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Adds a Rarity value to all seeds of mutated plants #12275
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JamieD1
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Sep 11, 2021
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* Fixed comment on admins.txt mentioning character stripping that no longer occurs (#12282) * Automatic changelog generation #12282 [ci skip] * Adds council (#12283) * Automatic changelog compile [ci skip] * Duffffffffffffffffffffffels (#12289) * Automatic changelog generation #12289 [ci skip] * Ports wounds from TG (#11955) * piss * second set of files * theos feels pain and dies * code works lmao * other stuff * YES YES YES * Update zombies.dm * egg * whoops * bubblegum alt attacks won't wound * bone hurting juice hurts bones * something's fucky wucky * humans are no longer blue space babes but projectile damage is still wack * IT WORKS??????? * other stuff * turns out im big brain and already handled that should be testable live now * WHOOPS * medical pens not in stupid area * fix regen mesh icons * tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit * should help * mapping problem * fix monkies shitting out blood all the time * going to remove examine_more being stupid * this is stupid i think it works though * Empty commit, more bad code * this probably fdixes something * buckshot buffed back to where it should be * woundings * missed this one * fix gamebreaking bug * turns out damaging ANYTHING causes suit sensors to break whoops * stuff up to limb disable refactor * aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades * Update burn_dressing.dm * wtf * shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less * burn debriding uses the scalpel rather than the hemostat * debriding for patch/treat no longer causes wounds * Give syndicate medical cyborg a bonesetter * like 5 more prs ported * fixes burn ointment and mesh application not having a progress bar * gamemode zombies get easydismember and easily wounded * managed to screw up self cautery this fixes it * carbons can't use check self for injuries but humans can * honey gives +2 sanitization to burns * re-add this if sensors get fixed * should fix a runtime I made on accident when trying to make examine more less jank * last 2 prs and some holdup fixes since these touched on that * set target = src so the progress par shows up i think * Update mutations.dm * fixes twohanded reuqired weapons by reverting some change I don't understand * fixes blood sprites * actually properly fixes the thing Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #11955 [ci skip] * *oil rig explodes* (#12235) Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> * Automatic changelog generation #12235 [ci skip] * Update ai_laws.dm (#12263) * fixes seed exports (#12274) * Automatic changelog generation #12274 [ci skip] * rarity schmarity (#12275) * Automatic changelog generation #12275 [ci skip] * removes second define (#12278) * Automatic changelog generation #12278 [ci skip] * gives nicotine free cigarettes a expanded description to make more sense (#12271) * Update cigs_lighters.dm * Update code/game/objects/items/cigs_lighters.dm Co-authored-by: Byemoh <baiomurang@gmail.com> * Update code/game/objects/items/cigs_lighters.dm Co-authored-by: Byemoh <baiomurang@gmail.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12271 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * adds click catcher (#12296) Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> * Automatic changelog generation #12296 [ci skip] * Yeets Council * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Fixed the filling in vials (#12305) So, turns out I didn't upload the icons for the vial fillings. * Automatic changelog generation #12305 [ci skip] * Adds 2 new names to the Space Ninja naming list. (#12295) * The "La-Li-Lu-Le-Lo"! How's that possible! * i change my mind on these ones Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> * Automatic changelog generation #12295 [ci skip] * PROPER UNITS (#12308) * Automatic changelog generation #12308 [ci skip] * Fixed typo in burn healing surgery (#12300) * Automatic changelog generation #12300 [ci skip] * Update revival.dm (#12309) * Automatic changelog generation #12309 [ci skip] * Automatic changelog compile [ci skip] * Update CONTRIBUTING.md (#12306) * Adds an href token to the mob spawn VV link (#12294) * Automatic changelog generation #12294 [ci skip] * Adds Wall Rechargers (#12307) * Initial * Box Changes * Automatic changelog generation #12307 [ci skip] * Update AutoChangelog-pr-12307.yml * Automatic changelog compile [ci skip] * Doing a major TEG rework because the current one is a mess that breaks thermodynamics (#11864) * tweak TEG having icon when connect to circulator with no powergrid * i redo the TEG code because it broke thermodynamics * comments * fixed typo * is this more accurate? * not it should work like normal physics does * framework is done * Update code/modules/power/generator.dm Co-authored-by: adamsong <adamsong@users.noreply.github.com> Co-authored-by: adamsong <adamsong@users.noreply.github.com> * Automatic changelog generation #11864 [ci skip] * Ports Turnstiles from NSV13 (or beestation no clue where they came from) (#12105) * Update wheelchair.dm * Update wheelchair.dm * somethuing something * forgot the dme * adds them to yogstation * fix access * attempt #1 to fix the thing * attempt 2 to fix the thing * fixing the fix so that it's fixed * Update code/game/machinery/doors/turnstile.dm * Fixes turnstiles * adds turnstiles to medbay per adam's request * Revert "adds turnstiles to medbay per adam's request" This reverts commit 8b6f6d6. * swag * adds the ministile to the game * replace hopline turnstile with the ministile * removes climbing code from non-climbing parts * removes old turnstiles from hop line again * i forget to tick the box * i tick the box again Co-authored-by: adamsong <adamsong@users.noreply.github.com> Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> * Automatic changelog generation #12105 [ci skip] * Fix floodlights not turning off when out of power, and fixes sling veil not working on them (#12222) * Fix floodlights not turning off when out of power, and fixes sling veil not working on them * Update yogstation/code/modules/antagonists/shadowling/shadowling_abilities.dm * Automatic changelog generation #12222 [ci skip] * Steals tg's span macros (#12232) * Steals tg's span macros * Fix alphabet * Updated some more spans * Misses a conflict * Fix compile errors * Converts more spans * oops * Lists inside of lists.. (#12273) * Automatic changelog generation #12273 [ci skip] * Extends AI core power zones over the cameras to make repairing the cameras less janky. (#12281) * Automatic changelog generation #12281 [ci skip] * Kills off price elasticity and buffs several exports because I hate balance (#12288) * switches phazons from a bounty to an export so they can be sold more easily adds an export limit variable that limits the number of times something can be exported removes price elasticity adds a couple new exports buffs several exports because lol * silver bit and failure to compiwe * Update organs.dm * fixing merge conflicts is an art * reduce human skin 2000 > 1000 since it's easy to get * Update sheets.dm * nerfs organ prices so monkey spam can't get infinite cash Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12288 [ci skip] * Adds a fallback if the bar selection is null, along with plenty of admin messages (#12297) * Adds a fallback if the bar selection is null, along with plenty of admin messages * Update code/controllers/subsystem/job.dm Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com> * Update job.dm * Added logging to log_game * Copied the wrong string Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com> * Automatic changelog generation #12297 [ci skip] * Stops adding 'Random' to the list of bars, also makes the cancel button not change preference, rather than clear it (#12298) * Stops adding 'Random' to the list of bars, also makes the cancel button not change preference, rather than clear it * Makes it actually compile * Automatic changelog generation #12298 [ci skip] * adds a cap on throwspeed from monstermos to carbons so you probably won't bust your bones open nearly as often (#12302) * Automatic changelog generation #12302 [ci skip] * I did a thing (#12316) Renamed microwave ovens to bluespace microwave ovens. * Automatic changelog generation #12316 [ci skip] * [admin] Revamp auto deadmin (#12286) * Adds a minimum admin count to auto-deadmin, also adds a preference for auto-deadmin on critical roles * Disables the forced deadmin, increases the threshold * Changed config to be the minimum to auto-deadming, as its more intuitive * Remove drone from silicon auto-deadmin Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12286 [ci skip] * Round End Sounds start on "Rebooting in 10 Seconds now" (#12292) * Round End Sounds start on "Rebooting in 10 Seconds now" * e * JANK * e * Automatic changelog generation #12292 [ci skip] * Allow mods to soft reboot the server, also allows admins to reboot the server ignoring tickets (#12299) Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> * Automatic changelog generation #12299 [ci skip] * Update turdis.yml * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Update recharger.dm * Signal-Skill-Cape update! *BzZzZT* (#12311) * Update skillcapes.dmi * Update neck.dmi * Update skillcapes.dmi * Update neck.dmi * Update neck.dmi * Update skillcapes.dmi * Automatic changelog generation #12311 [ci skip] * Sheltered nerf (#12325) With the changes to Sheltered making it able to understand Common, simply not speak it, it needs updates to its' descriptive text and it also needs a drop in quirk point value. * Automatic changelog generation #12325 [ci skip] * Replaces the freezers with blood in it with blood freezers (#12276) * Automatic changelog generation #12276 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * should fix a minor bone fixing issue (#12351) * Automatic changelog generation #12351 [ci skip] * Revert TEG Heater because PR 11864 (#12341) * quick fix (#12348) * Automatic changelog generation #12348 [ci skip] * help it broken (#12265) * Automatic changelog generation #12265 [ci skip] * Fixes a mapping error in meta maint that I probably did on accident (#12344) * Automatic changelog generation #12344 [ci skip] * Removed a pixel (#12356) Removed a stray pixel on the vomit goose shirt * Automatic changelog generation #12356 [ci skip] * Update pandemic.dm (#12361) * Automatic changelog generation #12361 [ci skip] * Revert "Update pandemic.dm (#12361)" This reverts commit 8128dc4. Co-authored-by: adamsong <adamsong@users.noreply.github.com> Co-authored-by: Yogbot-13 <admin@yogstation.net> Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com> Co-authored-by: Theos <theubernyan@gmail.com> Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> Co-authored-by: grimm-hollowknight <37936685+grimm-hollowknight@users.noreply.github.com> Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com> Co-authored-by: Chubbygummibear <46236974+Chubbygummibear@users.noreply.github.com> Co-authored-by: azzzertyy <42524344+azzzertyy@users.noreply.github.com> Co-authored-by: boodaliboo <40642354+boodaliboo@users.noreply.github.com> Co-authored-by: Byemoh <baiomurang@gmail.com> Co-authored-by: nmajask <nmajask@gmail.com> Co-authored-by: Mqiib <43766432+Mqiib@users.noreply.github.com> Co-authored-by: Lostlarry <51096401+Lostlarry@users.noreply.github.com> Co-authored-by: Maxim <maxion1234@gmail.com> Co-authored-by: JC Denthead <63614296+jc-denthead@users.noreply.github.com> Co-authored-by: Darthkill <33874385+Darthkill@users.noreply.github.com> Co-authored-by: KillerOrcaCora <82983051+KillerOrcaCora@users.noreply.github.com> Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com> Co-authored-by: Aquizit <70451213+Aquizit@users.noreply.github.com> Co-authored-by: N3D6 <71906740+N3D6@users.noreply.github.com>
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After Theos pointed out that the seed exports were bugged and fixed it, he noted that mutated plants could be sold through cargo for some easy pocket change, but mutant seeds without a rarity modifier would have slashed values since the default is 0. I tried to keep the rarities conservative and only the standout plants in botany get higher values, so this won't lead to massive profits, just the ability to generate a bit more money the first time you export a unique mutant seed. You know, if two departments work together.
Wiki Documentation
I don't think there's anything on the botany guide or cargo guide that relates to the rarities or being tied to cargo worth. If this change and Theo's go through, it might be worth adding a section about it.
Changelog
🆑
tweak: gives rarity values to seeds from mutated plants that didn't have one previously.
tweak: Ambrosia Gaia and Deus got their rarity values flipped because Deus shouldn't be considered more rare than Gaia
/:cl: