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feat(balance): updates to robot components #4103

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merged 1 commit into from
Jan 13, 2024

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Purpose of change

This adjusts the availability and usage of some robotics parts for consistency, in particular some of the rare components needed for turret control systems, and a few related tweaks regarding robots.

Describe the solution

  1. Set it so cop and riot bots require and yield targeting modules. They don't need full gun control units since they don't operate firearms, but it seems relevant since they can taze people.
  2. Added targeting modules to both TALON bot variants, on the obvious basis that they can engage targets and have a gun they operate, like turrets do.
  3. Added self-monitoring modules to hauler bots, cop bots, riot control bots, science bots. Idea is these are bots that have more complex interactions with humans and their environment than basic killbots tend to have, consistent with the complexities of the other bots that already had them (nurse bots, grocery bots, and hazmat bots). This isn't useful right now, but some WIP JSON I have set aside is going to add some recipes using self-monitoring modules.
  4. Added memory modules to eyebots, skitterbots, and all turrets/secubots. idea being have all bots that use standard AI cores or above have memory while the basic-tier AI doesn't have the added brain power. Also another thing not directly useful right now but something I might make use of in the future.
  5. Set light turrets to only use sensor modules, not cameras. Was the only bot recipe that allowed mundane photo cameras as a substitute, whereas its use as valid alternatives in the recipe for turret controls seems more reasonable.
  6. Conversely however, in the vein of non-robot electronics allowing cameras to sub in for sensor modules, allowed bionic scanners to use cameras as an alternative in the recipe. Also set bionic scanner recipe to allow using basic and advanced AI modules as alternatives to standard AI modules.
  7. Misc: Set omnicams as the first component option for turret controls so ones found in-world yield those by default when taken apart.
  8. Misc: Gave ACIDPROOF to science bots so they'll stop being perpetually locked in place in an infinite loop of spawning acid they can't path through.
  9. Updated recipes and uncrafts in mods accordingly.
  10. Removed yet more fucking redundant recipes from No Hope for stuff that's already craftable in vanilla FFS auuuugh

Describe alternatives you've considered

Allowing all bots, or at least bots that use basic AI modules, to swap in cameras in place of sensor modules.

Testing

  1. Checked affected files for syntax and lint errors.
  2. Load-tested, spawned in a lab bot and confirmed it can now exit its acid rings.
  3. Load-tested with Aftershock and No Hope added.

Additional context

So as for those plans, I've got some WIP JSON written up for my eventual plan to finally re-add vanilla craftable CBMs. My plan is to include a more of the various fancy components that have been added to the game since back when CBMs were craftable in vanilla. In particular, medical-related CBMs and the like will likely use self-monitor modules as a component, while mental processing related CBMs will likely include a memory module as one of the main components.

Checklist

@github-actions github-actions bot added JSON related to game datas in JSON format. mods PR changes related to mods. labels Jan 13, 2024
@scarf005 scarf005 merged commit 257ada7 into cataclysmbnteam:main Jan 13, 2024
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@chaosvolt chaosvolt deleted the robot-component-tweaks branch January 13, 2024 08:47
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