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Doubles default jug storage. #2601
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I think this should be a new jug if anything, not the base game one since its 200 on any fork. Can also be a tier 2/1 tech thing that still not cost that much to print initial storage capacity of the chem dispenser can probably be upped to 30 jugs honestly. |
This isn't urgent and I'm heading out of town for a few days. So this one is fine to let settle and discuss. I am receptive to creating a new jug type that works in dispensers. I think that would be a nice solution as well :) My primary goals are
Short discussion elicited some nice ideas. When I get back into town I'll whip them up. I'm going to keep this open as the primary PR but put it in draft for now so settle any ruffled feathers. |
I suggested once that a new jug could be created with an increased volume as an incremental upgrade for the chem dispenser. It would be locked behind a very low level science, like the civ science that unlocks the huge spray bottle. I would also recommend that the huge jug be something that you can't fit in a standard inventory, make it huge or something. Maybe even force you to use 2 hands to handle it. The bluespace jug can get away with massive volume because it's made with space magic, but a mundane large jug would be big and unwieldly. Also, if you're going to be selling jugs of chems, you may still want the 200u version. |
Do we... need a step between "jug" and "keg", or do we just... put kegs into the dispenser? I mean, there comes a point at which you become needlessly granular. |
Kegs are for reagents; no sense declaring that there's an actual functional difference between the 600u container full of space cola and the 600u container full of potassium. |
I personally love this idea. It's a decent way to alleviate some of the various pain points discussed in the ongoing Chemmaster rework discussions without being a massive overhaul. I do agree that this should be a separate entity from the usual jugs, cost twice as much in resources, and be two-handed. |
Soon Consider the metal drum barrels that were added as the replacer. |
About the PR
This PR doubles the size of jug storage from 200u to 400u. It also increases the default reagent stored in each jug to 400u.
Why / Balance
Today the issue of supplementary chem crates stored on some shuttles was raised. The general issue came down to desiring those restocks be removed in favor of vending machines, which itself was acknowledged to be an issue as vending machines have their own complications and baggage.
A simple solution would be to double the jugs present in the chem dispenser, essentially pre-loading the crate chems and removing the need for their mapping. However at present the last PR goal that I observed was to limit the initial storage capacity of the chem dispenser to 25 jugs.
As such the option of simply doubling jug capacity seemed reasonable.
I see some pros to this idea.
In a future scenario where the number of jugs are limited this would remove some of the storage burden in the chem dispenser by increasing per-jug storage to quantities that allow for a little more workability than 200u while not undermining the value of a bluespace jug with a capacity of 1000u
It allows us to effectively cut the number of entities down considerably while having a negligible real game impact.
Reduces the need to restock jugs in the dispenser as consistently due to increasing the general use buffer.
Increases the value of chem dispenser upgrades.
Differentiate the no spill utility of the jerrycan.
Some cons would naturally be
Doubling storage size may be seen as undesirable.
Changes standard measurement of jugs from 200 to 400.
Doubtless some things I can't think of right now.
Needed changes:
I recognize that this one may not be seen as desirable. However it seemed like a workable solution to what is being presented as a problem that addresses the core concern, while increasing functionality of a tool as a secondary bonus. I feel that this may be a good idea.
How to test
Inspect the jugs. Nod nod.
Media
Requirements
Breaking changes
Changelog
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