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Research xenomorph "dissections" (#6188)
# About the pull request This PR is a part of a larger research "rework"(which is already half coded too. this is atomized) if you want to read the research document more detailed, go to discord thread in contrib projects. On init, each xeno is given a heart. When xenomorph dies, those with surgery skills can operate it to take it out, this is however a dangerous process, which can lead to acid blood spraying everywhere and burning the surgeon severely, hazmat suits advised. to start, begin by cutting the carapace on the head with a saw, then open it with a retractor, Use the pict(or any suitable item) to cut the organ connections, and hemostat(or hands) to take it out. Currently, there's only one use for it: the Xenomorphic analyzer. When inserted, you can recycle the organ for "biomass" points. these points vary for each xeno, runner giving 500, or queen giving ~7k WIth biomass points you can print "upgrades " to autodoc, or sleeper, or simply research credits. upgrade for autodoc comes in four variants, Internal bleeding repair, broken bone repair, organ repair and larva removal. sleeper gives better chemicals and ~triples dialysis speed. credits give two points per X biomass(currently 2k) now, onto technical part. I made surgery work on xenos with little adjustments. its not *too* goofy from the first look and actually pretty nice. Cant guarantee nice code though. datumized the upgrades hopefullyish-goodish with purposeish This is wip, most of it is ready but I need to do - [x] Put in the sprites for the analyzer, provided by zenith - [x] actually map in the board( yes research will need to call MT to construct the machine) - [x] clean the code of debug messages - [x] add more upgrades. its very bare.(but which exactly) - [x] clean up tgui and make it better now that I know quite a bit more about it.(aka add dropdown menu) - [x] fix any shitcode pointed out and hope for the best - [x] readd burn damage. removed because of testing purposes (actuall braindead me) The main features, are, however, done, and it works.(besides the "xeno specific" upgrades e.g. spitter organ giving anti acid points, but I think its kinda meh) # Explain why it's good for the game research is a stim producing factory. bad bad. fix now, this design is very human. with this pr It will still be stim producing factory, but with later rework we will fix it trust me bro, for now this will stir up the gameplay of it and ease the merge process(in two years btw) This will, absolutely, will need some adjustments to pricing and other balance changes to not tilt the scales of research credits too much or not to make some things too good:tm: # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Kivts, SubjectD9341, Zenith. add: Xenomorph Harvesting Surgery. Allows research to operate dead xenomorphs to take out their organ. add: The Xenomorph analyzer, uses organs extracted from dead xenomorphs, which when processed gives points to spend on physical upgrades. add: a number of machinery upgrades for autodoc, sleeper, and other upgrades or bonuses research can decide to spend their points on del: passive generation increase of research credits is removed /:cl: --------- Co-authored-by: Zonespace <[email protected]> Co-authored-by: harryob <[email protected]> Co-authored-by: Drathek <[email protected]>
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