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Cognislime -- Cognizine but for objects #25907
Conversation
…but it is gone now and the game works
…s there in the first place
Does objets have capacities ? Like a closet capable of closing itself, the nuke making sound itself etc. |
Having the option to make items sentient is cool as fuck and all but the moment you use this on an antag stealing objective that objective becomes nigh impossible to accomplish as the item can just yell and out the poor antag. |
Make the object killable to unsentiment it, and the blood is cognizine |
Maybe you should be able to wash off the slime using soap or water spray/splash? This will make it possible to de-mind any item which you don't want screaming about your dastardly deeds. You can delete a pAI, after all. |
Finally, talking mop bucket... |
the sentient throngler running around and committing mass genocide: |
the sentient L6C ROW:::::::::::::::::::::: |
…f avoiding a test fail, also changed description to match
Time to make the singulo/tesla sentient |
Unfortunately no. To do this fully unique code for every single object would have to be added which is unfeasible. Something more general like letting objects perform basic click actions on themselves or letting guns shoot bullets could happen in a future PR.
I'm of the opinion that this simply presents the challenge of convincing the objective to comply. A way to unalive cognislimed objects is a good idea, but it probably won't happen in this PR.
singulo doesn't have the right components :why: |
just add CombatMode and it works |
This looks like it would be awesome, I anticipate making AI guns as captain and having some fun with that. How does being put on affect the item(Ie: Can I have a talking hat?). |
I haven't technically tested it but there's no reason sentient objects shouldn't work exactly like normal items, except they can speak. I'll see if I can get guns to fire themselves via combat mode like deltanedas said. (edit: tested it, clothes do work.) |
The Cursed Greytide Toolbox ? |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Just posting here to get updates for: #26765 (I can easily make it part of the system, it'll be exactly the same as you have it now just will match up with the glue and lube!) |
ooh, yeah, just directly applying cognizine would be a lot simpler than all the mixing steps needed here. It's a shame my {very high effort shameless unused sprite color swap} won't be used, though. Good luck |
Haha I actually liked the sprite / how it was applied and stuff (Its slime so it makes sense)! Unless you want me to make it exactly like the lube / glue I was gonna keep that exactly the same and only change the CognislimeComponent.cs and the CognislimeSystem a small amount so it matches style wise with the others. |
opting to close for a couple reasons
|
About the PR
Introducing a solid version of cognizine that works on objects! After not working on this for 2 months I realized it was already basically done, so I finished it real quick (read: 4 hours + 3 hours after posting the PR) and here we are.
You can make it by mixing cognizine (10u) and slime (6u).
If you heat normal cognizine with water (which makes a new reagent, cognigrime), add the slime as well as a plasma catalyst, then cool it down, you can get crystalline cognislime, which grants mobility in addition to sentience but only works on items (because larger objects can push people because I couldn't figure out fixtures)
The sprites are ripped from #23526 because uranium looks like slime (the uranium sprites have since been changed with the sole exception of the uranium ore crab spawning animation, so no issues there)
Current bugs which I don't know how to fix (they're minor and can be fixed in future pull requests):
The spiritual successor to #13388
(it's pronounced cognisleeme)
Why / Balance
Sentient item hijinks. This is a good idea, trust me. This doesn't affect game balance because sentient objects couldn't possibly affect the game in a major way.
Technical details
There's an AddCognislimeDoAfterEvent in Shared which handles the doafter. The CognislimeComponent is also in shared. In Server, the CognislimeSystem will check to see that the target object is on neither the whitelist nor the blacklist (stored in the component). If not, the script will ensure the necessary components and add a ghost role.
As some of the commit names suggest I don't have a good grasp on things like access modifiers, so please feel free to correct me on that front.
Media
cognislime_demo.mp4
Cognislime (left) and Crystalline Cognislime (right)
Breaking changes
Changelog
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