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Adds salvage magnet board to the circuit imprinter #31996
Adds salvage magnet board to the circuit imprinter #31996
Conversation
…prite to supply sprite
Just add it to the qm's closet, else sci salv would be too prevalent. It would just replace the spare reclaimer shuttle board anyways. |
Sure. |
…rusted and never should be
to resolve the issue i would just made salv magnet not completely desctruclible but turned into "broken" version that can be repaired |
meh, meteors would end up just knocking it off the grid into deep space then |
yeah, meteors can just knock it out into deep space, and with the magnet being so integral to salv's gameloop, it would be better to have this be on a lathe + in locker if we feel that it needs to be behind technology then I can add it to a salvage-related tech that makes sense |
i'm just afraid that salv will abuse two or even three magnets |
not possible as stated and demonstrated in the PR, linked issue, and screenshot. |
that's fine then |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
What |
Oh, #31524 lmao |
# Conflicts: # Resources/Prototypes/Recipes/Lathes/electronics.yml
…to machinations on git
also @deltanedas related issue to your PR #31524 while we're here, the base protos for |
oh abstract wasnt inherited big funny |
Just had a shift where a meteorite exploded our magnet... Not fun we just sat around for the rest of the shift! |
shure |
About the PR
Adds the salvage magnet board to the circuit imprinter (available roundstart), and to QM's locker.
Why / Balance
The salvage magnet board is currently unable to be obtained IC. You either have to admeme it into existence or simply suffer, as the salvage gameplay loop literally cannot be started with the magnet missing.
If your salvage magnet gets emogarbaged (meteored), stolen, or otherwise obliterated it can now be easily repaired. This PR fixes #31994.
I don't think this should be under research, science partially relies on Cargo for their gameplay loop and it would just be a happier situation if this could be made roundstart, it's a pretty integral thing for salvage.
The recipe requires gold for the circuitboard but the RD can easily ransack the vault for some gold if necessary. If this needs to be changed (because RD somehow spent all the station's gold on useless shit) let me know. Same with the technology thing.
Reminder of the TODO: Make the salvage magnet require HV wire and draw a lot of power when active, to mechanically enforce having the magnet being the "starter" for salvage's gameloop. Would require map changes.
Technical details
YAML editing lmao.
Adds
SalvageMagnetMachineCircuitboard
to electronics.ymlAdds
SalvageMagnetMachineCircuitboard
to lathe.yml understaticRecipes
if you're having a really bad day.Adds the supply sprite component to the circuitboard.
Media
Media shows changed sprite, components needed, the double salvage magnet situation staying consistent, and the flatpacked version of the magnet.
Requirements
Breaking changes
Changelog
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