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Species guidebook rewrite #646

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6 changes: 6 additions & 0 deletions Resources/Prototypes/Guidebook/species.yml
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@
- Gray
- Snail
- SpElf
- Decapoid

- type: guideEntry
id: Arachnid
Expand Down Expand Up @@ -69,3 +70,8 @@
id: SpElf
name: Thaven
text: "/ServerInfo/_Impstation/Guidebook/Mobs/SpElf.xml"

- type: guideEntry
id: Decapoid
name: REDACTED
text: "/ServerInfo/_Impstation/Guidebook/Mobs/Decapoid_REDACTED.xml"
22 changes: 14 additions & 8 deletions Resources/ServerInfo/Guidebook/Mobs/Arachnid.xml
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Expand Up @@ -4,11 +4,18 @@
<Box>
<GuideEntityEmbed Entity="MobArachnid" Caption=""/>
</Box>

They have two additional Pocket slots in their inventory. They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them.
They suffocate 50% faster, and their Blue Blood can't be metabolised from Iron, being based on Copper instead.

Their unarmed attacks deal Piercing damage instead of Blunt.
## Extra Arms
Arachnids can use their vestigial back-limbs to carry more items at one time than other species. [color=#1e90ff]This means they have two extra "Pocket" slots.[/color]

## Dietary Restrictions
Their species has developed strong stomach enzymes capable of breaking down uncooked proteins more efficiently, [color=#1e90ff]enabling them to eat raw meat without experiencing any ill effects.[/color] However, this adaptation has rendered their stomachs more sensitive to certain alkaline chemicals, [color=#ffa500]causing foods which contain theobromine (like chocolate and onions) to be poisonous to them.[/color]

## Damage
Like most invertebrates, Arachnids breathe through many spiracles, or small holes, distributed across the surface of their body. As a result, [color=#ffa500]they suffocate 50% faster than other species.[/color]

Similar in composition to the haemolymph used by Earth's arthropods, Arachnid blood uses a copper-based respiratory protein. This means [color=#ffa500]they cannot metabolize more blood from iron, and must instead use copper.[/color]

Arachnids' stiff exoskeleton makes punching difficult, so [color=#1e90ff]their unarmed attacks are instead bites, which do piercing damage.[/color]

## Sericulture

Expand All @@ -19,12 +26,11 @@
<GuideEntityEmbed Entity="WallWeb" Caption=""/>
</Box>

Arachnids can create Websilk at the cost of getting more hungry. They (and only they) can craft bundles of websilk into various items from clothing and shields to entire walls.
Arachnids can utilize their spinnerettes to [color=#1e90ff]create Websilk at the cost of hunger.[/color] Using their auxilliary limbs, they can shape this websilk into various commodities, including clothes, armor, and even entire structures.

## Arachnid Naming Conventions

Arachnids typically use latin sounding names.
Arachnids additionally may use the scientific names of real invertebrates.
Arachnids typically use names derived from the Latin scientific names of real-world invertebrate species.
- [color=#449944]Acceptable:[/color] Argyroneta Reticulatus
- [color=#449944]Acceptable:[/color] Loxosceles Domesticus
- [color=#449944]Acceptable:[/color] Trombicula Doremi
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31 changes: 13 additions & 18 deletions Resources/ServerInfo/Guidebook/Mobs/Diona.xml
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Expand Up @@ -4,36 +4,31 @@
<Box>
<GuideEntityEmbed Entity="MobDiona" Caption=""/>
</Box>

Diona are a remarkable species, one of only a handful of sentient creatures known to have evolved from plants. Their woody roots allow them to [color=#1e90ff]ignore difficult terrain such as Kudzu,[/color] but [color=#ffa500]cannot fit into shoes made for other humanoids.[/color]

## Damage
Rather than having a normal humanoid circulatory system, Diona use capillary action to pump nutrient-carrying sap throughout their bodies, [color=#ffa500]which cannot be metabolized from iron.[/color]
As their metabolism is very similar to that of Earth plants, chemicals designed to affect the growth and function of other plants have similar effects on Diona. For example, [color=#ffa500]Weed Killer is poisonous to them,[/color] but [color=#1e90ff]Robust Harvest can be used to accelerate their healing [color=#ffa500](At risk of overdose, as explained in the section below.)[/color]

They can't wear shoes, but are not slowed by Kudzu.
They get hungry and thirsty slower.
Their "blood" is tree sap and can't be metabolised from Iron.
Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!)
Due to their stiff, woody exterior, they take [color=#1e90ff]30% less Blunt damage and 20% less Slash damage[/color] but [color=#ffa500]50% more Heat damage, 20% more Shock damage, and they can easily catch on fire when receiving enough Heat damage from *any* source.[/color]

They take [color=#1e90ff]30% less Blunt damage and 20% less Slash damage[/color];
but [color=#ffa500]50% more Heat damage, 20% more Shock damage, and they can easily
catch on fire when receiving enough Heat damage from *any* source.[/color]

## Make Like A Tree And Leave
## Overdose
<Box>
<GuideEntityEmbed Entity="FloraTree06" Caption=""/>
</Box>
Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment).
Cutting down the tree will "restore" the Diona to their mobile state.
Being exposed to large quantities of Robust Harvest may [color=#ffa500]cause a Diona to grow out of control,[/color] rooting them in place in a sessile, tree-like form. [color=#1e90ff]This change can be reversed by severing the trunk from its root system.[/color]

## Diona Nymphs
<Box>
<GuideEntityEmbed Entity="MobDionaNymph" Caption=""/>
<GuideEntityEmbed Entity="MobDionaNymph" Caption=""/>
<GuideEntityEmbed Entity="MobDionaNymph" Caption=""/>
</Box>
After death, a Diona can voluntarily destroy their own body, releasing their "internal organs" as three Nymphs,
with the player taking control of the Brain Nymph.
It can talk but has no hands or inventory, and can't do much.

After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name,
and there will be little to no evidence beyond their word about who they were before.

A Diona's internal organs are sometimes capable of independence after the death of the main body. [color=#1e90ff]These organs, if voluntarily expelled, will metamorphose into Nymphs, or larval Diona.[/color] Nymphs are capable of speech, but not much else.

After around ten minutes, a Nymph may undergo a second metamorphosis, [color=#1e90ff]reforming into an adult Diona.[/color] This new Diona will be [color=#ffa500]a new individual, with their own appearance, name, and personality,[/color] but may [color=#1e90ff]retain memories of who they were previously.[/color]

## Diona Naming Conventions

Diona typically have qualia names: abstract phrases describing subjective experiences.
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4 changes: 2 additions & 2 deletions Resources/ServerInfo/Guidebook/Mobs/Dwarf.xml
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Expand Up @@ -5,11 +5,11 @@
<GuideEntityEmbed Entity="MobDwarf" Caption=""/>
</Box>

Dwarves are similar to humans in most respect, but tolerate alcohol better and are healed by it.
Dwarves are in most respects fairly similar to Humans, having diverged fairly recently on an evolutionary timescale. Aside from their [color=#1e90ff]smaller stature[/color] and [color=#1e90ff]ability to regenerate damage by consuming alcohol,[/color] the differences between Humans and Dwarves are largely cultural.

## Dwarf Naming Conventions

Dwarves typically use a first name in their native language and two compound words for their last name, usually noun-noun but verb-noun and adjective-noun are also common.
Dwarves typically use a first name in their native language and two compounded words for their last name.
- [color=#449944]Acceptable:[/color] Lorbam Shieldvault
- [color=#449944]Acceptable:[/color] Solon Metalrope
- [color=#449944]Acceptable:[/color] Tirist Stakearena
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17 changes: 12 additions & 5 deletions Resources/ServerInfo/Guidebook/Mobs/Moth.xml
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Expand Up @@ -4,13 +4,20 @@
<Box>
<GuideEntityEmbed Entity="MobMoth" Caption=""/>
</Box>
Moths are somewhat unique among NT-accepted species, in that they have no commonly-accepted species name. Due to the lack of Earth moths aboard NT vessels and stations, most people are content with referring to them simply as Moths.

Their wings don't allow them to fly under Earthlike gravity (as is generated by NT's proprietary Gravity Generators,) but [color=#1e90ff]under low gravity, they are capable of greater acceleration.[/color] Of course, this does not make them capable of unassisted space flight - but [color=#1e90ff]their skill and experience may make them more efficient fliers while using jetpacks.[/color]

## Dietary Restrictions
Their unique mouthparts and dietary needs render them [color=#ffa500]incapable of consuming the same foods as other humanoids.[/color] Instead, [color=#1e90ff]Moths must eat textiles - cotton, fabric, or clothing.[/color] Some NT Chefs have developed specialty recipies to cater to their needs.
<Box>
<GuideEntityEmbed Entity="YarnNoodles" Caption=""/>
</Box>

They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider "edible". They prefer a somewhat lower temperature range than humans.
Their Insect Blood can't be metabolised from Iron like normal blood.

Their wings give them better acceleration if there is no gravity on the station, but they still can't move without equipment when floating out in space.
## Damage
Unlike most invertebrates, Moths have a circulatory system more similar to that of Humans. Their blood, while superficially similar to the haemolymph used by Earth insects, [color=#ffa500]cannot be metabolized from iron or copper.[/color]

They take [color=#1e90ff]30% less Cold damage[/color] but [color=#ffa500]30% more Heat damage, and catch on fire more easily[/color].
Due to their fluffy carapace, they are insulated from the cold, and take [color=#1e90ff]30% less Cold damage[/color] but [color=#ffa500]30% more Heat damage, and catch on fire more easily[/color].

# Moth Naming Conventions

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27 changes: 16 additions & 11 deletions Resources/ServerInfo/Guidebook/Mobs/Reptilian.xml
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Expand Up @@ -4,24 +4,29 @@
<Box>
<GuideEntityEmbed Entity="MobReptilian" Caption=""/>
</Box>

Reptillians are universally adapted for warm climates, but are remarkably biodiverse - ranging from desert-adapted subspecies with heat-regulating radiative sails, to semi-aquatic subspecies complete with gills and fins.

As all Reptillians possess prehensile tails, [color=#1e90ff]they are capable of dragging objects behind them without using their hands.[/color]

## Dietary Restrictions

Reptillians are obligate carnivores, and as such are [color=#ffa500]only able to digest meat and fruit products.[/color] Their immune system has adapted to provide immunity to most food-borne illnesses, meaning [color=#1e90ff]they are able to eat raw meat and drink blood without suffering any ill effects.[/color]

They can ONLY eat fruits and meat, but can eat raw meat and drink blood without any ill effects.
They prefer a somewhat higher temperature range than humans.
They can drag objects with their tail, keeping both their hands free.

Their unarmed claw attacks deal Slash damage instead of Blunt.

They take [color=#ffa500]30% more Cold damage.[/color]
## Damage
Due to their cold-blooded nature, Reptillians take [color=#ffa500]30% more Cold damage.[/color]

As they possess claws, [color=#1e90ff]their unarmed attacks do Slash damage instead of blunt.[/color]

## Reptilian Naming Conventions
Reptilians typically use either names in their native language or hyphenated, literal translations of them.
Reptilian names traditionally take the form of a short hyphenated phrase in their native language, typically related to their professions or interests. Some Reptilians may choose to translate this name into Common.
- [color=#449944]Acceptable:[/color] Kepanuu-Topith
- [color=#449944]Acceptable:[/color] Ja-Tasha
- [color=#449944]Acceptable:[/color] Ta-Zeen
- [color=#449944]Acceptable:[/color] Protects-and-Serves
- [color=#449944]Acceptable:[/color] Bites-Off-Faces
- [color=#449944]Acceptable:[/color] Brain-Transplant-Successful
- [color=#449944]Acceptable:[/color] Odds-and-Ends
- [color=#449944]Acceptable:[/color] Kepanuu-Topith
- [color=#449944]Acceptable:[/color] Ja-Tasha
- [color=#449944]Acceptable:[/color] Ta-Zeen
- [color=#994444]Bad:[/color] Bans-the-Admins
- [color=#994444]Bad:[/color] Benry
</Document>
43 changes: 25 additions & 18 deletions Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml
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Expand Up @@ -4,24 +4,31 @@
<Box>
<GuideEntityEmbed Entity="MobSlimePerson" Caption=""/>
</Box>

They breathe nitrogen instead of oxygen, which is abundant in the station air, but harder to find compressed into gas tanks. They take significant damage if they are sprayed or splashed with water, but can
(and like other species, need to) drink it safely to stay hydrated.
They exhale nitrous oxide and are unaffected by it.
Their body can process 6 reagents at the same time instead of just 2.

Slimepeople have an [bold]internal 2x3 storage inventory[/bold] inside of their slime membrane. Anyone can see what's inside and take it out of you without asking,
so be careful.

Slimepeople have slight accelerated regeneration compared to other humanoids. They're also capable of hardening their fists, and as such have stronger punches,
although they punch a little slower.

Their slime "blood" can not be regenerated from Iron. Slime Blood is technically a source of
moderately filling food for other species, although drinking the blood of your coworkers is usually frowned upon.
They suffocate 80% slower, but take pressure damage 9% faster. This makes them by far the species most capable to survive in hard vacuum. For a while.

They take [color=#1e90ff]80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage[/color], but [color=#ffa500]50% more Cold damage, 20% more Slash damage and 20% more Piercing damage[/color].


Though commonly thought to be distantly related to Slimes, Slime People share little in common with their potential genetic cousins. Their single-celled bodies are far more complex and mutable, and they tend to retain their shape throughout most of their lifecycle.

## Biological Oddities

Their bodies are incapable of what we might call "normal" cellular respiration using oxygen, [color=#ffa500]instead relying on a constant supply of nitrogen gas, which is exhaled as nitrous oxide.[/color] Nitrogen is of course abundant in NT standard atmospheres, so this is usually not a problem for them.

Due to their lack of "normal" respiration, Slime People are uniquely adapted for EVA (Extra-Vehicular Activity,) or "space-walks," because [color=#1e90ff]they suffocate 80% slower than other humanoids.[/color] They must be careful not to recieve direct exposure to the vacuum of space, however, as they [color=#ffa500]take damage from pressure 9% faster.[/color]

Uniquely among NT-accepted species, Slime People possess only two organs - a set of gas sacs, which handle respiration, and a Core, similar to the nucleus of a cell, which handles everything else. Unlike most other species' metabolizing organs, [color=#1e90ff]the Core is capable of processing up to six reagents at a time,[/color] instead of two.

## Internal Storage

As Slime People are largely composed of soft, mutable cytoplasm, they are [color=#1e90ff]capable of storing several small items within their body.[/color] This is a common vector for [color=red]contraband,[/color] but [color=#ffa500]is easily searchable, and Slime People do not typically notice when someone is poking around in there.[/color]

## Damage

As they possess a very simple bodyplan, Slime People take [color=#1e90ff]80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage,[/color] but their thin outer membrane is relatively fragile, which causes them to take [color=#ffa500]50% more Cold damage, 20% more Slash damage and 20% more Piercing damage[/color].

The outer membrane is adapted to allow for rapid osmosis, which unfortunately results in [color=#ffa500]minor damage when splashed or sprayed with water.[/color] Their body still requires it for hydration, however, so their primary oriface has a much thicker membrane, allowing them to ingest water safely.

Their cytoplasm, colloquially referred to as "slime blood," [color=#ffa500]cannot be regenerated using iron or copper.[/color] It is considered a delicacy by some, although NT policy forbids drinking the blood of one's coworkers under most circumstances.

Slime People have the ability to harden portions of their body for short bursts, meaning [color=#1e90ff]their unarmed attacks deal slightly more Blunt damage than those of other humanoids.[/color]

## Slime Person Naming Conventions

Slimes typically use the Human naming convention, but frequently have less plausible names than most Humans, and often include onomatopoeia. Last names are optional.
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22 changes: 16 additions & 6 deletions Resources/ServerInfo/Guidebook/Mobs/Vox.xml
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Expand Up @@ -6,12 +6,22 @@
</Box>

[color=#ffa500]Caution! This species has a severely limiting game mechanic and is not recommended for new players. [/color]

They breathe nitrogen, and [color=#ffa500] oxygen is very toxic to them.[/color]
They need to be on internals at all times to avoid being poisoned by the station's oxygen.
Eating or drinking will require you to remove your breath mask, although injecting liquid food is an option.

Their unarmed claw attacks deal Slash damage instead of Blunt.

## Special Accomodations

Vox lungs function very differently from most other species. [color=#ffa500]They are only capable of processing nitrogen,[/color] which is converted to ammonia and exhaled.

Additionally, due to an unusual set of biological circumstances, [color=red][bold]oxygen is highly toxic to them.[/color][/bold] If exposed to oxygen, it will quickly build up in their blood, causing rapid onset organ failure and eventually death.

Resultantly, [color=red][bold]Vox must be on internals at all times while aboard NT stations.[/color][/bold] [color=#ffa500]This may make it difficult for Vox to eat or drink normally,[/color] although direct injection of liquid food is possible.

NT has made special accomodations for this species, [color=#1e90ff]including readily accessible nitrogen tanks in dispensers and lockers throughout most stations.[/color] Some stations may even have a "Vox Box," an enclosed nitrogen-rich environment devoid of oxygen.

## Damage

Vox blood is anaerobic, [color=#1e90ff]but is iron-based, allowing it to be metabolized from iron supplements.[/color]

As they possess talons, their unarmed attacks deal Slash damage instead of Blunt.

## Vox Naming Conventions

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