Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

ArcMining Alpha: Minerals rework and Functional Backbone #78040

Closed
wants to merge 94 commits into from

Conversation

ArcaneMusic
Copy link
Contributor

@ArcaneMusic ArcaneMusic commented Aug 31, 2023

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
  • Ores spawning in rock walls on lavaland and icebox have been entirely removed.
  • A new system of "ore vents" has been introduced. These vents are structures generated by the cave generator and are scannable with mining scanners to reveal the type of minerals they yield.
  • Each round, a maximum of 15 regular ore vents can spawn, each drawing from the same random pool of resources. This ensures a diversified gameplay experience as only specific vents will offer the minerals the station requires.
  • Extracting resources from ore vents initiates a "wave defense minigame". Players face waves of lavaland mobs while safeguarding the ore vent and a NODE drone that attempts to tap into the vent.
  • Upon successful completion of the minigame, a node drone will extract resources from the vent, and the vent will generate new boulders at regular intervals.
  • The extracted boulders contain minerals that are vital for the station, but they require processing by two new machines on the station: the Refinery and Smelter.
  • The Refinery and Smelter machines have been added to all mining departments. They are capable of refining non-metallic and metallic ores from the boulders. They also store Mining Points obtained from that processing.
  • A teleporter machine known as BRM has been introduced. It locks onto unmoved boulders and transports them to the station for refining.
  • Refineries and Smelters begin each round with an ore silo link, enhancing usability.
  • Workarounds for golems, and gulag mining have been provided to keep their gameplay loop fluid.

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:

  1. Engaging Gameplay: The "wave defense minigame" adds an exciting layer of challenge to resource extraction, requiring players to multitask between fending off lavaland mobs and defending the resource-extracting drone.
  2. Strategic Resource Management: Players must carefully choose which vents to extract resources from, introducing strategic decision-making to prioritize the station's resource needs.
  3. Team Collaboration: Mining now involves collaborative efforts to defend the node drone, fostering teamwork and coordination among players.
  4. Dynamic Challenges: The diversity in vent sizes and types, including the chance for artifact boulders and boss ore vents, ensures varied and unexpected challenges.
  5. Resource Processing: The introduction of the Refinery, Smelter, and BRM machines deepens gameplay by requiring players to process extracted resources, promoting engagement across multiple roles.

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.

image
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.

image
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!)
CLICK HERE
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:
  • Plumbing integration (Provides mineral output multiplier)
  • Industrial waste (Product of plumbing integration, provides a challenge to get rid of safely but only when using plumbing integration)
  • Some slightly less awfully integrated maps! (I am not a very talented mapper)
  • Static ruin vents to make use of unique arena fights. (See above)
  • Better Visual Indicators for foundry components.

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.

  • Minerals now have a basic relationship with time, in order to allow us to adjust their balance based on both distribution as well as quantity extracted.
  • The current mineral distribution found in boulders is in line with the mineral consumption breakdowns I did for Experimental Mineral Balance PR. #75437, which is where the numbers for the static "starter resources" vent came from. It also gives us an excuse to remove roundstart resources from station maps, to keep our high iron/glass consumption based on regular gameplay in check, while still addressing "rare" resources like gold, diamond, bluespace crystals, etc. (I have also added a single spawn of plastic, as a super-rare convenience spawn. Like striking oil!)
  • This also opens us up to buying and selling sheets of all basemats through cargo, but I'd like to do that in a follow up PR when we've painted a better picture of how much we've changed the mineral economy, and know that the numbers feel right.

Other misc benefits that I think improves the game or puts it in the right direction.

  • We now have factorio/mindustry style optimization gameplay! Now, shaft miners have an excuse to go back to the station for the crew's wellbeing, and not just run back to the hellbase that is lavaland.
  • Shaft miners now have a gameplay feature that encourages teamplay! Everyone near a vent gets points rewarded, meaning you have less of an excuse to play "arcade mode" space station 13 as a shaft miner. More Risk of Rain inspired than anything.
  • Gulag Prisoners now have real Sisyphus gameplay!

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.
/:cl:

ArcaneMusic and others added 30 commits June 20, 2023 22:27
…ulder processing machines, called "bouldertech".
…uccessfully unlatch themselves when they need to run.
@SimplySmiley123
Copy link

As a Factorio fan, I for one love this direction of mining. Back in PR #59055 I suggested how mining should be overhauled and I think a lot of the points could be valid here as well.

Also before getting into that, as someone who doesn't really like lavaland combat myself, and wouldn't see myself having as much fun taking on waves (I still think it's a good idea) we can make up for that on the non combat side of this system. Creating more efficient processing chains with the help of other departments (Atmos gasses for more ore throughput, RnD science magic, orderable drill upgrades from cargo, chemistry for ore processing, heck you could even get some service in there by making foods that give bonuses specifically tailored to this kind of wave combat), maintain transport routes of materials, generating power on lavaland to make your own isolated grid from the station. Tons of people play games like Factorio and Satisfactory to just sit back and have a good time, not fight, and if we take elements from those games that make sitting back and having a good time fun, it could be a good alternative to that laid back rock breaking.

Now that that's out of the way, here's my suggestions from that old post, not everything might carry over, but you can see the core concepts and maybe grab some good ideas:

Moose's Epic Miner Rework Suggestions

  • If you're going for something similar to Factorio just let shaft miners do what you do in Factorio, where you can still mine normally, but since you have machinery that will mine for you, your main focus is to defend that machinery.
  • Tweak the enemies on Lavaland or Icemoon or whatever to find all drills miner's have built and attempt to attack the drills together with other enemies.
  • Lots of shaft miner's enjoy the combat and fighting the enemies and bosses found on the surface, so with this rework the shaft miner's job will go from breaking rocks, to exploring and defending area's around the map.
  • Defending would work similarly to TGMC where miner's would fortify the area around the drills with barricades, and special defensive machinery like turrets.

With these changes, the shaft miner would still have the combat and exploration aspects, but the game play of "Break rock, take rock back to shuttle, get points, spend points, go break more rock" would instead be replaced by more of a defensive combat/building role. And if you do still want to keep the point system, instead of buying things to help in breaking rocks and such, you could instead spend points to unlock blueprints which would let you build better things (or if you don't want the buy one blueprint and build as many as you want as long as you have the materials system, you can just do points to buy a crate with that machine/defense in it)
A couple ideas for the miner's to get you started
Active Defense - Turrets and Such

  • The gun turret - A basic turret where when fed ammo will shoot at any hostiles around it
  • The laser turret - A basic turret that fires lasers instead of physical ammo, this does however take power, so a electrical cable ran from the mining base, or a PACMAN if you're far away would be needed to keep the thing running.
  • The mortar - Requires human aiming and firing, but with the ability to shoot shells at much farther distances than normal turrets.
  • The flamer turret - Basically just like the flamethrower but with AI targeting, give it a flammable gas like you would with a flamethrower and let it do it's thing (This might take some Co-Op with the engineering department)

Passive Defense - Barricades

  • Sandbags - TGMC style, grab some empty sandbags, grab a shovel, and fill them up, then show them down around your drill
  • Metal Barricade - Like a sandbag but made from metal in the metal crafting menu
  • Plasteel Barricade - Like the metal barricade but better (This could be done like they do it in TGMC where the barricade can act like a door)
  • Barbed wire - Attach to any barricade and when something attacks it they will get injured

Utility - Support from the Station

  • Mining PACMAN - A special version of the PACMAN that produces more power and with better fuel efficiency when in low pressure environments
  • Floodlight - When plugged into power will light up the area around the light
  • Emergency Request Beacon - Talk with the Quartermaster, have him prepare some supplies for you and then load it into a teleporter or orbital launcher or something, and then launcher it down to wherever the beacon is located
  • Emergency Return Pod - Talk with the Quartermaster, load a person into the pod, have the Quartermaster beam his back up to the station, where he can be brought to wherever he needs to go (probably medbay)
  • Portable Telecomm relay - Allows you to talk with cargo (more specifically the QM) whenever the station comms are offline, requires power
  • Portable Electric Furnace - A more basic electrical furnace that doesn't produce as efficiently as the station based ones, but can be used to smelt metal for more buildings, requires power
  • Bluespace Drill Teleporter - Lets you quickly teleport between active drills (Must be placed next to a drill, and the drill must be running)
  • Enemy Proximity Analyzer - Whenever an enemy gets within a certain radius of the drill an alarm will go off notifying you over comms that a drill is under attack (can be combined with the bluespace drill teleporter to quickly defend and maintain different drill bases)
  • Miner Statue - Lets the enemies awe in your wealth

Thats all I can think of at the moment but this is just a starting point, I'm sure a bunch of other cool components could be added to make shaft miner a really fun job to play.

This idea has so much potential to be fun not just for miners, but almost every other department as well. It might not be a super deep system as of now, but a rework of this nature has to start somewhere, and I think we can do a lot with this.

Also if you need anymore ideas, let me know, I've got a whole bunch of them about this concept (I've been wanting it for a long time now, and I've come up with all sorts of ideas of how I would implement it if I could). That being said if this gets merged I would for sure create additional content for it.

Right now.
It really only would be fun for combat miners and would axe any fun from regular miners who just wanted to mine, on top of gutting public mining of any reasons to exist as there's no chance in hell anyone going through public mining will be ever able to do a wave defense.

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.
And there's also the issue of mining equipment excluding each other. If one miner uses a Crusher, they are encouraged to fuck off from anyone who isn't using a Crusher as well due to trophies and the fact that trying to melee while someone else is shooting is like asking for that person to shoot you as well.

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.

@Moose1002
Copy link
Contributor

As a Factorio fan, I for one love this direction of mining. Back in PR #59055 I suggested how mining should be overhauled and I think a lot of the points could be valid here as well.
Also before getting into that, as someone who doesn't really like lavaland combat myself, and wouldn't see myself having as much fun taking on waves (I still think it's a good idea) we can make up for that on the non combat side of this system. Creating more efficient processing chains with the help of other departments (Atmos gasses for more ore throughput, RnD science magic, orderable drill upgrades from cargo, chemistry for ore processing, heck you could even get some service in there by making foods that give bonuses specifically tailored to this kind of wave combat), maintain transport routes of materials, generating power on lavaland to make your own isolated grid from the station. Tons of people play games like Factorio and Satisfactory to just sit back and have a good time, not fight, and if we take elements from those games that make sitting back and having a good time fun, it could be a good alternative to that laid back rock breaking.
Now that that's out of the way, here's my suggestions from that old post, not everything might carry over, but you can see the core concepts and maybe grab some good ideas:

Moose's Epic Miner Rework Suggestions

  • If you're going for something similar to Factorio just let shaft miners do what you do in Factorio, where you can still mine normally, but since you have machinery that will mine for you, your main focus is to defend that machinery.
  • Tweak the enemies on Lavaland or Icemoon or whatever to find all drills miner's have built and attempt to attack the drills together with other enemies.
  • Lots of shaft miner's enjoy the combat and fighting the enemies and bosses found on the surface, so with this rework the shaft miner's job will go from breaking rocks, to exploring and defending area's around the map.
  • Defending would work similarly to TGMC where miner's would fortify the area around the drills with barricades, and special defensive machinery like turrets.

With these changes, the shaft miner would still have the combat and exploration aspects, but the game play of "Break rock, take rock back to shuttle, get points, spend points, go break more rock" would instead be replaced by more of a defensive combat/building role. And if you do still want to keep the point system, instead of buying things to help in breaking rocks and such, you could instead spend points to unlock blueprints which would let you build better things (or if you don't want the buy one blueprint and build as many as you want as long as you have the materials system, you can just do points to buy a crate with that machine/defense in it)
A couple ideas for the miner's to get you started
Active Defense - Turrets and Such

  • The gun turret - A basic turret where when fed ammo will shoot at any hostiles around it
  • The laser turret - A basic turret that fires lasers instead of physical ammo, this does however take power, so a electrical cable ran from the mining base, or a PACMAN if you're far away would be needed to keep the thing running.
  • The mortar - Requires human aiming and firing, but with the ability to shoot shells at much farther distances than normal turrets.
  • The flamer turret - Basically just like the flamethrower but with AI targeting, give it a flammable gas like you would with a flamethrower and let it do it's thing (This might take some Co-Op with the engineering department)

Passive Defense - Barricades

  • Sandbags - TGMC style, grab some empty sandbags, grab a shovel, and fill them up, then show them down around your drill
  • Metal Barricade - Like a sandbag but made from metal in the metal crafting menu
  • Plasteel Barricade - Like the metal barricade but better (This could be done like they do it in TGMC where the barricade can act like a door)
  • Barbed wire - Attach to any barricade and when something attacks it they will get injured

Utility - Support from the Station

  • Mining PACMAN - A special version of the PACMAN that produces more power and with better fuel efficiency when in low pressure environments
  • Floodlight - When plugged into power will light up the area around the light
  • Emergency Request Beacon - Talk with the Quartermaster, have him prepare some supplies for you and then load it into a teleporter or orbital launcher or something, and then launcher it down to wherever the beacon is located
  • Emergency Return Pod - Talk with the Quartermaster, load a person into the pod, have the Quartermaster beam his back up to the station, where he can be brought to wherever he needs to go (probably medbay)
  • Portable Telecomm relay - Allows you to talk with cargo (more specifically the QM) whenever the station comms are offline, requires power
  • Portable Electric Furnace - A more basic electrical furnace that doesn't produce as efficiently as the station based ones, but can be used to smelt metal for more buildings, requires power
  • Bluespace Drill Teleporter - Lets you quickly teleport between active drills (Must be placed next to a drill, and the drill must be running)
  • Enemy Proximity Analyzer - Whenever an enemy gets within a certain radius of the drill an alarm will go off notifying you over comms that a drill is under attack (can be combined with the bluespace drill teleporter to quickly defend and maintain different drill bases)
  • Miner Statue - Lets the enemies awe in your wealth

Thats all I can think of at the moment but this is just a starting point, I'm sure a bunch of other cool components could be added to make shaft miner a really fun job to play.

This idea has so much potential to be fun not just for miners, but almost every other department as well. It might not be a super deep system as of now, but a rework of this nature has to start somewhere, and I think we can do a lot with this.
Also if you need anymore ideas, let me know, I've got a whole bunch of them about this concept (I've been wanting it for a long time now, and I've come up with all sorts of ideas of how I would implement it if I could). That being said if this gets merged I would for sure create additional content for it.

Right now. It really only would be fun for combat miners and would axe any fun from regular miners who just wanted to mine, on top of gutting public mining of any reasons to exist as there's no chance in hell anyone going through public mining will be ever able to do a wave defense.

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. And there's also the issue of mining equipment excluding each other. If one miner uses a Crusher, they are encouraged to fuck off from anyone who isn't using a Crusher as well due to trophies and the fact that trying to melee while someone else is shooting is like asking for that person to shoot you as well.

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.

@HoodMilk
Copy link

HoodMilk commented Sep 6, 2023

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
@tgstation-server tgstation-server added Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts UI We make the game less playable, but with round edges labels Sep 7, 2023
@ArcaneMusic
Copy link
Contributor Author

ArcaneMusic commented Sep 7, 2023

Changes since my last big wall of text:

  • Processing machines like the refinery and smelter now send their messages as a visible_message to the chatbox as opposed to spamming balloon alerts, for clarity purposes.

  • In addition to the mineral scanners built into mining borgs already, I've given them a manual mining scanner for starting wave defenses.
    image

  • Ore vents now have a cooldown to being activated that lasts as long as their wave defense would have lasted. If successful, this just means you can't spamclick and summon a million mobs and node drones. I have also added a large cooldown to boss vents that should last longer than the round, as you can't put the ash drake back in the bag once spawned.

  • Miners can now claim 100 mining points for discovering an ore vent, which is taken out of the total mining points obtained when completing a wave defense event.

  • Ore boxes can now hold boulders now. This is more important for roles like golems now more than anything as the BRM still teleports boulders generated from vents, but it's still quite handy.

  • I've changed how ore vents break rocks around themselves, with the chance of rocks being broken scaling with the distance to the actual vent. This should help maintain a level of cover around the ore vent when fighting against watcher and bileworms, although your best line of defense against them may be keeping an empty sandbag handy.

  • The mech mineral scanner has gotten an upgrade! It will now scan vents around itself in a 3 range tile when using it's new active button on the mech UI. It has also been reverted back to a passive tool as I found this to be easier. I did make it, however, so that the mech scanner only performs the "find the mineral breakdown" aspect of the vent, not the "summon waves of mobs part of the vent. For that, you'll still need to hop out and confirm, then hop back in. This could be tweaked to allow summoning as well but I'm staying cautious for now.
    image

  • When nearby an ore vent, and the mining scanner is active, a sound will play when close to an ore vent to help in locating them. Additionally, I've given the mech mining scanner a slightly larger range to give mech mining a unique benefit over traditional mining on foot.

  • Did some tweaks to how vents spawn to prevent some errors but the gist is that if less than 15 vents spawn than the leftover minerals are distributed to the other existing random vents.

  • I miiiiight have overtuned cavegen a bit? Maybe I got really unlucky or a metrick ton of gibtonite spawned. Further testing necessary.

  • Also, I did a bit of playtesting to confirm how possible it is to do vents of varying sizes. Small vents were fairly straightforward both on foot as well as with a mech. Medium vents with few upgrades are challenging, but certainly doable. I myself got just up to the finish line on one and got jumpscared by a lobster just out of view (Fucking hilarious)
    image

  • I am not surprised but mildly annoyed to say that walling in a vent during waves does in fact trivialize the challenge. I think I'll probably need to make the vent break down solid walls in the immediate adjacency to itself to prevent massive cheese like that.
    image

  • I also got some feedback that in the past few days goldgrubs got the ability to reproduce using bluespace crystals, and I don't want to gimp that since it sounds cool and dynamic, so I'm working on a workaround, like being able to naturally process boulders into stacks of ore using goldgrubs at 1-1 efficiency as refining equipment. Todo hopefully before the end of the week.

  • Also: I have a parallel component PR up to help prevent concerns regarding mineral scarcity, posted HERE: ArCargo: Adds a stock market system for buying and selling minerals. #78164. Check it out.

…sion of mob spawning first resort to view, not range if possible. Ore boxes Ui tweak
@dwasint
Copy link

dwasint commented Sep 7, 2023

Changes since my last big wall of text:

* Processing machines like the refinery and smelter now send their messages as a visible_message to the chatbox as opposed to spamming balloon alerts, for clarity purposes.

* In addition to the mineral scanners built into mining borgs already, I've given them a manual mining scanner for starting wave defenses.
  ![image](https://user-images.githubusercontent.com/41715314/266183616-a53575b3-16f0-40c2-8898-6ecf10cec254.png)

* Ore vents now have a cooldown to being activated that lasts as long as their wave defense would have lasted. If successful, this just means you can't spamclick and summon a million mobs and node drones. I have also added a large cooldown to boss vents that should last longer than the round, as you can't put the ash drake back in the bag once spawned.

* Miners can now claim 100 mining points for discovering an ore vent, which is taken out of the total mining points obtained when completing a wave defense event.

* Ore boxes can now hold boulders now. This is more important for roles like golems now more than anything as the BRM still teleports boulders generated from vents, but it's still quite handy.

* I've changed how ore vents break rocks around themselves, with the chance of rocks being broken scaling with the distance to the actual vent. This should help maintain a level of cover around the ore vent when fighting against watcher and bileworms, although your best line of defense against them may be keeping an empty **sandbag** handy.

* The mech mineral scanner has gotten an upgrade! It will now scan vents around itself in a 3 range tile when using it's new active button on the mech UI. It has also been reverted back to a passive tool as I found this to be easier. I did make it, however, so that the mech scanner only performs the "find the mineral breakdown" aspect of the vent, not the "summon waves of mobs part of the vent. For that, you'll still need to hop out and confirm, then hop back in. This could be tweaked to allow summoning as well but I'm staying cautious for now.
  ![image](https://user-images.githubusercontent.com/41715314/266185452-f74cee93-daab-42fd-9fa9-746b75d9badf.png)

* When nearby an ore vent, and the mining scanner is active, a sound will play when close to an ore vent to help in locating them. Additionally, I've given the mech mining scanner a slightly larger range to give mech mining a unique benefit over traditional mining on foot.

* Did some tweaks to how vents spawn to prevent some errors but the gist is that if less than 15 vents spawn than the leftover minerals are distributed to the other existing random vents.

* I miiiiight have overtuned cavegen a bit? Maybe I got really unlucky or a metrick ton of gibtonite spawned. Further testing necessary.

* Also, I did a bit of playtesting to confirm how possible it is to do vents of varying sizes. Small vents were fairly straightforward both on foot as well as with a mech. Medium vents with few upgrades are challenging, but certainly doable. I myself got just up to the finish line on one and got jumpscared by a lobster just out of view (Fucking hilarious)
  ![image](https://user-images.githubusercontent.com/41715314/266186305-1172ab24-36ee-44ec-b6e2-968777ba4ebb.png)

* I am not surprised but mildly annoyed to say that walling in a vent during waves does in fact trivialize the challenge. I think I'll probably need to make the vent break down solid walls in the immediate adjacency to itself to prevent massive cheese like that.
  ![image](https://user-images.githubusercontent.com/41715314/266189072-f5da2aad-7f4f-488d-84db-6d7ba9289bee.png)

* I also got some feedback that in the past few days goldgrubs got the ability to reproduce using bluespace crystals, and I don't want to gimp that since it sounds cool and dynamic, so I'm working on a workaround, like being able to naturally process boulders into stacks of ore using goldgrubs at 1-1 efficiency as refining equipment. Todo hopefully before the end of the week.

* Also: I have a parallel component PR up to help prevent concerns regarding mineral scarcity, **posted HERE:** [ArCargo: Adds a stock market system for buying and selling minerals. #78164](https://github.com/tgstation/tgstation/pull/78164). Check it out.

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?

@tgstation-server tgstation-server removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Sep 8, 2023
@ArcaneMusic ArcaneMusic added this to the Materials Datum milestone Sep 10, 2023
@ArcaneMusic
Copy link
Contributor Author

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.

ZephyrTFA added a commit that referenced this pull request Sep 30, 2023
…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>
ZephyrTFA pushed a commit that referenced this pull request Jan 21, 2024
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>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Feature Exposes new bugs in interesting ways Map Edit Thank you for your tile-placing service. It's always appreciated. Removal This was too fun, too fun! I'm turning this feature around Sound Oh god my ears, they bleed, did you normalise the volume? Sprites A bikeshed full of soulless bikes. UI We make the game less playable, but with round edges
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet