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Mining Rework Part 1: First of his Name #2446
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Vile pinpointer code
Of course I accidentally screenshot a spelling mistake..... |
Ough, I forgot to mark this as a draft! |
Cleaned up some shitty code and improved the repair process
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Sorry this is taking so long :c
Co-authored-by: Mark Suckerberg <[email protected]> Signed-off-by: BogCreature <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]> Signed-off-by: BogCreature <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]> Signed-off-by: BogCreature <[email protected]>
I'm tempted to merge this but I'll bother tmt to go over it, bit out of my range |
currently reviewing this; will finish looking at it tomorrow |
Co-authored-by: Mark Suckerberg <[email protected]> Signed-off-by: BogCreature <[email protected]>
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lots of nitpicks and concerns
Clears out an unused variable, adjusts some drill defines, and fixes a description I accidentally changed
Enhanced ore vein comments, slightly improved scanner for loop, and bizzare and gormless mission drill writing improved
mine() is now mine() and mine_success() so there's less oddity with mission drills and ore veins now have a fallback plan for if there's no open adjacent turfs
Does away with the spawner component reference and converts it to use signals instead
Stops an extremely rare bug where if someone is on roughly the same position of an adjacent zlevel they would nudge the mob spawn modifier on the spawners
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request In a vain attempt to make mining less boring and actually require more player engagement I have cobbled together the groundwork to a sizable reworking of the mining system from that thing you send out that one random crew member to go do for a couple minutes to a team-based activity focused around the use of specialized equipment. The gameplay loop for mining I envision within my mind's eye is one where most members of the ship's crew, even down to the engineers and medics, have to cooperate in order to properly secure large amounts of ore from dangerous environments, with most other non-mining ships needing to at least partially rely on mining ships to supply them with minerals. This PR specifically adds; ore veins (they use the same sprites as geysers pending a better one) that spawn on lava, sand, rock, and ice planets currently and at varying levels of difficulty and yeild, a drill with which to mine said veins, a scanner to find the aforementioned veins, and an outpost mission that is essentially just a mission to go drill ore veins but with money as the reward instead of ore. Oh and I also cut surface mineral spawn rates roughly in half pending a better gauge of the balance involved there. Here's the harrowing story of one such man who tried to use this drill with no armaments and no crew: ![screenshot1](https://github.com/shiptest-ss13/Shiptest/assets/112462947/1a737ff6-5372-46ab-bda3-72363dbfe94d) ![screenshot2](https://github.com/shiptest-ss13/Shiptest/assets/112462947/fb9452b8-c6cd-4e9e-8986-59bbb272bdf3) ![screenshot3](https://github.com/shiptest-ss13/Shiptest/assets/112462947/812c4c8f-d3f7-4bde-a119-e8e6f35790e8) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Mining in its current state is just kinda bad. It's boring to actually focus on doing and way too easy to just drown your ship in minerals. This PR would at bare minimum partially fix that. That's not to say it's perfect and doesn't need to be balanced and polished to hell and back, but it's a good first step I feel. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Ore veins and a drill to mine them with add: Mining based missions tweak: Lowered the spawn rate of some other mob spawners like tendrils tweak: Added the ability for mob spawners to spawn mobs a distance from their source balance: Cut most ore sources in half and tweaked the spawn weights /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: BogCreature <[email protected]> Co-authored-by: thgvr <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]>
About The Pull Request
In a vain attempt to make mining less boring and actually require more player engagement I have cobbled together the groundwork to a sizable reworking of the mining system from that thing you send out that one random crew member to go do for a couple minutes to a team-based activity focused around the use of specialized equipment.
The gameplay loop for mining I envision within my mind's eye is one where most members of the ship's crew, even down to the engineers and medics, have to cooperate in order to properly secure large amounts of ore from dangerous environments, with most other non-mining ships needing to at least partially rely on mining ships to supply them with minerals.
This PR specifically adds; ore veins (they use the same sprites as geysers pending a better one) that spawn on lava, sand, rock, and ice planets currently and at varying levels of difficulty and yeild, a drill with which to mine said veins, a scanner to find the aforementioned veins, and an outpost mission that is essentially just a mission to go drill ore veins but with money as the reward instead of ore. Oh and I also cut surface mineral spawn rates roughly in half pending a better gauge of the balance involved there.
Here's the harrowing story of one such man who tried to use this drill with no armaments and no crew:
Why It's Good For The Game
Mining in its current state is just kinda bad. It's boring to actually focus on doing and way too easy to just drown your ship in minerals. This PR would at bare minimum partially fix that. That's not to say it's perfect and doesn't need to be balanced and polished to hell and back, but it's a good first step I feel.
Changelog
🆑
add: Ore veins and a drill to mine them with
add: Mining based missions
tweak: Lowered the spawn rate of some other mob spawners like tendrils
tweak: Added the ability for mob spawners to spawn mobs a distance from their source
balance: Cut most ore sources in half and tweaked the spawn weights
/:cl: