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Maximum Limit to Sticky Resin #5416
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Thank you for the PR, I do have some comments though. #4588 attempted to do the same thing and was closed by Zonespace back in October 23 for the following reasons:
I see that your limit is 50 instead of 25 from #4588 but please may you explain why this PR should be merged when it doesn't address any of the above feedback except for a larger number of built resins? |
Sure! That said to address the points directly. The limit should be high enough that you shouldn't need to mentally track how many you have if you're not spamming them. The cheapness of destruction conflicts with spikes, but still "one attack" is a fact for sure, but imagine that across the entirety of lambda labs on every single turf. As for Hivelords building where they please, they still can, and the limit will nudge them towards working on productive defenses rather than things that are "funny". |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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Is it possible you could implement this in such a way that when you place your 51st resin, the oldest is replaced?
This likely means adding a new var to /datum/resin_construction
to indicate this type of resin can be replaced when capped.
Then in /mob/living/carbon/xenomorph/proc/build_resin
before hitting return SECRETE_RESIN_FAIL
you instead check if the resin allows replacement of old - and if so you delete the oldest (likely first entry of you'd have to see) item in built_structures[RC.build_path] to skip returning SECRETE_RESIN_FAIL
?
Also please have this messaged to the xeno so they know they're at their limit and are replacing old ones.
Technically this can result in their 51st deleting a sticky and then should the placement of the new fail for whatever reason they're now at 49 but its fine; we don't need to restore the old one.
Feel free to make a new PR or bug me to reopen whenever you want to attempt the requested changes. Otherwise I could take a stab at it. |
About the pull request
Caps Sticky Resin to 50 per xeno.
Explain why it's good for the game
50x50 wide fields of sticky+node is obnoxious to deal with both as a marine moving through it, and as a builder who has to tear down the field to be able to build walls.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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balance: Max Deployable Sticky Resin set to 50.
/:cl: