Arti Sci expansion#77
Conversation
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RSI Diff Bot; head commit fdf7a8c merging into a6111f9 Resources/Textures/_Funkystation/Mobs/Animals/banana_cow.rsi
Resources/Textures/_Funkystation/Mobs/Animals/chocolate_cow.rsi
Resources/Textures/_Funkystation/Mobs/Animals/goose.rsi
Resources/Textures/_Funkystation/Mobs/Animals/mouse_blue.rsi
Resources/Textures/_Funkystation/Mobs/Animals/mouse_burnt.rsi
Resources/Textures/_Funkystation/Mobs/Animals/mouse_green.rsi
Resources/Textures/_Funkystation/Mobs/Animals/mouse_orange.rsi
Resources/Textures/_Funkystation/Mobs/Animals/mouse_purple.rsi
Resources/Textures/_Funkystation/Mobs/Animals/mouse_red.rsi
Resources/Textures/_Funkystation/Mobs/Animals/snouse.rsi
Resources/Textures/_Funkystation/Mobs/Animals/strawberry_cow.rsi
Resources/Textures/_Funkystation/Mobs/XenoArch/arti_horse.rsi
Resources/Textures/_Funkystation/Mobs/XenoArch/immortal_roach.rsi
Resources/Textures/_Funkystation/Mobs/XenoArch/legg.rsi
Resources/Textures/_Funkystation/Mobs/XenoArch/urist_mc_corgi.rsi
Resources/Textures/_Funkystation/Mobs/XenoArch/urist_mc_stone.rsi
Resources/Textures/_Funkystation/Mobs/XenoArch/zleeb.rsi
Resources/Textures/_Funkystation/Objects/XenoArch/atmos_stone.rsi
Resources/Textures/_Funkystation/Objects/XenoArch/glowing_orb.rsi
Resources/Textures/_Funkystation/Objects/XenoArch/stargazer_lollipop.rsi
Resources/Textures/_Funkystation/Objects/XenoArch/stargazer_shell.rsi
Resources/Textures/_Funkystation/Objects/XenoArch/weirdeggs.rsi
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RIP seems Rad Skele didn't make the cut (which is fine), still excited to see all the other goobers though! |
It will be in a later PR. It needs a LOT more backend for it to work compared to the other stuff weirdly enough. Consider this a part 1 :godo: |
Ight, excited to hear this'll have a part 2, the ideas this has brought I hope honestly influence other parts of the game, as these weird little things I think will make each round more and more unique and memorable, ignoring rp moments. |
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I legit cannot figure out what is up with MobMouseRed. The RSI is identical from what I can see to other mouse RSIs and the prototype is setup exactly the same as well and fully functions in game. Just gonna push my other fix and see what happens |
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Side note for the mice, is it really necessary for them to all have their own RSI when they are a simple recolour? You can achieve almost the same effect by parenting off the base mouse and using... ...like how MobCancerMouse achieves the same thing. |
telluriix
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Cool PR so I decided to review this, mostly spellcheck and wording suggestions
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| ghost-role-information-zleeb-zlorb-name = Zleeb Zlorb | ||
| ghost-role-information-zleeb-zlorb-description = Glorp zleeb zleeble gnranish! Glorb zlabble zleep sprazzle zlorp. gnar zleep SPACE COP glorbo. (You are Zleep the great! You dislike crime greatly. You are a SPACE COP. | ||
| ghost-role-information-zleeb-zlorb-rules = You are a small alien SPACE COP. You must enforce your laws (NOT NTS!). These laws are up to you to decide but should match no more than 50% of NTs space law. This will probably put you at odds with sec but thats ok you are a free agent after all. Whatever you do DONT be a boot licker. Enforce YOUR version of galactic law to your best ability. Good luck SPACE COP! |
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| ghost-role-information-zleeb-zlorb-rules = You are a small alien SPACE COP. You must enforce your laws (NOT NTS!). These laws are up to you to decide but should match no more than 50% of NTs space law. This will probably put you at odds with sec but thats ok you are a free agent after all. Whatever you do DONT be a boot licker. Enforce YOUR version of galactic law to your best ability. Good luck SPACE COP! | |
| ghost-role-information-zleeb-zlorb-rules = You are a small alien SPACE COP. You must enforce your laws (NOT NANOTRASEN'S!). These laws are up to you to decide but should match no more than 50% of NT's space law. This will probably put you at odds with sec, but that's okay. You are a free agent after all. Whatever you do, DON'T be a boot licker. Enforce YOUR version of galactic law to your best ability. Good luck, SPACE COP! |
| reagent-desc-milk-strawberry = A light and airy take on a classic drink. | ||
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| reagent-name-milk-banana = banana milk | ||
| reagent-desc-milk-banana = For sure the clowns favorite flavor of milk. |
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| reagent-desc-milk-banana = For sure the clowns favorite flavor of milk. | |
| reagent-desc-milk-banana = For sure, the clown's favorite flavor of milk. |
| parent: MobMouse | ||
| id: MobMouseSnouse | ||
| name: snouse | ||
| description: Developed by interdyne as one of their many attempts to stifle the ever present problem of pests on agri-worlds, the Snouse is a transgenic organism intended to interfere and mingle with existing rodent populations. Populations of these were released into farming communities along side Snoths in hopes they pass on the snail genes, making future generations of pests unable to escape from traps and other forms of pest control. Unfortunately, this attempt proved futile as the hardened shells of these organisms made them resistant to commonly available mousetraps. Interdyne then moved onto their next attempt at solving the pest problem, the meowl. |
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| description: Developed by interdyne as one of their many attempts to stifle the ever present problem of pests on agri-worlds, the Snouse is a transgenic organism intended to interfere and mingle with existing rodent populations. Populations of these were released into farming communities along side Snoths in hopes they pass on the snail genes, making future generations of pests unable to escape from traps and other forms of pest control. Unfortunately, this attempt proved futile as the hardened shells of these organisms made them resistant to commonly available mousetraps. Interdyne then moved onto their next attempt at solving the pest problem, the meowl. | |
| description: Developed by Interdyne as one of their many attempts to stifle the ever-present problem of pests on agri-worlds, the Snouse is a transgenic organism intended to interfere and mingle with existing rodent populations. Populations of these were released into farming communities alongside Snoths in hopes they would pass on the snail genes, making future generations of pests unable to escape from traps and other forms of pest control. Unfortunately, this attempt proved futile as the hardened shells of these organisms made them resistant to commonly available mousetraps. Interdyne then moved onto their next attempt at solving the pest problem, the meowl. |
| - !type:HTNPrimitiveTask | ||
| operator: !type:SpeakOperator | ||
| speech: !type:SingleSpeakOperatorSpeech | ||
| line: "HELP ME HELP ME HELP ME" |
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| line: "HELP ME HELP ME HELP ME" | |
| line: "HELP ME HELP ME HELP ME!!" |
for bold text?
| parent: [ BaseMob, MobCombat ] | ||
| id: Legg | ||
| name: legg | ||
| description: With a hardened shell and a scowl on their face, a legg is not one to be messed with |
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| description: With a hardened shell and a scowl on their face, a legg is not one to be messed with | |
| description: With a hardened shell and a scowl on their face, a legg is not one to be messed with. |
| id: XenoArtifactEffectCreationGasTritium | ||
| parent: BaseXenoArtifactEffect | ||
| description: Expels tritium | ||
| description: Expels a mystery gas #Funky Edit add more mystery to sci |
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| description: Expels a mystery gas #Funky Edit add more mystery to sci | |
| description: Expels gas #Funky Edit add more mystery to sci |
| id: XenoArtifactEffectCreationGasAmmonia | ||
| parent: BaseXenoArtifactEffect | ||
| description: Expels ammonia | ||
| description: Expels a mystery gas #Funky Edit add more mystery to sci |
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| description: Expels a mystery gas #Funky Edit add more mystery to sci | |
| description: Expels gas #Funky Edit add more mystery to sci |
| id: XenoArtifactEffectCreationGasFrezon | ||
| parent: BaseXenoArtifactEffect | ||
| description: Expels frezon | ||
| description: Expels a mystery gas #Funky Edit add more mystery to sci |
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| description: Expels a mystery gas #Funky Edit add more mystery to sci | |
| description: Expels gas #Funky Edit add more mystery to sci |
| id: XenoArtifactEffectCreationGasNitrousOxide | ||
| parent: BaseXenoArtifactEffect | ||
| description: Expels nitrous oxide | ||
| description: Expels a mystery gas #Funky Edit add more mystery to sci |
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| description: Expels a mystery gas #Funky Edit add more mystery to sci | |
| description: Expels gas #Funky Edit add more mystery to sci |
| id: XenoArtifactEffectCreationGasCarbonDioxide | ||
| parent: BaseXenoArtifactEffect | ||
| description: Expels carbon dioxide | ||
| description: Expels a mystery gas #Funky Edit add more mystery to sci |
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| description: Expels a mystery gas #Funky Edit add more mystery to sci | |
| description: Expels gas #Funky Edit add more mystery to sci |



























































































Special thanks to everyone that has contributed to this PR through suggestions,advice, and troubleshooting. This couldn't have been done without you <3
About the PR
This pr is a massive expansion to the Artifact section of science in the form of nodes, triggers, objects and mobs. It also changes the descriptions of nodes to not say exactly what they do and to split long lists into individual nodes so repeatable results can happen on a specified node. If you wish to avoid spoilers I would stop reading past this point.
Please refrain from spoiling this new content on discord or elsewhere
46 different special artifact nodes
These range greatly in what they do. 12 of them are very normal in the form of reagent or foam spawners, the bread and butter of arti sci. 34 of them have more interesting effects that range from as benign as spawning rainbow colored mice to as destructive a temporary mini tesla ball that despawns after a single shock. A decent number of these are single use nodes and the most interesting (and/or dangerous) content have much lower chances of coming up on a round. One of these the skeletization node, is a test to see how players respond to permanent alterations to themselves. I felt ok including this with our trigger warning screen and want to see how it plays out before possibly adding others that permanently change player characters.
25 new triggers
The current set of triggers was essentially round start for Sci. They never needed to leave their nest so I added a range of triggers that will require them to visit other departments to gain materials that are easy for those departments to source such as some beer, eggs, or unstable mutagen. All of them are still rather easy to obtain. Mappers should avoid putting these things in sci or it defeats the purpose of having new triggers at all.
10 new mobs (plus variations)
Many new mobs were added and weighted in chance by how much they could affect a round. Things such as the rainbow of colors of mice or the new milk cows (chocolate, strawberry, banana) have decent chances of spawning. as they are low round impact
Aggressive creatures are in the midrange to low chance of spawning but exist to add that danger value that comes with other sci activities such as anomalys. Up to these there are no roles where they are a ghost role.
Anything that is a ghost role is exceedingly rare and I dont expect to see them even every couple of rounds. More close to the 10's of 100's of rounds. If they show up to often I will be patching them to be even less common. I consider these at about the level of round impact as a ghost role shuttle.
7 new items
These are mostly based around strange objects in the vein of what you might see in an scp log, all of them are based on things artifacts can already do though based on their trigger and results. They are things that dont act like you would expect. One is a stone that when water is thrown on it a gas is emmitted (most often water vapor) or in the form of a shot glass that when a reagent is splashed on it transmutes into another (etc wine into blood, salt into pepper). None of them have an high round impact and are me testing the waters to see how players respond to having strange new types of objects generated by science that defy normal logic.
Why / Balance
I went into arti sci with a different PR to see how hard it would be to add something to the pool of effects and honestly was shocked it was so anemic for content considering this is a research station. The general ethos for balance in this PR was adding more content and mystery to arti sci without squandering the things that makes special content special. With this the more interesting the content is the more rare I made it so it retains that special "OMG WHAT HAPPENED" feeling that should come with the study of strange alien objects but also gives new situations that can occur with a particular emphasis on things that are interesting not just to sci.A major change to wizden elements of arti sci was changing the description of nodes from something specific, one example is changing the cash spawn node from "Spawns spesos" to "Spontaneous inorganic creation" I have a feeling wizden did this to tune for the fast pace of a sub hour long round and after talking with people in dev chat the general feeling was it doesnt fit our longer round style so it was switched to a more ambiguous nature. Due to this I also split the long list nodes such as the reagent spawn nodes into individual nodes for each reagent. Since our players wont see the exact thing they get they should be able to expect repeatable results. If you explore deep into the harder nodes to activate and find omnizine, you should be allowed to repeat it to be rewarded for their work.
Technical details
Somehow I managed to do everything in this PR as YAML and RSI changes. The only upstream file edited is the effects.yml so that is the only concern for merge conflicts down the line. It should be commented enough to help with future upstream merges but if more comments are needed let me know.
Media
Requirements
License
MIT
Breaking changes
Changelog
🆑 mkanke, Tea, Frogoo, TheSecondLord, ratsmageddon, Miish, G, Sparlight