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Does a lot of molitz b changes part 2 #11260
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this entire pull request is a bit of a mess tbh. Flammability bugfix is good, The rest... not really feeling it. |
A lot of this pr is scope creep, apologies for that. Currently theres no in game clues towards the fact that explosions allow you to get more usage out of molitz, a lot of the changes are done to accomplish that. Also molitz sounds are cool and i want engineers to actually hear them hence the sound changes |
Experimentation. There's no handholding wrt agent_b |
The issue is theres literally nothing to point them towards experimenting that way, the description text of “theres still small gas pockets” edges them towards the fact that maybe theres a way to get more bang for your buck but it doesnt tell you how. I think being able to figure stuff out in game without having to code dive or someone telling you is good |
There's an entire department on most maps dedicated to A.) messsing with combustion and gasses and B.) using those gasses and combustion to blow shit up. |
Has anyone ever actually found out that the explosion interaction is a thing on there own? Theory crafting is fine but it doesnt really matter if it doesnt happen in practice. Theres no train of logic there, people dont do things randomly and considering the fact nothing else in game has this sort of item interaction and the fact theres no feedback that explosions did anything outside of just happening to hit it again because, I seriously doubt it. If you want compensation for the additional clues i can add back molitz b being pushed by gas |
I think having the auditory cue ignore space is odd. I understand you want to telegraph they did something correctly but that seems so different compared how most interactions work. |
The main reason for the sound ignoring space is just because engineers work in a depressurized enviroment meaning its basically impossible to hear them. I think the sounds are cool and i want them to be good background noise for when a hellburn is ongoing, not something that people never hear. Adding a line about how explosions to briefcase would work, my main issue is you cant really hint it without giving it away or it not really making sense in universe and i think the description text hints at the possibility but doesnt give it away better |
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The ignore space flag is for things that you'd hear because they're in your suit like the geiger counter and similar, or notifications like the mentorhelp sting that should not be occluded by the reverb system. There may be other things that have it applied but I'd rather not see any more than necessary as they lead to sound amplification bugs when being spammed, see the reason why sleeper agent numbers were so dreadfully ear-destroying before I fixed them.
I like this conceptually, as currently molitz B is very underutilized on account of it being very unintuitive and convoluted to use and most of what the research note says being outright lies. Maybe its because I only play RP, but the most I've ever seen other people use molitz B is tossing it in the burn chamber and it doing nothing of note because that isnt really how it is effectively used (despite the research note suggesting that). On a somewhat related note, the concept of blowing it up never even occured to me. Why would it work? It doesnt make any sense logically and nothing suggests it or demonstrates it in some other context. I suppose I've also never tried deep frying it or tossing it in a portal or any number of other things which have no logical reason to do anything productive. And on the topic of the sound, if having it ignore space is a no-go then having some modification of the red particles it uses during the hot plasma interaction might also work. Maybe the same particle, but much higher density to show all the gas being released at once? |
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I find this implementation of the iterations a lot easier to understand. Not a fan of the specificity of the description text and assumption of the verbs the player is using.
I do agree that visual indications make the most sense.
This PR has been inactive for two weeks, and has been automatically marked as stale. This means it is at risk of being auto closed in another week. Please address any outstanding review items and ensure your PR is finished. If you are auto-staled anyway, ask developers if your PR will be merged. Once you have done any of the previous actions then you should request a developer remove the stale label on your PR, to reset the stale timer. If you feel no developer will respond in that time, you may wish to close this PR youself, while you seek developer comment, as you will then be able to reopen the PR yourself. |
Per some discussion |
About the PR
This pr does a few things, first it reduces the amount of oxygen released from molitz b when its releasing agent b from 20 mols to 15 mols. This pr also gives raw molitz unique descriptions that gives hints about how much gas remains in the crystal. Finally for crystals, when they experience an explosion and the iterations left on the crystal is zero they make a unique sound, as an indicator something went right. Oh also these sounds now ignore space just so you can properly hear em in a depressurized place. This also refactors a lot of this code for code cleanliness reasons. Oh also fixes a bug to where inflammable materials would be flammable and also makes mechanic stuff inflammable so they dont get burned up while in the burn chamber.
Sound is from https://freesound.org/people/_stubb/sounds/389618/
Why's this needed?
Should make molitz b much more usable and give a lot more clues towards some aspects of it.
Changelog