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ArcMining Alpha: Minerals rework and Functional Backbone #78040
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…ulder processing machines, called "bouldertech".
…uccessfully unlatch themselves when they need to run.
Removes ore gen
…ng durability, also sfx
Right now. Plus, a lot of mobs are absolute bullshit to fight in bigger numbers, especially with other miners around. Not only would you have to deal with a horde of goliaths and whatever else, but also have to deal with the fact team oriented combat sucks major ass in SS13. Don't get me wrong, I would love this as an addition but not as a full-blown replacement for everything mining. it will only cause more problems as full replacement. |
I get where you're coming from, I'm not a fan of wave combat either. I'm a much bigger fan of chill, laid back, mindless mining to just relax and not have to think too much. That being said, with a mining system like this, there can still be a lot of fun content for us people that aren't super into combat (which I suck at btw). Don't like fighting mobs? Build fortifications and turrets around the vents to defend it for you. Instead of fighting, your job can be building structures, keeping power going, transporting ore to the station, or just simply exploring. Tons of people love playing engineers on TGCM, we can take what makes fortifying fun in that and create gameplay that doesn't involve mindlessly clicking on basic monsters. These things might not be features now, but with enough time and care put into this type of mining, as opposed to our current system, we can create rich gameplay systems that everyone enjoys. Maintaining both would just mean our efforts are split between two systems and they will never reach the point they would if we focused on just one. You see it as this destroys mining for non-combat players, I see it as this opens up possibilities for non-combat players to play miner in unique and fun ways, without forcing combat down on them. |
Just keep the regular ore spawns in the game (maybe at a reduced rate, maybe only common ores) and give people an actual incentive to do the nodes instead of making it the only option. Give people the carrot instead of stick, like how mining orders are cheaper through the cargo shuttle. |
… boulders, fixes missed define, and tweaks how vents are initialized so they can be spawned post init
Changes since my last big wall of text:
|
…sion of mob spawning first resort to view, not range if possible. Ore boxes Ui tweak
for that last part, why not adding a new ai_planning tree, we have support for adding in new trees post init, this tree would specifically focus on checking if a jps path is fully blocked and if so engage wall breaking to get to the objective? |
… boulders work mindustry style
Based on my test this past weekend and overwhelmingly negative feedback, I'm going to be closing this for now while I work on making some core changes to the design. |
…dition) (#78500) ## About The Pull Request **This PR is a rerelease of #78164, with some bells and whistles.** As such, most of the core functionality is the same, but with some tweaks to balance the gameplay and prevent bike levels of profit. I've tried to bold the new additions to make it easier to read for those coming back for the second pass. ![image](https://github.com/tgstation/tgstation/assets/41715314/ff9bf038-524d-44fc-81bb-c6ff97fef6dd) This PR adds a new machine that can be bought called the **Galactic Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to buy and sell minerals wholesale from the market machine. It goes something like this: ### 1. Getting the Machine: The GMM can be bought as an un-assembled machine for 600 credits from cargo. It's a low cost, but its not mapped in standard, so if you're confident in your miners, you shouldn't necessarily need one for the department. Otherwise, it's available for other crewmembers to buy for cost. The cargo pack comes will all supplies necessary to finish the machine. Tools not included. ### 2. Buying Low Using the machine's UI, you can see all traded minerals and their associated prices. Buy prices are played straight, and can be bought for material price, times the quantity. The order is then instantly placed on the cargo shuttle, and will be deducted from the buyer's account on shuttle send. **A single order can only have 10 different stacks of materials in it. So, that can be 100 sheets of iron and 1 of everything else, or 500 sheets of iron. After that you're blocked from buying more sheets until you've sent the order.** Cargo staff with standard cargo access may toggle the machine to order directly from the cargo budget. Otherwise, materials are only purchased from private accounts. All purchases are treated as private and must be opened by the recipient like private orders. ### 3. Selling High It's stocks time. To sell minerals on the market, simply insert any relevant metal stock into the machine. This produces a totally original and not-a-bounty-cube stock block, which can be sold on the cargo shuttle for cargo funds. Stock blocks can also be price-tagged as well following their standard process. **Stock blocks start out a bright pink and are worth the value of that material at that time, but over time their color will degrade. After a full 5 minutes, stock blocks will switch over to a purple hue, and their value will once again become liquid, subject to the current market value. This encourages players to be a bit more fast on their feet than before instead of just waiting forever for all of their investments to arrive at the perfect value, before the inevitable "rest of the game" tries to upend your investing.** Sold cargo stocks are subject at a 20% processing fee as part of the galactic mineral market. ### 4. Outside Factors **In-game events like the Crab-17 or the Market crash event will cause stocks to bottom out completely, and for the market to become unavailable until the market stabilizes. Thankfully, once the market has crashed, typically stocks will recovery and gain back some value, allowing for fast acting market movers to capitalize on rough markets.** **Additionally, low value materials like iron and glass have an extra stipulation, as their value goes all the way down to 0 credits. In that case, you are unable to buy them at that value as a market protection. Be careful that you don't see a reset or crash when you're planning on selling your horde of iron and glass stocks!** Additionally, market events can occur during the round that can more sharply adjust a single stock's price and completely rebound it's trajectory. These events are always mentioned in the station announcement's economics report. ### Other notes: The market does not cover all minerals, partially for consistency purposes as well as for balance reasons. Plasma, being a unique material that only Nanotrasen has their hands on, is the sole exporter of plasma in the system, so it stands to reason that it's not on the market, and remains a solo export. Bananium, as it has a rare and expensive conversion rate, works the opposite way, and as such isn't listed on the market either, with the sole source being single cargo sales. All others just don't make much sense to include into the market at this second, so I left them out for now. **Alright now below I'm going to cover the math and shit so if that's not what you care about then please scroll past.** <details> <summary>Warning: Arcane is about to talk about the math</summary> Alright. So this adds a new stock_market subsystem, which fires once every 20 seconds. I'm still fairly new to subsystem design so I'm probably going to need some feedback on cleaning this up to make it look nicer and run smoother. So we have 4 associated lists, each attached to the relevant traded datum; this tracks prices, market trends, how long that trend is going to last in SS fires, and market quantity. Prices fluctuate between 0.5x and 3x the material's single sheet value. This could be tweaked even farther in the future, but for now I'm keeping it at this nice clean margin. Prices fluctuate based on a gaussian normal distribution that is centered on different points based on their **trend**. Upward trending materials are centered in such a way that they'll almost certainly go upwards, but being that it's based on a random chance, not always. Vis versa, downward trends should tend to lose value at about the same rate. We also change our rounding based on this trend data, in order to prevent low price values like iron and glass from getting stuck in the same value or freefall drop over time just because of rounding down. Similarly, neutral trending materials will not change nearly as much, and will generally stay at around the same amount. When buying or selling a material, the quantity of that material will change on the market. The magnitude of that change depends on how much of that material currently exists on the market. Buying a low quantity material like diamond for example will tangibly increase that material's cost, while buying stacks and stacks of iron and glass won't do much damage to the price of iron as there's usually around 500 full stacks on the market to start with. It's applied at a relative percentage of (qty_changed / new_total_on_market) * price of goods bought/sold at. In addition to that, there are random "market events" that can occur randomly, which you might miss if you don't follow the newscaster economy news. These three events are fairly barebones now, but in general they have a 1% chance of happening per material, and can more dramatically increase, decrease, or fully reset the value of a material on the market back to it's standard value. This opens up for doing more with it in the future, but that's a later problem. </details> ## Why It's Good For The Game This independently resolves some issues related to #78040, that being that lowpop stations, or shifts with few miners would have a new way to be able to still get some access to minerals in a given round. This also provides a unique minigame and alternative way to acquire money in a given shift, using minerals. **"But Arcane,** I hear you ask. **"Isn't this just the same thing you tried doing way back when and then reverted in #50537?** Well, fuck man, how you doing I haven't see you around in forever also no you're completely wrong and here's why **This PR is no longer contingent on the rest of ArcMining in it's current iteration.** I have introduced some extra factors into the gameplay as well to try and curb the creation of bikes within gameplay. This also provides a massive benefit to round progression and gives the QM and the cargo members the ability to prevent round progress from stalling by buying round-critical resources. Not to mention, as the GMM is not cargo required, more cargo integrated, it also functions as economy content for the rest of the crew. ## Changelog :cl: add: A new export has arrived in the imports section, the Galactic Materials Market! You can use this to buy and sell minerals for profit or cost, as well as stock your station when you don't have any miners. add: Insert sheets of minerals into the Galactic Materials Market to convert them into a stock block, allowing you to lock in your price for 5 minutes. Wait too long and it'll be subject to market value again! add: Minerals can be bought on the market either using the station's cargo budget by cargo crew, or privately by everyone else. del: Any material stacks that can be bought and sold on the market before have been removed from the cargo catalog. /:cl: --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog :cl: add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: #78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /:cl: --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This Rework has been split into a few Pull Requests, however this PR consists of the backbone of those changes. So, I'm holding off on PRing those until this is squared away and we're happy with the base content. Please enjoy! I've spent the last few months working on this, and I'm truly proud of how it's turned out, even if we decide not to go with it.
It's also REALLY LONG so I stuffed it neatly into these details tags for your convenience.
Chat GPT, I ain't reading all this shit, can you summarize this PR?
AI Summary
Why It's Good For The Game
The introduction of ore vents and the reimagined mining mechanics offers several compelling benefits to the Space Station 13 gameplay:
In summary, this reworked mining system enhances gameplay depth, strategic thinking, and cooperative play while offering a fresh and immersive experience. The removal of ores from walls is balanced by these new mechanics, introducing exciting challenges and opportunities for players to explore.
Please review and consider this extensive pull request for integration. Feedback and suggestions are welcomed as we continue to refine and enrich the gameplay experience.
About The Pull Request
About The Pull Request
This Pull Request reworks mining by first removing ores that spawn in rock walls on lavaland and icebox completely. Instead, the cave generator spawns a number of new structures called "ore vents". Ore vents can be scanned with mining scanners to show what kinds of minerals spawn from these vents. The system is designed for a max of about 15 regular ore vents to spawn pre round, each pulling from a random pool of resources. This means that if only some ore vents are going to have the right kinds of minerals that the station needs at a given time. Active mining scanners will also show a visual indicator with the contents of that vent so you can quickly determine if that vent's contents are worth your time.
To get resources from ore vents, scan the vent again and you'll begin a "wave defense minigame", where lavaland mobs will spawn in waves to attack you and the ore vent. Alongside the event, a basic mob called a NODE drone will spawn, and attempt to tap into the vent. Players must defend the node drone while simultaneously keeping alive themselves against a gauntlet of varied lavaland mobs.
Shitty rendition of wave defense minigame
Once complete, the node drone will fly off and the vent will spawn a new boulder with every fire of the ore_generation subsystem, every 60 seconds. These boulders contain minerals to be used by the station, but to access them, they need to be processed by 2 new machines on the station.
shitty rendition of processing equipment
On station, the Refinery and Smelter has been added to all mining departments. These remove non-metallic and metallic ores from boulders. Also included is the BRM, a teleporter machine which locks onto all un-moved boulders and brings them to the station to be refined. Refineries and Smelters start the round with a ore silo link for ease of use. Both machines will store the mining points that would have been generated by their processed minerals, and when swiped with an ID card, stored mining points can be claimed.
With the widespread removal of ores from rock walls, there are a few footnotes to add:
Boulders can be manually mined by golems or by mining tools with right click. This allows for lavaland restricted roles as well as gulag prisoners to get ores the old fashion way.
The station starts with a pre-tapped iron and glass ore vent. This is to provide the station with a minor source of iron and glass in order to prevent the crew from running out of basic resources on rounds where there are no miners, but is small enough that it won't cause balance issues as it still fully blocks RnD Progress.
Vents come in various sizes, with larger vents spawning more mobs for longer, but their boulders come with far more minerals to be extracted. Some vents also come with a hidden chance to spawn an artifact boulder, which produces an undiscovered strange object when extracted or mined. There is also a Boss Ore vent which spawns a given boss, but if defeated, the ore vent will provide all minerals in equal measure.
Mining NODE drones come with their own AI blackboard, along with an exclusive latch_onto behavior to grab onto ore_vents when not being attacked.
Feature chance in cave generation is improved as a consequence of needing to add more features every round.
Spawner component now handles spawn range to allow for spawning things in a ring around it's base spawner.
Smelters and Refinery boards can be printed from the autolathe, while the BRM can be printed from the protolathe.
Smelters and Refineries can be upgraded with stock parts to allow for more parallel processing power, allowing them to processing more boulders at a time, but not provide more minerals. That will be addressed in a later PR.
Breaking rocks and finishing wave defenses both provide mining skill experience, meaning that the strong rock ruin is still accessible.
I may be missing... a LOT from this description at the moment. So I'll also include the following youtube video just in case. (Link embedded in image!)
Video may contain content that has been moved into the second PR to make this already massive PR slightly less massive.
Sound Credits used in this PR:
https://freesound.org/people/steaq/sounds/560124/
https://freesound.org/people/Quetzakol/sounds/520743/
https://freesound.org/people/Bertsz/sounds/524312/
https://freesound.org/people/SamsterBirdies/sounds/539957/
https://freesound.org/people/thomas_evdokimoff/sounds/125374/
All are either CC 0 or CC 3.
Items to be implemented in later PRs
Items to be implemented in later PRs
**I have removed some elements and mechanics from this first PR in order to make this PR easier to review.** Here's a bulleted list of items that I will be implementing in follow up prs:Why It's Good For The Game
Why It's Good For The Game
... And here's the part I don't get to cheat with AI to write my PR body for! So, first off, this implements the following design doc, found here:
https://hackmd.io/@Arcane/r19wrh8P2
This is in part to help implement the following main-team document here:
https://hackmd.io/@tgstation/B1necpsPn
But to be more specific, this PR was made to help fix one of the more troubled resource systems, henceforth called "economies" in the game, that being the mineral economy. The previous lavaland mineral economy has been uncapped forever. Nobody is out here claiming that the miners have ever really cared about the mining aspects of playing shaft miner in recent years, but it's gotten to the point where even staying live for 20 minutes as a shaft miner could potentially bring in so many minerals to the station that it's practically caused mineral scarcity on any given round to go extinct. With the exception of iron and glass, most resources go heavily unused, and their supply into the round has absolutely no control for us to balance around.
So, to help combat this, I've provided a number of modernizing changes to help bring the system in-line with existing gameplay systems, while also REALLY REALLY TRYING not to ruin mining for the players who enjoy it.
Other misc benefits that I think improves the game or puts it in the right direction.
Special thanks to:
zephyrtfa: Bounced a good amount of the idea off of them
TimeGreen: Thanks for the help with the plumbing (I did not PR plumbing integration because just look at files changed plus I need a little more time to get it right but I really appreciate the help.)
Fikou: fikou (I ranted way too much in VC about this PR)
Potato: appreciate the feedback and also sorry for delaying wallening with this heh
my other friends for having to listen to me ramble about fucking space game minerals at them for way too long while they were trying to play civ 6
Changelog
🆑
del: Ores do not spawn from (most) lavaland and icebox rocks anymore.
add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts so the ore vent will produce mineral boulders!
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time.
add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands.
add: All stations come equip with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources!
sound: New sounds and noises for your high octane factorio-like gameplay!
image: All new rock sprites for the new minerals and rocks added to the mining gameplay loop!
image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners.
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