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Introduces Gene Shears to Botany, and several other QOL tweaks. #50387

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merged 16 commits into from Apr 8, 2020
Merged

Introduces Gene Shears to Botany, and several other QOL tweaks. #50387

merged 16 commits into from Apr 8, 2020

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ArcaneMusic
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@ArcaneMusic ArcaneMusic commented Apr 4, 2020

If you or a loved one played pre-fix hydroponics in the last 24 hours, you aren't entitled to compensation, but I will loudly apologize to you.

(I swear this one isn't a speedmerge PR.)

About The Pull Request

In my infinite wisdom, I started work on a chemical that would allow for incremental changes to a plant's chemical genes, as well as their traits. After a (brief) discussion on discord about why that would be the fucking worst idea ever due to how much RNG it would introduce, this idea will work instead, which are the Botanogenetic Plant Shears, BP Shears, or Gene Shears. These can be used on a plant, at the cost of plant health, similar to plant grafts,

This can be used to remove chemical traits, as well as physical traits, enabling you to regain control of your plant's genes and traits, as well as enable you to isolate out less desirable chemicals and traits out of your plant. To make BP Shears, you'll need the experimental tools tech from the tech tree. As it's not a roundstart tool, you'll want to use the early parts of your round dedicated to improving stats, or creating rough gene pools for plants that wouldn't

To make up for the material cost of needing to craft shears, I've also expanded the existing chemical solidification reactions to include uranium. Most chemical solidification reactions are woefully underused, but with this you won't be fully locked out should there be no miners on the station, with some effort that is. Make sure to watch your mixing order!

Hydroponics Trays have a new higher starting reagents tank of 20 units, up from the original 10. This one I could go either way on but from player feedback starting with a higher initial value enables the player to get more out of mixing reagents to adjust plant stats, which was the intended goal.

While tweaking other stuff, I realized that using autogrow needed an extra call of RefreshParts() when turned off, or otherwise it would set itself to the default lower nutrient drain rate forever (Until upgraded again) Additionally, autogrow won't be toggled when pulling around trays.

Why It's Good For The Game

Working down the changelog:
*Botany not being able to remove traits was a massive oversight and something that was glossed over about 2 months ago when I started working on this, so this allows high level botany play without it having the same level of power and control the gene modder provided.
*By adding the uranium solidification reaction it allows for a dynamic option that botanist players can use to benefit the station, ooooor just to produce their own shears if there isn't a miner available.
*I don't plan on revisiting the chemical idea, as even suggesting using a part of virology's gameplay loop was enough to get a maintainer to make me feel like garbage. Plus it was kind of a lame concept.
*Encourages a larger part of the rework's gameplay to players, and makes better use of reagents that use quantity to determine their effects.
*Fixes an annoying bug that gave conflicting feedback.

Changelog

🆑
add: Botany can now print shears capable of removing plant genes, after researching the botany node.
add: Uranium can now be solidified in a chemical reaction, similar to gold and plasma.
del: Removed Plant Thinner and Trait Thinner chemicals (Unused)
tweak: Hydroponics trays now have a starting chemical capacity of 20.
fix: Using a beaker on a hydroponics tray while the tray is full no longer acts like it's transferring reagents.
tweak: Ctrl-Clicking a tray will only enable autogrow when it's anchored.
/:cl:

@tgstation-server tgstation-server added Feature Exposes new bugs in interesting ways Fix Rewrites a bug so it appears in different circumstances Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts Removal This was too fun, too fun! I'm turning this feature around Sprites A bikeshed full of soulless bikes. Tweak labels Apr 4, 2020
@tgstation-server tgstation-server removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Apr 4, 2020
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
@JJRcop
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JJRcop commented Apr 6, 2020

The first PR (#50001) was not properly documented for dmdoc. dmdoc requires block comments to begin with /**, note the extra asterisk, and line comments to begin with ///. Reading AUTODOC_GUIDE.md will help avoid these mistakes.

@trollbreeder
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Branchname

@Yttriums

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@tgstation tgstation temporarily blocked Yttriums Apr 8, 2020
@ExcessiveUseOfCobblestone
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wouldn't it be a nice qol if trays showed you their nutri ratios if you had science goggles.

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@ArcaneMusic
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wouldn't it be a nice qol if trays showed you their nutri ratios if you had science goggles.

image

I'll throw this into the plant analyzer PR to keep less file conflicts from this PR.

@ExcessiveUseOfCobblestone ExcessiveUseOfCobblestone merged commit 531760d into tgstation:master Apr 8, 2020
@adamkad1
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Those should be added to pod people ruin

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Feature Exposes new bugs in interesting ways Fix Rewrites a bug so it appears in different circumstances Removal This was too fun, too fun! I'm turning this feature around Sprites A bikeshed full of soulless bikes.
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7 participants