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Overhaul Xenoarchaeology #10906
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Overhaul Xenoarchaeology #10906
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Okay, making the trait codes into multiple files are now quite sane to read, and I figured something that blocks reading Note that this is not change request. It's leaving my thought to make it better. I should think what's better for those. First, datum paths are not a bit clean, but also assuming the purpose of the datum is not flowing.
Second, component xenoartifact logic is a bit confusing, but the current logic might be already how it is supposed to be. I feel something is missing from handling those in the middle position. I will research how this can be better readible. |
ah, also, this is change request:
Putting |
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I figured bad names were causing severe confusions. name of variables having a list was not really matching to the intention of its list.
Co-Authored-By: EvilDragonfiend <[email protected]>
The default tutorial artifact shouldn't be one so abusable in combat, hollow can capture anyone and then force them to rest. I don't mind artifacts being powerful in combat, but the hollow one just feels unfair since theres nothing you can do about it and the capture is instant |
while it would be convenient for this to happen in the labeler, if you label artifacts with some traits and place them on the measurement tools, it will calculate and tell you the sum of traits on albel for that property, i.e. mass or conductivity, when measuring them, along with the actual (total) value in the artifact |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
please ping me if it's ready for more review. |
Do not try to change its divine dimensions |
Try this |
Co-Authored-By: EvilDragonfiend <[email protected]>
For those looking, this is also attached to the old wiki page-
https://wiki.beestation13.com/view/User:Racc-Off/new_artifacts
About The Pull Request
Commit Often
Code
Rewrites the majority of xenoarchaeology code, vastly improving the old systems & implementations. The old code was pretty shit, and had quite a few bugs. These changes improve the majority of code, fixing most of the bugs I'm aware of.
Design
Improves multiple designs and interactions, generally introducing more depth to the shared systems. Overall improves how xenoarchaeology works in terms of department-to-department interaction, and how it functions within science. Previous pain points discussed by players have been addressed and handled in ways that integrate with improving the overall design & flow of artsci.
TODO
Finish relevant playtest todos:
For me
Why It's Good For The Game
Improves almost every facet of the artifact experience, for players & coders alike
Testing Photographs and Procedure
Screenshots&Videos
Changelog
🆑
remove: Remove artifact pad
tweak: Improve artifact code
tweak: Reroute artifacts through cargo, adjusts artifact console
add: Add plethora of artifact traits
add: Add system for custom & player made artifacts
add: Add structures to deduce artifacts
add: Add structure to 'stabilize' artifacts
add: Add item to track artifacts
add: Stickers!
add: Sticker Gambling
/:cl: