become harder to get overall, rather than having more access points to get them. In fact I'd prefer to see your nanofab added and then get power armour spawns removed from game so that the main way to get them was by nanofab, or by special quests.

Unluckily labs are the only decent random dungeons that the game has. The necropolis is not as fun due to not being really random, plus the location is a nightmare to edit and expand. I'd basically have to create the 4th level of the vault.

Necropolis was a single example. Ideally I'd say a nanofab sounds like something that would have its own rare facility (or be part of the university that I'm mapping, but that's another story for another day). Where it goes is sort of tangential, I just really really think it shouldn't go in the lab.

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BevapDin and others added 5 commits December 15, 2018 18:37
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
@John-Candlebury
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Thanks for the review @BevapDin

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ZhilkinSerg and others added 4 commits December 16, 2018 09:10
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
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Night-Pryanik and others added 2 commits December 17, 2018 12:37
Co-Authored-By: John-Candlebury <John-Candlebury@users.noreply.github.com>
@ZhilkinSerg ZhilkinSerg self-assigned this Dec 18, 2018
@ZhilkinSerg ZhilkinSerg merged commit 0c9058b into CleverRaven:master Dec 24, 2018
@ZhilkinSerg ZhilkinSerg removed their assignment Dec 24, 2018
@John-Candlebury John-Candlebury deleted the nanofab-2.0 branch December 29, 2018 20:32
@kevingranade
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:

https://discourse.cataclysmdda.org/t/whats-happening-in-your-randomly-generated-apocalypse-part-2/14511/1462

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6 participants