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[Feature] Materials/Fabricators/Armor Retooling and Miscellaneous Improvements
#9
(04-29-2016, 08:22 AM)Haine Wrote: Gunna comment on a few things:

from here
Code:
if (wear_mask && (wear_mask.c_flags & SPACEWEAR)) // why on earth was this commented out?

Because it makes it so you're completely protected from space just by having a spaceproof helmet and mask on, or just a mask and suit.  It was a little silly.  Might be the fault of what was set to use that flag on masks though.
I actually just edited that a few minutes before you brought this up so you couldn't use just a mask and a helmet.

But yeah, I should probably go through and trim down the number of SPACEWEAR tags on masks. EDIT: I significantly trimmed the number of space worthy masks.

(04-29-2016, 08:22 AM)Haine Wrote: from here
Code:
else if (istype(W,/obj/item/reagent_containers/glass) && stage == 1) // this actually includes watering cans, oil cans, and such.
    if (istype(W,/obj/item/reagent_containers/glass/beaker/large)) // I lack coding skill, so I'm just gonna mark it as intentional

You could do this by changing the second line to be:
Code:
if (istype(W,/obj/item/reagent_containers/glass/beaker/large) || istype(W,/obj/item/reagent_containers/glass/wateringcan) || istype(W,/obj/item/reagent_containers/glass/oilcan))

or an if/else if chain, or a switch.
Thanks for the advice! I'll implement that straight away. Edit: IMPLEMENTED.
(04-29-2016, 08:22 AM)Haine Wrote: from here
Code:
armor_value_melee = 12 // is meant to go along with the heavy armor, so buffing this significantly

Is it meant to be?  It looks like a telesci item to me.  I don't think I've seen it outside of there.  Am I missing something?

Yeah, they're actually right on top of the heavy armor in the armory. It might be best to just make a new helmet for that, though.

(04-29-2016, 08:22 AM)Haine Wrote: I'm going to implement some of this, but I'll have to think about the armor and material system stuff first.  Could you explain the changes to the electrical/hardness/toughness properties for some materials?

The manufacturing system changes were implemented to fix the long-standing issues regarding fabricators using common materials like pharosium and molitz instead of the rarer claretine and uqill respectively. This was the cause for round-start industrial armor, round-start borg efficiency upgrades, and all sorts of other fabricator balance issues. This should, in theory, make mining more relevant again, as well as providing a use for all those fancy gemstones they seem to dig up.

As far as the materials themselves go, I adjusted the property values in order to fit them more comfortably within the adjusted fabricator material requirements, as well as making some of them a bit more useful (E.G. Koshmarite, Gold). I also adjusted the electrical conductivity of Gold and Silver to match up with that of electrum, since the latter is an alloy of the two. Although, silver doesn't actually seem to be a mineable ore.

(04-29-2016, 08:22 AM)Haine Wrote: I'm also not sure about the changes here for humans' ex_act() related to the EOD armor.  It already has a specific clause for EOD armor above that.  What you added seems to just basically double up the reduction that the armor gets.

Oh my goodness, thank you for reminding about that! I originally intended to double it up, yes, but I found that it was ridiculously overpowered like that in testing. I was going to change it back, but I had forgotten!

Fixing that ASAP. Edit: FIXED.
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RE: [Feature] Materials/Fabricators/Armor Retooling and Miscellaneous Improvements - by Noah Buttes - 04-29-2016, 08:57 AM

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