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[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: [PR] Gravity and Gravity Tethers (/showthread.php?tid=24832) |
[PR] Gravity and Gravity Tethers - github_bot - 01-14-2026 PULL REQUEST DETAILS [feature][station systems][experimental] About the PR Gravity is now variable, ranging from 0 to infinity. Gravity Tethers can be used to provide gravity to one or more areas, and stations have a station-wide tether to do so. Local-area tethers and G-force scanners can be printed from the Engineering fabricator. Note: Tethers cannot remove gravity, only increase it. To move around without drifting in low/zero-G, you'll want to make sure you have **traction** against the ground, or **grip** against a nearby large object, like walls, tables, or manufacturers. Gravity will affect many things in ways you'd expect: * Throwing/kinetic projectile distance * Low gravity brings nausea and disorients you slightly unless you wear space gear. At zero gravity, you drift away. * Higher gravity slows you down and yanks stuff out of your hands. At extreme gravity, you'll start taking direct injury. Why's this needed? More station systems to disable that drastically affect the round without being insurmountable to overcome. (i.e. the entire station shouldn't immediately want to call the shuttle when this is broken) License The gravity scanner sprites are originally from [Mr. Moriarty](https://github.com/Herbstation/35below/tree/main/herb_modular/icons#objitemsterrain_map_viewerdmi), used under [Creative Commons Attribution-NonCommercial-ShareAlike 3.0 ](https://github.com/Herbstation/35below/blob/main/LICENSE). Testing https://github.com/user-attachments/assets/b842c6b0-6711-4e17-98a8-b3eac8a856c9 Extensive test-merge playtesting ongoing. Changelog Code: changelogPULL REQUEST DETAILS RE: [PR] Gravity and Gravity Tethers - laugoose - 01-15-2026 Very cool. I enjoy things like this existing so we have more of a realistic SPACE simulator. I would also kill for decompression stuff and proper pressurising airlocks but that's for later RE: [PR] Gravity and Gravity Tethers - Mikeistaken - 01-15-2026 Im hoping the gravity tethers get mech/packet access sometime. also I do belive that the tethers should be able to be used by the AI as they are supplied by the APC and the local ones give gravity to the APC RE: [PR] Gravity and Gravity Tethers - glowbold - 01-15-2026 AIs can use the tether if in physical range RE: [PR] Gravity and Gravity Tethers - Whele - 01-15-2026 I get stuck in corners of rock floors while mining occasionally even when wearing magboots and have to throw a rock in order to gain traction again. It only happens sometimes though... Let me know if examples would be helpful It also appears that Oshan cargo doesn't work anymore? Not sure if that's due to this change RE: [PR] Gravity and Gravity Tethers - glowbold - 01-15-2026 (Yesterday, 05:42 PM)Whele Wrote: I get stuck in corners of rock floors while mining occasionally even when wearing magboots and have to throw a rock in order to gain traction again. It only happens sometimes though... Let me know if examples would be helpfulJust pushed a fix for Oshan. Best thing to do is file bug reports in the top-right corner when these things happen, whatever info you can provide can help track it down even if it's not a full reproduction. RE: [PR] Gravity and Gravity Tethers - ANNmagedon - 01-16-2026 when the grav gen changes strength the ticking sounds sound like the admin door knock and its scary ;~: |