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lower frezon/n2o sale prices, make frezon take more trit #32407
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143k is still ridiculous, just remove it so we can stop wasting time on it. |
that's a pretty edge-case outlier and it's over a whole shift spent doing that, but since you requested that, i'll just go ahead and lower it to $0.1/mol; i still insist that making it sell for nothing is overkill |
actually, nevermind, i have a better idea to merge along with this: make frezon actually cost amounts of plasma that matter, aka increase the tritium:oxygen ratio from 1:50 to like 1:8 (this is in Atmospherics.cs in shared) so you need to spend essentially your whole plasma chamber for a full canister; should only be merged along with my canister price lowering PR, though |
Atmos should not be able to just invalidate an entire department if they feel like it. |
yes and that wouldn't happen, they'd have to actually ask cargo to buy plasma canisters and the income rate wouldn't be that high; additionally, producing tritium introduces an oxygen bottleneck in frezon production, so it'd also significantly slow down the frezon production rate as a side effect |
This is a good solution in my opinion. It is weird that a tiny amount of tritium turns into so much frezon in the first place. The current value make even the most unoptimized burnchambers produce enough trit for a full-scale frezon setup. |
also, reminder that even if my canister price reduction PR gets merged, plasma canisters would still cost a lot, which will deduct a lot from frezon profits, as plasma cans don't even have that much plasma |
have you ever played atmos? that's 470 kmol of frezon that needs to be made for that amount of money. that's a lot of oxygen no matter what, leaving us with just 143k spesos, here's a few alternative yet more profitable methods of making money:
some of these actually take less skill than making tritium, /tg/ gases at least had a niche in medical and salvage this PR is a bandaid at best, there needs to be additional gameplay but oh no we're locked out of adding the /tg/ gases... (open for rant)because our SIMD can't handle reusing the three additional UNUSEDfloat entries fucking WOE IS US OUR ATMOS TAKES 30 MILLISECONDS WHEN IT TAKES HUNDREDS IN BYOND, BYOND--SUDDENLY CARGO PROFIT MARGINS ARE IMPORTANT NOW DESPITE A SHIFT'S LENGTH OF WORK AND WE GET NO CROSS DEPARTMENT CONTENT TO COMPENSATE gOD DAMMIT we can't even agree on miasma/ammonia still being a thing because "oh, miasma used to cause diseases and now breathing it has no consequences" if you want to fix atmos for realsies get contributors commissioned to fill niches where atmos would be useful, and while this really should be in an issue i'll describe what one possible solution could look like:
economy-wise, there's plenty of bigger fish in the sea and other economic sources could really use buffs instead of nerfs - salvaging normal wrecks is usually pointless for monetary value whereas the station could certainly use for example, an additional microwave, vendor or even shittle part - it's a delicate balance, we don't want cargo itself to go out of work either |
Welp time to stop playing atmos |
You listed either cargo gameplay, atmos again, or bugs. |
I ask for maintainers to please consider the fact atmos has nothing to do except frezon Either make the selling price 10x lower OR 5x the trit amount, doing both is a terrible idea Nerf frezon when atmos gets more wacky gasses to make, thanks |
science, cargo, bugs, exploits, bugs and anybody with a single stack of steel, in that order - in either case i don't see why atmos should be nerfed harder than 0.3/mol - at that point just remove atmos as a role by merging it into engi |
MAYBE doing their actual job (fixing spacings and other atmos problems) is what they were intended for but i dunno :3 Im fucking tired of seeing atmos technicians doing nothing except of frezon and just making engineers do all the work |
it'll be fine i did the math, the issue is that it'll be fine for expert atmos players who know how to not waste plasma and trit in the production chain |
why are we pushing the skill ceiling even higher when we should be dropping the skill floor so this shit never happens in the first place |
I also do have another suggestion: make frezon production harder and decrease price just a little bit, cargo having 200k+ spesos at 30th minute of the round is just uninteresting |
Like, make it require more tritium or something like that Also i just got an idea that frezon reaction would need temperature below -202°C so that atmos would need to cooperate with science to get hellfire freezers or something, many ways to not kill frezon production and nerf it at the same time |
which it does with this PR, tritium usage increased 5.66x to 1:8 |
if atmos fixes spacing what do engis do? fix tiders snipped wires? any type of cyborg can do that |
Fix spacing but worse. Atmos are basically engi 2.0. Holofans, "pocket" EVA suits, access to fire alarms, firelo... oh. |
As much as it sucks to have a gameplay loop “gutted” and given no real reason to exist, the overpowered bullshit of giving cargo hundreds of thousands of spesos every shift it absurd and needs to be removed. More atmos gameplay can be added later, but it’s actively ruining cargo gameplay now. |
notice how people say 0 bad and not 0.3 bad |
I have no idea what you mean by this |
Atmos network panel gonna be great for atmos actually keeping atmosphere livable even after distro gets damaged. Distro is atmos’ absolute top priority, they usually just don’t care about it because once’s it’s damaged it’s nearly impossible to fix unless you know exactly where it’s damaged. The Network console will make this so much easier |
it's really not hard to tell them to readjust so you can add oxygen to your TEG...no idea what you're talking about here? If they don't listen then do it by force or tell CE. This is a purely IC issue and doesn't justify ruining the 1 other thing atmos has besides TEG. |
the state of the ideaguys in this discussion can all be summarized to this: economy.webm |
That is hilarious...Atmos being inside of atmos is exactly 1 reason you don't get plasma gassed over and over in distro, because somebody is actually looking after it lmfao. Crazy how you think this is a negative. Imagine if engineers care enough to check on the PA every so often to make sure somebody didn't sabotage it! |
Antags having opportunities to do sabotage and not get caught without harming anyone is totally a positive, yes. |
Being in and around atmos all shift is why I'm usually the one to check on radiation collectors and telling engineers when they need to be refilled, and why I'm usually the one to answer "engi to front" calls. There should be engineers that have a reason to be in and around engineering all shift, just like there are reasons for cargo techs to be in cargo all shift, doctors to be in medical all shift, scientists in research all shift. Killing the reason to make tritium and frezon basically removes that entirely, as there are no other reasons for anyone to remain in engineering, while also removing a mechanic that increases cooperation and interaction between departments. Good luck to scientists asking for co2 or plasma being able to get it in any kind of timely manner when the entirety of engineering is completely barren. A rebalance is fine, but if too harsh, should be quickly met with more reasons for atmos to continue their current play style. More gases with more beneficial uses that can aid departments other than solely cargo, such as gases that can be condensed into worthwhile components for chem to use, or beneficial gases that can be mixed into tanks by atmos themselves that they can distribute to the crew. If things like that were introduced, we would want frezon prices to be rebalanced anyway. |
-"Not harm anyone" But in all seriousness atmos has a fireaxe for a reason. There's meant to be atmos techs in atmos. They are like the wardens of the air supply. |
I never said it was wrong to hang around a you know.. high risk area where the station's air supply is located. I acknowledge the fact that it's meant to be guarded. |
I brought this up for maintainer discussion and the decision was to merge this PR. |
I love how the only option are overpowered or useless, what if there was an in between? The reality is that making frezon is quite the process and you do not directly get anything out of it. People will just stop making it, again. |
Hard agree, I do not understand why in a project where such adjustments can be made that such an extreme hand in balance "needs" to be taken. Decreasing the worth of Frezon to a TENTH of what it was previously and making the relative cost of making it in terms of plasma usage increase by almost six times is absurd. I cannot understand the mindset of completely removing department features without even attempting to reasonably balance them. |
the issue is that unfortunately atmos is currently in a state that requires things like this to have to be balanced with the best-possible numbers in mind and not what the average atmosian can do, the disparity between the atmos skill floor and skill ceiling is gigantic; the best atmosians also play very often so even if something can only be done by the best possible atmosian you will see it rather often, however everyone else will just lack the skill to do it; you can't at the same time have even average atmosians be able to make money with frezon and have rounds not constantly have cargo be swimming in millions however i do agree that this nerf may have been too harsh, and i even admit that it was intentionally potentially harsh to see how much money people make with this to see how it turns out (the numbers provided in the "balancing" section may turn out to be off by as much as ~1.5x towards either side, assuming no fundamentally different techniques such as different chamber designs are used, it was very approximate math because atmos is just like that) and slightly buff it later if needed how to fix this whole thing? attempt to make atmos more accessible and make pipe layers and RPD into a thing, as i said earlier; just find ways to bring the skill floor closer to the skill ceiling |
otherwise, i may later attempt to experiment with making atmos come with 0 starting plasma other than canisters but make frezon sell for more so cargo can invest into atmos to get money back and it'd be fine if cargo made lots (though maybe not overly lots?) of money that way |
I am not sure how real the fear is that people will flood cargo with frezon. I have seen quite a few people holding back further cans because they don't want to invalidate cargo. So i think reducing the price of frezon somewhat more reasonably would already solve the issue. That being said, if the goal is to cap the amount of frezon then i would additionally reduce the amount of plasma available on round start. I am not sure how much of an impact the burn chamber design has on trit generation but if possible i would reduce the variance between good and bad designs OR: |
…ds#32407) * lower gas prices * set trit ratio from 1:50 to 1:8
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
cyber limbs and medSci Add surgery Add rollup sleeves remap packed mapping (LuxikMC) Fixed several bugs. Minor rebalance of the supermatter: decreased lightning, more stable radiation, and increased heat production. Added new sound effects for Cyclorite emotions. Reflector Mentoring Discord status webhook allow aghost, sm, remap faction for mech cyclorite Revert "lower frezon/n2o sale prices, make frezon take more trit (space-wizards#32407)" This reverts commit fd1f4a3. Revert "remove thief figurine objective (space-wizards#32413)" This reverts commit 7d4ea96. Fixed a texture issue with damaged diagonal windows on the shuttle. Corrected the localization for the names of a few voices. Slightly reduced the bitrate of audio files. Added tts to AI, corrected source for eye survival box for felionoids added a few new voices, and now the grand total is 259 Implemented higher-quality audio stream re-encoding Fixed an issue preventing borgs and AI from using the radio. radio effect Abyss Fixed a generation error and added missing rooms in the Soviet and Syndicate dungeons (you might have noticed empty rooms previously). new dungeon map ship wreck new dungeon map New life new clocks - Added a new Makarov pistol, which performs poorly but is introduced to slightly ease the challenge with the Soviets. - Fixed a bug that caused Syndicate maps to have Soviet loot. - Significantly increased Syndicate loot (a nerf might be necessary in the future). - Minor changes made to both maps. - Approximately 40% completion on the second Soviet map, "Field Camp." - As always, integrated all changes from the official repository. some nerf Compleated Soviet stronghold dungeon Compleated sindicate stronghold dungeon Due to complaints about shuttle durability, replaced the windows with shuttle-specific windows that are much stronger. Given that the shuttle windows looked terrible, I drew new ones and, as expected, made them even worse than before. I dislike the texture, so I will redo it when I have time. Reduced the amount of light on the shuttle following complaints. Added an ore processor to the shuttle, one engineer's glasses for repairs, and a health analyzer. Added internal cabinets to the shuttle due to a critical lack of space, even with its current size. Approximately 75% of the templates for generating the Syndicate dungeon have been completed. Added two Syndicate members equipped with laser weapons. - Missions now have factions separated by difficulty levels: only carps on Easy, carps and xenos on Moderate, only xenos on Challenging, and only the Syndicate on Hard and Impossible. - Missions involving the Syndicate always have a normal atmosphere. - Overhauled the loot table: usual loot drops at different rates in the first three difficulty levels, while advanced weaponry, money, and medkits are added on the 4th and 5th levels. - Fixed an error displaying the wrong faction. - Cosmetic changes in the mission UI. - Integrated all recent official updates. Added syndicate faction in missions. Mobs can now chamber a cartridge, missions of varying difficulty are included All alerts are now voiced using text-to-speech. Replaced the existing voiced alert sounds with placeholder sounds; to be improved later. Added three new male voices, including one resembling Rick Sanchez. Added emotions and sounds for felionoids
About the PR
fixes #32404 (note that the amount of money portrayed in that shift is a pretty significant outlier owed to atmos and cargo having good luck and being competent), effectively reverts #25608
reduces frezon prices back to what they were before, agreed upon by me and notafet
increases tritium:oxygen ratio from 1:50 to 1:8
Why / Balance
frezon and n2o let atmos make cargo way too much money, this should keep it to reasonable figures
note that those figures have been used before and they worked well
the increase of the trit:oxygen ratio will cause atmos to actually have to buy plasma canisters from cargo, and will slow down frezon production due to an oxygen bottleneck; additionally, plasma canisters cost a lot and this will deduct much of the frezon profits
i did some approximate basic calculations, and in an ideal case (unlikely to ever be reached), atmos could at most make ~50k per shift with those values if they act perfectly, their burn chamber is unrealistically efficient, and the station doesn't need any air; real figures are likely to be closer to 20-30k per shift with cargo's cooperation
Media
untested
Requirements
Changelog
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