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Meet the Smith - New Supply Role #28273
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Meet the Smith - New Supply Role #28273
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…hammer act, item creation
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Rest in peace, Brad. You deserved better.
MD is showing a very wide area for changes on EmeraldStation. Check you didn't accidentally edit a pre-existing object. Poor Brad... |
Thanks for catching this. Yeah, I edited the RND button. Whoops! I've fixed it. Dunno if it'll still appear on the MD. |
What Does This PR Do
Adds the Smith, a new role in the supply department. They have two alternative titles - Metalworker and Tinkerer. They have 1 slot open roundstart.
Their job is to use a slew of new machines to refine ores more efficiently than the ORM, as well as produce customizable modifications for suit slot items, tools, and energy guns. They have two locations specific to them - an office on each station where they start and where they can distribute their wares, and a workshop at the lavaland base.
The main gameplay loop of the smith involves routine visits to and from lavaland to deliver mineral sheets to the ORM. Their SOP should contain a clause saying that they must deliver mineral sheets to the ORM within a given time. Likewise, on lavaland, they can use casts, along with the new machines, to create modifications which they can sell or distribute.
The new machines are as follows:
All machines are upgradable. Upgrading the hopper increases point payouts. Upgrading the crucible increases the amount of sheets per ore. Upgrading the basin increases the efficiency of creating components. All other machines receive increased speed. All machines are buildable on station, in the event that the lavaland base is trashed by megafauna.
To accompany the smith, three new ores are added to space rocks that are worth as many points as a diamond, and are needed to create the most advanced of their items. Platinum, Palladium, and Iridium can now be found in space rocks.
All modifications have a material - determined by the trim - and a quality - determined from the lowest quality of the assembled parts. Qualities are not random - when making a component from a mold, you select a quality. Higher qualities require more work time and more materials, but increase the statistics of a modification. Materials have benefits and drawbacks for each material used, modifying the final stats of the item prior to quality being assigned.
The smith also adds a new tool - the hammer. Currently, the only use of the hammer is to complete the crafting of a modification at a Kinetic Assembler, however they can be used as a basic weapon in a pinch (10 brute). The smith starts with three in their office, alongside a toolbelt, EFTPOS, and locker.
Suit clothing gains a slot for insert modifications. Energy guns gain a slot for a lense. Tools gain a slot for a tool bit. Head of staff suits gain 2 slots for inserts. Captain, QM, and Smith suits gain 3 slots for inserts.
To fit the new office in, supply maps have undergone changes on all maps, and the lavaland outpost has a new branch entirely for the smith's workshop.
Why It's Good For The Game
Adds a new role that replaces a simple, automatic machine with an entire gameplay loop that players may enjoy. Adds departmental content to Supply that is more than just new ruins or gamer loot. It also adds another thing for explorers to do - retrieving rare space ores - that deviates from the current go-to for playing explorer (hunting for gamer loot in ruins).
TODO
Images of changes
Images pending - sprites
Testing
TODO. Some of this is tested, but the full loop isn't as the molds aren't ready yet.
Declaration
Changelog
🆑
add: Added new smith role
add: Added smart hopper, magma crucible, power hammer, lava furnace, casting basin, and kinetic assembler machines
add: Suit inserts, tool bits, and energy gun lenses
add: Palladium, Platinum, and Iridium space ores
add: New branch of lavaland mining outpost: smithing workshop
add: Smith's office to all stations
add: New clothing for the smith role. Jumpsuit, jumpskirt, bomber, etc.
add: Hammer tool and tool_act
/:cl: