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[MIRROR] Advanced Robotics Techweb Tweak and General Techweb QOL #187

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24469
Original PR: tgstation/tgstation#78985

About The Pull Request

This PR is half a successor to #77399, and half QOL changes. When I made the old PR, I originally wanted to add a scanning experiment to the advanced robotics node, but several people (including at least one maintainer) had reservations with this idea. My plan was to make the experiment be completed automatically, instead of needing someone to wave the scanner around, but as it turns out the experiment system is just fundamentally not designed for experiments like that.

Now I've realized that there doesn't really need to be a new experiment. So now the advanced robotics node is just not dependent on neural programming, and that's it. No cost increase, no experiment needed.

As for the QOL changes, it just allows certain experiments to be completed earlier than they otherwise would be. Normally, for an experiment to even be available for completion, you need to get at least one prerequisite node for one of the nodes the experiment benefits (as in, one of the nodes it is required for or grants a discount too). However, this sometimes means that you can't complete an experiment even if you have the means to do it. Nonhuman autopsy is a good example; you can autopsy a nonhuman corpse right at the start of a round, but the experiment won't actually be completed unless biological technology has been researched. The tier two laser experiment is another example. You get access to tier two lasers necessary for the experiment by researching industrial technology, but the experiment itself is locked behind electromagnetic theory.

Now, the nonhuman autopsy experiment, divergent biology experiment, and all medium and high grade material scanning experiments are unlocked round-start. The tier two lasers experiment is unlocked by industrial engineering.

Why It's Good For The Game

For the advanced robotics change, I'll just quote myself from the last PR:

Robotics should not be dependent on an entirely different department to access their core job content. Such dependencies encourage tiding and other toxic interactions between departments.

For the QOL changes, it makes the whole system a lot more newbie-friendly. For the autopsy especially, its common to see new coroners autopsy the nonhuman bodies first and the human one second. This means that, when the nonhuman autopsy experiment is actually unlocked, there aren't any nonhuman bodies left to autopsy. Now it doesn't matter which order they're autopsied in.

Changelog

🆑 GPeckman
qol: Nonhuman autopsy, Tier Two Lasers, and several other experiments can now be completed earlier.
balance: Advanced robotics techweb node no longer requires neural programming node.
/:cl:

… IGNORE] (#24469)

* Advanced Robotics Techweb Tweak and General Techweb QOL (#78985)

## About The Pull Request

This PR is half a successor to #77399, and half QOL changes. When I made
the old PR, I originally wanted to add a scanning experiment to the
advanced robotics node, but several people (including at least one
maintainer) had reservations with this idea. My plan was to make the
experiment be completed automatically, instead of needing someone to
wave the scanner around, but as it turns out the experiment system is
just fundamentally not designed for experiments like that.

Now I've realized that there doesn't really need to be a new experiment.
So now the advanced robotics node is just not dependent on neural
programming, and that's it. No cost increase, no experiment needed.

As for the QOL changes, it just allows certain experiments to be
completed earlier than they otherwise would be. Normally, for an
experiment to even be available for completion, you need to get at least
one prerequisite node for one of the nodes the experiment benefits (as
in, one of the nodes it is required for or grants a discount too).
However, this sometimes means that you can't complete an experiment even
if you have the means to do it. Nonhuman autopsy is a good example; you
can autopsy a nonhuman corpse right at the start of a round, but the
experiment won't actually be completed unless biological technology has
been researched. The tier two laser experiment is another example. You
get access to tier two lasers necessary for the experiment by
researching industrial technology, but the experiment itself is locked
behind electromagnetic theory.

Now, the nonhuman autopsy experiment, divergent biology experiment, and
all medium and high grade material scanning experiments are unlocked
round-start. The tier two lasers experiment is unlocked by industrial
engineering.
## Why It's Good For The Game

For the advanced robotics change, I'll just quote myself from the last
PR:
> Robotics should not be dependent on an entirely different department
to access their core job content. Such dependencies encourage tiding and
other toxic interactions between departments.

For the QOL changes, it makes the whole system a lot more
newbie-friendly. For the autopsy especially, its common to see new
coroners autopsy the nonhuman bodies first and the human one second.
This means that, when the nonhuman autopsy experiment is actually
unlocked, there aren't any nonhuman bodies left to autopsy. Now it
doesn't matter which order they're autopsied in.
## Changelog
:cl:
qol: Nonhuman autopsy, Tier Two Lasers, and several other experiments
can now be completed earlier.
balance: Advanced robotics techweb node no longer requires neural
programming node.
/:cl:

* Advanced Robotics Techweb Tweak and General Techweb QOL

---------

Co-authored-by: GPeckman <[email protected]>
@Iajret Iajret merged commit e630f88 into master Oct 20, 2023
23 checks passed
@Iajret Iajret deleted the upstream-mirror-24469 branch October 20, 2023 23:12
AnywayFarus added a commit that referenced this pull request Oct 20, 2023
Iajret pushed a commit that referenced this pull request Jan 3, 2024
* Fixes being able to fish up qdeleted spawners (#80646)

## About The Pull Request

Fixes NovaSector/NovaSector#152

This is mostly a downstream issue, I think, but should a spawner ever
get added to the fish tables here this bug will be present.
Basically spawners, when created, do their item spawning behavior on the
src loc and then immediately qdel themselves.

If you try to forceMove() the spawners out of nullspace, like what was
happening with fishing, you'd end up with an unmovable broken item that
cannot be easily admin deleted.

This PR also adds a stack_trace when you forceMove() a qdeleted spawner,
because this is not the first time I've seen this issue come up. It
doesn't stop it from happening, though, because it's easier to visually
see the bug that way. This just provides some useful feedback as to why
the bug is happening should you check the debug logs.

## Why It's Good For The Game

Fixes a bug

## Changelog

:cl:
fix: fishing up a spawner will now give you the spawned item instead of
a broken, undeletable spawner object
code: adds a warning to the stack trace when something tries to
forceMove() a qdeleted spawner
/:cl:

* Fixes being able to fish up qdeleted spawners

---------

Co-authored-by: Bloop <[email protected]>
Co-authored-by: NovaBot <[email protected]>
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3 participants