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[DNM] Experimentor Refactor and Changes #35466
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can you still make random battery cells from it or is that gone? |
That's the transform reaction iirc, I still have to move it over to the new system. |
but muh timegate |
Get the fuckin timegate outta my house |
Finally someone does something with the blood-magic machine. Great stuff |
You forgot a stage |
…dragonroll # Conflicts: # code/modules/research/experimentor.dm
- supermatter - setting people on fire - passive effects
- Makes experiment forcing actually work via VV - Adds cost effects and relic type datums - Appearance effects now correctly use /datum/relic_effect
oh I'm dumb the 5th stage missing (at that time) was intentional |
…till revamping the powergame machine
…dragonroll # Conflicts: # code/game/objects/items/grenades/clusterbuster.dm
is this ready? |
i'll remove the [DNM] and ping a maintainer when it is, shouldn't be long now but people keep asking me to fix bugs in unrelated things |
y tho |
stale |
🆑
refactor: Refactored and modularized the Experimentor
add: Added some extra reactions for the Experimentor
tweak: The Experimentor generates points now instead of just boosting nodes whatever that does
code: Added the ability to change sounds for the clusterbuster, removed a spawn() and made it possible to clusterspawn objects other than grenades (why)
/:cl:
I only have one more commit to finish this or it will ruin the joke
Another step in the ladder to get rid of passive generation.
Experiment Results are now datumized, so new ones can be (and will be) added easily.
Experiment Results also generate points. They will only generate a meager amount of points, and the amount gained from each experiment result diminishes. The formula is
(base_points) / (number of times the result happened ^ 2)
, so full points for the first time, a quarter for the second, one ninth for the third, etc...