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Xeno-Botany Quality of Life Changes #3831

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merged 4 commits into from
Mar 12, 2016

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FalseIncarnate
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De-obfuscates the gene masking for the xeno-botany machines and discs.
image

  • Rather than seeing a bunch of random numbers and letters, each gene set now displays a plain-text name.
    • No change to functionality, just removes Bay's famous "complexity for the sake of complexity" from it.

Adds a connector and some pipes to hydroponics to help with gas consuming/producing plants.
image

  • Connector added to the back room for canister hookup, and to the "isolation tray" for plant-use.
    • More can be installed with assistance from a bored engineer/atmos tech
  • Pump added to new pipes below the left-most locker in the back room to allow you to dump the "harvested" gas into the scrubbers network for atmospherics to filter out safely (or to empty out that canister you stole from maintenance)
  • Map changes are map-merged

A long-requested feature, you can now (re)build the two xeno-botany machines

  • Lysis-Isolation Centrifuge
    • Requires 1 matter bin, 1 scanning module, and 1 console screen
    • Upgrading the scanning module causes less degradation when extracting genes, meaning seeds last longer (probably not a big deal now, but whatever)
  • Bioballistic Delivery System
    • Requires 1 matter bin, 1 manipulator, and 1 console screen
    • Upgrading the manipulator decreases the degradation caused by splicing genes, meaning you can (theoretically) splice more onto a pack before it fails
      Map changes are map-merged.
  • Boards for both machines now are able to be made in science with biotech and programming 3, and thus also have these set as origin techs.
  • Fixes no machine boards for lysis/ballistic and broken apples #1409
    • Well, the part that wasn't technically fixed with the last time I "fixed" it.

🆑
tweak: Xeno-botany is now more user-friendly, and less random letters/numbers.
rscadd: Hydroponics now has a connector hooked up to the isolation tray and a new connector in their back room for those strange plants that like spewing plasma or eating nitrogen.
rscadd: You can now (finally) build the xeno-botany machines, and science can print off their respective boards.
/:cl:

Removes the gene masking from xenobotany in favor of more readable
labels.
- No changes to how things work, just removes the obfuscation that
existed simply to make you push a bunch of buttons before you could do
anything meaningful with them.
Adds a connector port to the "isolation tray" that connects to a port in
the back room of hydroponics and to the scrubbers network.
- Minor re-arrangement of the backroom to make it easier to move around
with a canister hooked up back there.
@taukausanake
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That is wonderful but I still wish we had means for pressure and temperature

@Fox-McCloud
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Merge commits >=(

@FalseIncarnate
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The merge commit is from updating to include your map edit from your science PR. Was hoping it wouldn't have shown up, but since I had already committed the first bit, it was too late to turn back on that branch.

EDIT: As for what @taukausanake mentioned, plants will use the temperature and pressure of their environment. If you need non-standard ones, internal air-tanks are the way to go, as it will attempt to utilize the distro pressure of the inserted tank for pressure as long as the lid is up and the tank has enough air to maintain that pressure (it uses the internal pressure if it's below the distro pressure setting) and thus will use the temperature of the gas it's using for pressure and such.

A long-requested feature, you can now build the two xenobotany machines
- Lysis-Isolation Centrifuge
- Requires 1 matter bin, 1 scanning module, and 1 console screen
- Upgrading the scanning module causes less degradation when extracting
genes, meaning seeds last longer
- Bioballistic Delivery System
- Requires 1 matter bin, 1 manipulator, and 1 console screen
- Upgrading the manipulator decreases the degradation caused by splicing
genes, meaning you can (theoretically) splice more onto a pack before it
fails
@TullyBurnalot
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No more "random RNG research for wasting time" each round?

💯

@TheDZD TheDZD added Feature This PR is a new addition to the game Map Edit This PR will modify a map Usability This issue affects usability labels Mar 11, 2016
@Fox-McCloud Fox-McCloud added the Balance This PR will modify how effective something is or isnt label Mar 11, 2016
@taukausanake
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@FalseIncarnate I know how the plant pressure and temperatures work, my disappointment is that we don't have any means to do that yet without atmos helping.

I wonder now, if a plant needs a certain pressure and/or temp and also creates a gas but you have to use the tank, what happens?

@Fox-McCloud
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botanical research no with -1 retardness

@taukausanake
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I just noticed the top bit of the OP. I don't know if I like knowing what I'm researching. I originally thought but never made notice of if the machines were constructable then you could upgrade them then you could unlock the machine's ability to know what the gene is. Also maybe extract separate bits of a gene, like appearance and reharvestability that share the same block

@FalseIncarnate
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Xenobotany has never been researching the genes, but rather researching new ways to combine them via hybridization. The only real unknowns are the traits of the randomly generated strange seeds.

Obviously the contents of the genes are something you can learn via experimentation and/or the code, and previously you had to spend time figuring out which button the genes were on. There was no research to be had in that, only a horribly watered-down game of Simon.

I'd rather not go back to re-obfuscate these genes only to re-de-obfuscate them with upgrades (something that would require a fair amount of tweaking to both the gene list and the nanoUI templates of the machines). Breaking up the gene sets into their base traits would be a major balance change, and not something I'd be comfortable doing with this PR.

@taukausanake
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Maybe in the future then. I consider it research though, kind of like how Genetics has to find mutations

@Mijhead
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Mijhead commented Mar 11, 2016

👍

Fox-McCloud added a commit that referenced this pull request Mar 12, 2016
Xeno-Botany Quality of Life Changes
@Fox-McCloud Fox-McCloud merged commit dd02e5a into ParadiseSS13:master Mar 12, 2016
ParadiseSS13-Bot pushed a commit that referenced this pull request Mar 12, 2016
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no machine boards for lysis/ballistic and broken apples
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