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Removes mining tech #11727
Removes mining tech #11727
Conversation
Satchel of holding when??????? Also does this mean it's going to be a pain for mining borgs to get KA upgrades now since they have to run back and forth from robotics to cargo and back to get them installed? |
would be a bit of an annoyance for midround miner borgs if they actually use KA mods which would get down to either grabbing a locker full of mods and hauling them to robotics or buying a crate or whatever |
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wait where do you get plasmacutters now |
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clearance crate unlocked by shipping a bluespace crystal (not polycrystal) with the cargo shuttle, each cutter is 2000 credits |
ah, EZ |
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Also consider, however, the effect this would have on Free Miners and Free Golems, who don't have access to those crates |
From the PR
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im a bit confused on how your supposed to get tools is it crates |
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Yes, the mechanic already exists to some degree, cargo has bounties that unlock crates of mining gear, but its not useful since it can all be printed instead. I like the PR, admittedly I don't play much shaft miner, but I do like those bounties actually being useful now |
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The upgrades for all departments are locked behind science so using science being another department as the excuse doesn't make sense unless you're aiming to give all departments their own progression without science. |
most if not all departments are nowhere near as reliant on science to function effectively; most of engineering's tech is unlocked with a single node required for most of anything else to be researched, botany can go an entire round without getting upgraded parts since they are only really important for being able to make potency 100 disks, security only gets like one weapon they can use being the advanced energy gun, and most chemists can reliably ignore the tier 4 manipulator adding some more complex chems to the synthesizer |
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I like the change, makes clearance crates useful, and stop the constant roundstart demand for mining tech |
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Some problems here |
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Miners can always request access, and get it by default on lowpop |
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all of those problems are basically also present with mining tech nodes, just for research instead of cargo |
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Problem is, Sci is more frequently played, and has more slots overall that can in-theory get this shit for Miners; the Science department simply has more people than the Cargo department, and is more frequently played due to having a bigger impact on rounds than Cargo Techs or QMs. And evenif Sci is somehow entirely absent, you also have the ENTIRE ENGINEERING DEPARTMENT, who can screw with their computer to make them able to research nodes for you. The end result, IMO, is that the bottleneck of shortstaffing is effectively nonexistent. |
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I'm gonna be frank: on an optimal day, I think this would be a good change; but I don't recall the last optimal day I saw on Yogs. |
maybe cargo doesn't know about bounties because they haven't been nearly as important until now? I want to put more stuff behind bounties so cargo has a reason to do them that isn't "earn money you won't use" and if they are going to have stuff locked behind it they are going to have to learn it's important |
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I totally understand wanting to make Cargo pay more attention to bounties, but I think something as crucial as mining gear is a bad place to start - maybe you could lock their precious grill behind a food bounty, or lock the bike behind a bounty, or lock whatever might be a common meme crate among CTs behind a bounty. I don't like locking a crucial thing such as mining gear behind a new system that's only explained to CTs if they read the entire bounty list (since all predetermined bounties are at the bottom, so a CT would need to scroll all the way there to see them). |
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....Would it be possible, to have the crates be visible in the console, with a label of some kind stating a bounty needs completed before the crate may be purchased? |
…isibility this has the side effect of letting them be marked high priority but I don't really care
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Closing on theos request |
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going to be handling this in a different way |

General Documentation
Intent of your Pull Request
Fully replaces mining tech with clearance bounties, since science is completely separate from mining but is for some reason completely required for mining progression while cargo is the same department as mining and has literally fuckall to do with it
now there's a way to love and care for your terribly terminal plasma collecting monkies
Why is this change good for the game?
remove pointless point sink required for basic mining progression in science
Wiki Documentation
Briefly describe your PR and the impacts of it, in layman's terms.
removes both mining tech nodes
mining drills are now in basic engineering, jackhammer is in experimental tools
borg cutter upgrade is now in borg module upgrades
spacepod upgrades no longer require mining tech
express console, reward vendor and ore redemption are now in engineering tech node
KA mods for aoe mining and trigger guard are available as clearance crates once basic prospecting is complete, at a cost of 200 credits per
free miners and free golems can purchase things now locked off by the lack of a cargo shuttle for mining points, free golems can't buy plasmacutters because they can't use them
upgraded resonator and resonator are now cheaper in terms of mining points because they are bad (500 and 750 from 800 and 2500 for basic and advanced)
mineral prospecting bounties now reward 2000 (1000) 10000 (9000) and 2000 (1000) credits (old) on completion
What should players be aware of when it comes to the changes your PR is implementing?
mining tech does not exist so stop complaining to science about it
bluespace satchels do still exist though
What general grouping does this PR fall under?
Cargo and science
Changelog
Edit this changelog for changes that are noticeable by the players. Remove it if this isn't the case. If you add a name after the ':cl', that name will be used in the changelog. Leave it empty to use your GitHub name. Prefix the PR title with [admin] if it's something admin related. Prefix the PR title with [s] if you are fixing an exploit so it is not announced on discord and the server.
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rscdel: fully replaces mining tech with clearance crates! Now all the miners will break into science for is a bag of holding! wait they already do that
rscdel: spacepod mining equipment nodes no longer require mining techs, as if anyone used those in the first place
tweak: resonators are cheaper
tweak: adds several KA mods and plasmacutters to non-mining mining reward vendors so free golems and free miners can still use stuff no longer printable with a lathe
tweak: mining bounties for clearance crates now pay out slightly better
tweak: drills and circuit boards that used to be in mining tech nodes are now elsewhere in similarly usually important places
tweak: several small changes to flavortext for crates and stuff
/:cl: