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[PORT] Various modsuit PRs from /tg/ #2385

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merged 6 commits into from
Jun 24, 2024

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@Absolucy Absolucy commented Jun 24, 2024

About The Pull Request

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Changelog

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balance: (carlarctg) Reduced the complexity cost of a lot of MODules: Pathfinder 2 -> 1, Tether 3 -> 2, Temperature Regulator 2 -> 1, DNA lock 2 -> 1, Health analyzer 2 -> 1, Sonar 2 -> 1, Microwave beam 2 -> 1, Drill 2 -> 1, All visors (including NV and thermals) 2 -> 1, Circuit Adapter 2 -> 1
balance: (carlarctg) The Mining MODsuit has had its complexity increased to 13 and now starts with the eating apparatus module, with a total base complexity of 10/13 now.
balance: (carlarctg) The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1.
spellcheck: (carlarctg) Fixed a type on the energy net module.
add: (Hatterhat) A really old data disk with the MOD module designs for the status readout was recovered, and has been haphazardly hotpatched into the research networks.
add: (Hatterhat) Also, the status readout module now plays a sound on death.
qol: (Hatterhat) The MODsuit health analyzer's info tab health readout can now be disabled in its settings.
add: (Melbert) The Atrocinator will now flip you even more.
qol: (StaringGasMask) Now plasmamen can use the infiltrator MODsuit without having their species revealed. The helmet's still not sealed, so remember your mask.
qol: (Hatterhat) When a MOD fails to store something in itself when retracting, you're now notified in both the chat and by a balloon alert.
qol: (Momo8289) You can now use any hat with the hat stabilizer MOD.
fix: (Momo8289) The MOD eating apparatus module now properly disables pepper spray protection.
/:cl:

carlarctg and others added 6 commits June 23, 2024 17:53
Reduced the cost of a lot of MODules.

Pathfinder 2 -> 1
Tether 3 -> 1
Temperature Regulator 2 -> 1
DNA lock 2 -> 1
Health analyzer 2 -> 1
Sonar 2 -> 1
Microwave beam 2 -> 1
Drill 2 -> 1
All visors (including NV and thermals) 2 -> 1
Circuit Adapter 2 -> 1

The Mining MODsuit has had its complexity increased to 15 and now starts
with the eating apparatus module, with a total base complexity of 10/15
now.

The Prototype MODsuit's active slowdown has been decreased from 1.5 (!)
to 1.

> Reduced the cost of a lot of MODules.

There's lots of cute little MODules here, and they are all despite their
'small' cost far too expensive for them to ever be used. The small
little cost adds up, when you consider that two 2-complexity modules
cost FOUR, which is more than most good modules (that are 3), especially
when storage modules take up 3 complexity already. Think about it like
genetics, imagine if geladikinesis cost 40 instability. It'd be
pointless and just make it not used.

> Pathfinder 2 -> 1

Pathfinder is a little buggy, a bit janky, and still just a commodity,
so this might let captains keep it for themselves more often when
they're kitting out their MOD.

> Tether 3 -> 1

Tether costing 3 complexity is ABSURD. That's as much as the actual ion
jetpacks, and that's for something which you can replace completely with
a fire extinguisher, not even including the tiny 4 tiles tethering
range.

> Temperature Regulator 2 -> 1

This is vital for spacewalking, I really don't know why it's this
expensive. Hell it should be the norm, but whatevs.

> DNA lock 2 -> 1

Nobody's ever going to use this if it can just be EMPed and broken...
especially when it costs 2 complexity, which is the same cost as defibs,
surgical processor, holster, criminal capture..

> Health analyzer 2 -> 1

This is just a health analyzer. A small item that you're paying for the
privilege of being able to have it in your janksuit. It really shouldn't
cost 2 complexity, nobody ever takes this.

> Sonar 2 -> 1

I don't think there's much of a reason for sonar to be 2 complexity. You
might think it's nuts, but sonar really isn't that useful as it's a
windup with a screen-only range. Making it 1 might let it be seen ingame
at some point.

> Microwave beam 2 -> 1

Despite the cool name this just fries food. I don't think that should be
expensive!

> Drill 2 -> 1

The drill module is mostly redundant when by the time you get it,
chances are you have a plasma cutter already which is usually better, if
not as space-efficient. There's also the dumb issue with drilling into
gibtonite which instantly blows it up.

> All visors (including NV and thermals) 2 -> 1

Similarly to the health analyzer, chances are if you HAVE the module you
don't actually *need* it as you're already.. that job.

Additionally, and this is also part of the reason for the NV, thermal,
and even the health analyzer modules, is that traitors/nukies now have
to balance MOD economy alongside TC count, and I can't tell you just how
frustrating it is to buy something and be told I don't have enough
complexity to put it into the MODsuit. I already spent the damn TC!

> Circuit Adapter 2 -> 1

This thing seems pretty useless. All it can really do is open and close
your modsuit, which like, wow okay. No need for it to be expensive.

> The Mining MODsuit has had its complexity increased to 15 and now
starts with the eating apparatus module, with a total base complexity of
10/13 now.

The complexity increase is because for some reason the MODsuit is
already filled to the brim by default, which means that actually
interacting with robotics in any way is thoroughly disincentivized as
you'd need to take so many modules out to do so that it makes the
purchase and interaction pointless. Now you CAN go and ask robotics for
anything you need, though there isn't much a miner would want and value
enough to trek across the station, for now.

Also, it starts with the eating apparatus because it really looked like
it should! The flavor text even talks about miners, it's strange for
that to be there if miners won't use it. It'll also encourage it to
actually be bought more by allowing you to eat through it.

> The Prototype MODsuit's active slowdown has been decreased from 1.5
(!) to 1.

1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it
completely kills the damn thing, even for the charlie station crew! You
can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a
reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which
is a nice middleground between 'fast' suits like the medical and
security ones, and the 'slow' ones like civilian, engineering, science.
:cl:
balance: Reduced the complexity cost of a lot of MODules.
balance: Pathfinder 2 -> 1
balance: Tether 3 -> 2
balance: Temperature Regulator 2 -> 1
balance: DNA lock 2 -> 1
balance: Health analyzer 2 -> 1
balance: Sonar 2 -> 1
balance: Microwave beam 2 -> 1
balance: Drill 2 -> 1
balance: All visors (including NV and thermals) 2 -> 1
balance: Circuit Adapter 2 -> 1
balance: The Mining MODsuit has had its complexity increased to 13 and
now starts with the eating apparatus module, with a total base
complexity of 10/13 now.
balance: The Prototype MODsuit's active slowdown has been decreased from
1.5 (!) to 1.
spellcheck: Fixed a type on the energy net module.
/:cl:
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/31829017/0019591c-a7f5-4315-8ea7-1ebc1ea96206)
continues and closes tgstation/tgstation#75708
- adds a generic status readout module that doesn't have a round timer
or round ID display
- the health analyzer's info display can now be toggled via a setting 

![image](https://github.com/tgstation/tgstation/assets/31829017/95dc3c2d-26bf-4747-a5ba-dddc5b2a33d2)
- adds the generic status readout module to the advanced medical MODs
node

![image](https://github.com/tgstation/tgstation/assets/31829017/8c065c45-692e-4bf9-901f-5c382fb278b6)

- it has a death sound now yippee (sound and volume are vareditable.
shoutouts to fikou for giving me a sound that was better)
- ninjas still get the one with round timer/ID display
## Why It's Good For The Game
it's a neat little module that tells you things about your spaceman that
you might want to keep track of, like viruses and health and nutritional
status

## Changelog

:cl:
add: A really old data disk with the MOD module designs for the status
readout was recovered, and has been haphazardly hotpatched into the
research networks.
add: Also, the status readout module now plays a sound on death.
qol: The MODsuit health analyzer's info tab health readout can now be
disabled in its settings.
/:cl:

---------

Co-authored-by: Hatterhat <[email protected]>
Co-authored-by: san7890 <[email protected]>
## About The Pull Request

Disables the plasma stabilizer's visor for any MODsuit that has an
infiltrator module

## Why It's Good For The Game

It doesn't make sense that a suit designed for concealing your identity
gave away your species. This changes that, allowing plasmamen to freely
use this MODsuit.

## Changelog

:cl: StaringGasMask
qol: Now plasmamen can use the infiltrator MODsuit without having their
species revealed. The helmet's still not sealed, so remember your mask.
/:cl:
## About The Pull Request
title; if you try to retract your suit and it fails to store your suit
slot item (tank/gun/etc) into storage, now it tells you with both a
balloon alert and chat that you dropped something


![image](https://github.com/tgstation/tgstation/assets/31829017/318b3d19-ba74-46ea-a85b-6f620bcb2e19)

![image](https://github.com/tgstation/tgstation/assets/31829017/602ca3bf-ccb0-4f48-a8a6-9faa0b1c1f6c)

## Why It's Good For The Game
"oh shit where'd i put my oxygen tank" (you left it behind 3 Zs ago or
something)

## Changelog

:cl:
qol: When a MOD fails to store something in itself when retracting,
you're now notified in both the chat and by a balloon alert.
/:cl:

Co-authored-by: Hatterhat <[email protected]>
## About The Pull Request
This PR allows you to use any hat with the hat stabilizer module.
Before, it was limited to a pretty small, very arbitrary list of hats
(captain's hats, centcom hats, and a few gimmicky hats), making it
disappointingly limited to both the captain, and anyone who finds the
thing in maints. I'm guessing this limit was put in place to avoid janky
looking hats, but plasmamen get the exact same thing without the
restriction, and there haven't really been any complaints there. While I
did not test this with every single hat, I *did* test it with every hat
currently in the autodrobe, and there wasn't any jank there, even with
things like wigs, and hats that cover the entire head.
There was also a bug/oversight where the MOD eating apparatus module
didn't properly disable pepper spray protection like it was supposed to.
It was literally just a matter of missing parentheses, so i fixed that
too.

Not super sure what to mark this change as btw (qol? balance? removal?)
so if I should change it, let me know.

## Why It's Good For The Game
Allows both the captain and anyone who finds/steals the module to
actually wear the hats they want to wear, instead of being limited to a
small, mostly arbitrary list of hats, and having less outfit choice that
a plasmaman.
## Changelog
:cl:
qol: You can now use any hat with the hat stabilizer MOD
fix: The MOD eating apparatus module now properly disables pepper spray
protection
/:cl:
@dwasint dwasint merged commit fd3e4a0 into Monkestation:master Jun 24, 2024
22 checks passed
github-actions bot added a commit that referenced this pull request Jun 24, 2024
@Absolucy Absolucy deleted the modsuit-syncing branch June 25, 2024 00:15
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7 participants