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Ectoplasm changes #995

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Guess-My-Name
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About the PR

Separates normal ectoplasm and revenant's ectoplasm into two entities, revenant ectoplasm with significantly more reagent

Why / Balance

Upstream has ectoplasm mapped on different salvage wrecks/debris and will probably have more of those in the future, because they serve no other purpose than making revenant plushies there.
On DeltaV this is problematic, because just one Ectoplasm is enough to make a glimmer drain (contains enough reagent for 6 normality crystals).
This PR makes changes the ratio: upstream Ectoplasm = 1 normality crystal (so that salvage's finds aren't completely useless) and the new Revenant's Ectoplasm = 6 normality crystals.

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  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

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@github-actions github-actions bot added Changes: C# Changes any cs files Changes: YML Changes any yml files labels Mar 22, 2024
@Bonktrauma
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I really don't like this, its hard enough to get a drainer as is and that wreck is relatively rare

@Bonktrauma
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I really don't like this, its hard enough to get a drainer as is and that wreck is relatively rare

Not to mention we can just change the wreck

@Guess-My-Name
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I really don't like this, its hard enough to get a drainer as is and that wreck is relatively rare

Screenshot from a round #10731, which lasted 2 hours 11 minutes.
image

Drainers were never intended to be something easy to make or something obtainable in every round. The only source for ectoplasm was revenant, salvage ectoplasms were added upstream and no one really noticed until recently.

Not to mention we can just change the wreck

It's easier and better to do it like this moving forward, changing upstream wrecks is a worse solution.

@Colin-Tel
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I think this PR is justified, however I think you could make the value 10 instead of 5 so only 3 of those wrecks would be the minimum instead of 6? It's an arbitrary amount, anyways.

@Guess-My-Name
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I think this PR is justified, however I think you could make the value 10 instead of 5 so only 3 of those wrecks would be the minimum instead of 6? It's an arbitrary amount, anyways.

I've seen many times in past month similar situations to screenshot above - salvagers bringing 5-8 ectoplasms from salvage to epi - which made me think about removing reagent entirely from non-revenant ectoplasm (a very brief discussion on discord), but then had second thoughts and decided to make it 5u, so there could be some more between departments interactions and epi wouldn't just default to blowing up themselves when glimmer gets too high.

I can make it 10u, but with 10u it should probably have do not map suffix, because just 3 of those would be enough to redtext all glimmer>500 objectives, if drainer gets built in mysta's room or in bridge.

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i agree with the idea

@@ -25,7 +25,7 @@ public sealed partial class RevenantComponent : Component
/// Prototype to spawn when the entity dies.
/// </summary>
[DataField("spawnOnDeathPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string SpawnOnDeathPrototype = "Ectoplasm";
public string SpawnOnDeathPrototype = "EctoplasmRevenant"; //DeltaV - different prototype that contains more ectoplasm reagent for normality crystals
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this should be done in the revenant yaml

@Colin-Tel
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It's been over a month, you can re-open this if you want to make the requested changes.

@Colin-Tel Colin-Tel closed this May 26, 2024
@Guess-My-Name Guess-My-Name mentioned this pull request Jul 3, 2024
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LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
# Description

Crawling on tables was janky, if you stood up while crawling, or laid
down while climbing, it would push you to the edge of the table and
break.

Solves DeltaV-Station#995

---

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/08aa0e22-0363-45d8-810f-c69f7a796d7c


https://github.com/user-attachments/assets/5a31df3c-f01c-4500-94fb-f4beb3c6e007

</p>
</details>

---

# Changelog

:cl:
- fix: You can properly lay down and stand up on tables now.

Co-authored-by: VMSolidus <[email protected]>
LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
…g A Fixture (DeltaV-Station#1049)

# Description

Title
Intended to stop players from making slender men type characters with
height maxed and width at the minimum, and vice versa
The ratio can be modified via the species' prototype

Also fixes the issue of players being able to noclip because they're
fixture has no radius by setting the Height and Width to the species
default if none is provided. (technically this also fixes Urists always
being as small as possible)

Solves DeltaV-Station#865 DeltaV-Station#497
Partially resolves DeltaV-Station#995

---

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/1b3b32f1-5976-41f8-935b-7d53106e5452

</p>
</details>

---

# Changelog

:cl:
- tweak: Height and width are now constrained by each other.
- fix: Humanoids can no longer phase through walls.

---------

Signed-off-by: Aiden <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
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4 participants