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Iris

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Everything posted by Iris

  1. I've been code diving to clear up some unknowns: Slime Storage: It's a smartfridge. More storage. R&D Servers: Decreases heat generation. Cryo Cell: Matter bins make occupants cool faster in the cell and wake faster after ejecting. Chem Master/Condi-Master: Only beakers have an effect: Increases maximum buffer capacity. Tesla Coil: capacitors decrease the zap cooldown (minimum time between tesla zaps) by 2 seconds per part level. Emitters: fire faster with the micro-laser level and use less power with the manipulator level. Grounding Rod: Upgrades do nothing. Mining Vendor: Upgrades do nothing. Recycler: Matter bins increase recycled material capacity, manipulator increases recycling efficiency. Teleporter Hub: Decreases calibration time and chance of a mis-teleport when not calibrated. Holopad: Increases hologram roaming range from 4 to 4 + capacitor level Virtual Gameboard: No effect. Claw Game: Increases bonus prize chance by 5% per matter bin level. manipulator does nothing. Prize Counter: No effect.
  2. 10 seconds is around usual. Anyway I'm looking at having a crack at something like this myself, once I get back from where I'm staying for work. The balancing of course requires some experimentation, but I expect that it shouldn't have any significant issues. If the punching is allowed for the length of time required for an insta-crit they'll probably already have been dead by the time the damage burst comes through.
  3. Iris

    Flavor Update

    I have recently been working on cataloguing tastes of various reagents. Many of the reagents taste of "bitterness", which appears to be the default when there is no "taste_message" string in the definition of a reagent. I think that it may be time to have another look at the various tastes and update them a bit, and for that, I'll probably need help. All 412 of the reagents currently available in the codebase are eligible for an update, either improving upon the current taste_message or adding a brand new one, both of which I have found to be trivial tasks for any given reagent. I am capable of updating the tastes myself, and intend to make this relatively simple work my first PR. The creative side, however, is where the community comes in. In short, I need tastes for the various reagents, as coming up with something fun or interesting for each of them would be a gargantuan task on my own. There are a few guidelines: 1. Feel free to wax poetic for more exotic drinks or compounds, but basic stuff should be relatively straightforward. Feel free to elaborate a little on "liquid fire" and the like, however, so that each base drink has a bit of unique identity. Generally speaking, the more complex the recipe or rarer the reagent, the more leeway you have. 2. Don't be unnecessarily verbose: get your concept across using somewhere between one word and a sentence. Try to avoid including too many ideas in a single taste: Each one should have one concept regardless of specificity so it can be mixed and chained with other tastes. 3. The entries on the spreadsheet marked in red or yellow are priorities. All reagents, however, are up for a new taste. The spreadsheet can be found here. Feel free to edit it in order to add your ideas (in the columns to the right). This is kinda like brainstorming, so don't be afraid to put in whatever you think might be appropriate. Once the spreadsheet is filled in enough, I'll curate the ideas, edit for consistency and present a new set of tastes for approval before implementing. In addition, I've found a taste_strength variable which seems to be correctly implemented after testing, but completely unused. This may be used to make the taste of poisons more subtle and harder to pick up, or make certain condiments very overpowering such as salt, soysauce or msg. Messing with those is something of a stretch goal, but is simple to do.
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