![]() |
|
[MERGED PR] Gravity and Gravity Tethers - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: [MERGED PR] Gravity and Gravity Tethers (/showthread.php?tid=24832) Pages:
1
2
|
RE: [PR] Gravity and Gravity Tethers - glowbold - 01-21-2026 Rebalance Focused on High-G: * Internal: Convert all floats to ints all my homies hate floats * Balance: Being submerged in fluid neutralizes per-tick impacts of high gravity * Balance: Being submerged in fluid gives you full traction * Balance: Jetpacks prevent low-G stamina sapping for humans * Balance: Super-extreme-G interferes with human sight. * Balance: High cap on per-tick damage (previously uncapped) * Balance: Fitness machines scale stamina buffs based on Gs directly instead of a differing bonus at different gravity thresholds * Balance: Floating atoms resist high-G * Balance: The "Space Movement" equipment property has been converted to "Zero-G Movement" and works in all zero-G environments RE: [PR] Gravity and Gravity Tethers - Mikeistaken - 01-24-2026 I think the station wide tether should have the amount of materials needed reduced Reason for request: Miners generally cant get Quill consistently and most people don't know that Erebite works as extraordinarily dense crystal, lowering this number will allow for another gravity tether to be made, especially when the miners get their full equipment and decide to go to some random place RE: [PR] Gravity and Gravity Tethers - glowbold - 01-25-2026 Testmerge updated - these should be available in the next round or two from this post time depending on when rounds end. Balance updates: A few ways of being moved didn't give inertia, which left people stuck in zero-G more often than intended. These changes should make gravity feel more a little more "fair" and realistic. * Shoving someone away in Zero-G gives you both inertia in opposite directions * Swapping positions with someone gives them inertia in the opposite direction Tether costs made station tethers difficult to build and prevented casual or antag use with local tethers. These changes are intended to make it easier to build/rebuild gravity tethers in early/mid-round with a lesser reliance on rare mining ores. * Station tether cost change * FROM 5 metal, 5 dense crystal, 4 super-dense metal, 3 koshmarite, 2 energy extreme * TO 5 metal, 1 dense crystal, 3 super-dense metal, 3 koshmarite, 4 energy high * Local tether cost change * FROM 2 metal, 1 dense crystal, 1 super-dense metal, 1 koshmarite * TO 2 metal, 1 super-dense metal, 1.5 koshmarite, 1 energy high Bug Fixes: * Conveyors should feel less weird to run against their direction of travel RE: [PR] Gravity and Gravity Tethers - glowbold - 01-27-2026 Testmerge updated - these should be available in the next round or two from this post time depending on when rounds end. Balance: * Station tether uses slightly less wattage per G. Bug Fix: * Kondaru's cargo dock to qm office launcher fixed * Pulls and pull-chains work when floating in zero-G - dragging around supplies in zero-G should feel a bit better. Note: Pulled objects still have inertia * Pushing something or someone into zero-G gives them inertia - people who get pushed into zero-G by a cyborg or someone not on help intent should no longer get "stuck" floating RE: [MERGED PR] Gravity and Gravity Tethers - GARGATHUGANOKSREVENG - 02-16-2026 you still take stamina damage from low/0 g while buckled to chairs RE: [MERGED PR] Gravity and Gravity Tethers - glowbold - 02-16-2026 (02-16-2026, 05:22 AM)GARGATHUGANOKSREVENG Wrote: you still take stamina damage from low/0 g while buckled to chairs buckling now prevents the stamina-sap effect RE: [MERGED PR] Gravity and Gravity Tethers - GARGATHUGANOKSREVENG - 02-16-2026 (02-16-2026, 10:50 AM)glowbold Wrote:cheers, it makes a lot more sense(02-16-2026, 05:22 AM)GARGATHUGANOKSREVENG Wrote: you still take stamina damage from low/0 g while buckled to chairs |