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Butchering Update #785
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Butchering Update #785
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Impressive, very based. |
An unwrapped handle is to snap when whittled; Poacher bandit might need a slight-skill adjustment under this new butchering skill system. Current Poacher; If your changes are merged; This would mean that the bandit type that is explicitly-an illegal hunter is somehow shit at butchering animals that he has illegally hunted. I would thus recommend giving-poacher bandits 1 butchering for free, butchering 2 if they're old probably isn't game-breaking, & the +1 from age can be removed regardless if it somehow becomes a problem. Additionally, a page found only from seeping ink is bound to have its neighbors stained the same; I would recommend looking through the various jobs that rely on/thematically/Logically SHOULD be at least competent in butchering, as I only found this by virtue of me playing bandit frequently, & My looking over its code for a planned minor-bugfix soon ish. |
sellprice = 20 | ||
craftdiff = 1 | ||
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/datum/crafting_recipe/roguetown/leather/heavygloves/two |
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There's literally no need to do these to clutter the crafting system, recipes always take paths, and SHOULD work with any subtype of fur
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Well they don't, so theres that minor snag. So there is actually a very good reason do it like this.
Ok so after having found the var that toggles subtypes in crafting recipes, its been added, comments explaining how it works. Should sort everything, crafting tests works fine. What will need adjustments during testing migth be yields but its good for a test now. |
About The Pull Request
What is this?
Mobs files are messy and chaotic to the point of being hard to overview and work in.
Butchering is all over the place with very extreme break points in lethality,, hitpoints and yields.
Lots of smaller details are off, butcher results, what they eat, etc etc.
This is a collection of the various edits and fixes for animals I've been polishing for a while.
This will just improve quality overall, reduce butcher output relative to middling butchers but decrease the lethal threat farm animals presents mostly.
Extremely pointlessly detailed changelog
Now its 0 having 50% to give bad butcher yield
1-5 speed and normal yield
6 gives bonus yield of about 50% so no double chicken
Less nonsensical. Butcher output lowered a bit, if needed the economic value of the animal products might need increasing slightly.
and give a little detail for flavor
(Has one drawback, submissionhole is a typecache or such, it works fine, but crafting recipes works on specific paths so requires some duplication of recipes to work, included in the PR. If someone gives weaving any updates I'd recommend grouping pelts into two classes, common (rous and gote) and expensive (volf and mole ) and make them used in different types of quality clothing. Or add recipes that works with the base item and all children but I don't remember how to do that)
-Animal headbutts a tiny bit less AP, chickens get a pecking intent thats just crap overall now
-Gotes somewhat less lethal, mostly male gotes get damage reduction, was same as a moo-beast bull
-Chicken slight damage decrease
-All diets updated. Means turnips can be fed to moo-beasts and the like, just updated to be less weird and outdated.
-Slight HP adjustments, saiga lowered a little to be more in line with cows/bulls. Big animal should = big HP.
-All butcher results updated. More or less the same, few of the weirdly poor ones upped (saiga)
-New emote added, "bows head" that plays instead of "smile" when animals are domesticated. I Think its less weird
that the chickens and saigas bow their head now and than, rather than the little freeks smiling at me.
Or just keep the current slop and keep the stratmaxxing bros (who inevitably will cry that butcher is now unplayable) happy I guess.
To understand the structure changes the changes below wont help much, just open the files and look and see how a lot was moved to the base rt animal object so inheritance can do its thing properly.
Pre-Merge Checklist