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Chem Dispenser Reagent Tiers Changes + New Reactions + Code Cleanup #15865
Chem Dispenser Reagent Tiers Changes + New Reactions + Code Cleanup #15865
Conversation
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why is this good for the game and why are your changes unatomic |
Because currently chemistry is painful to do without any upgrades at all unlike just about any other sub-department, because it was nerfed a little TOO hard. This corrects this, letting chemists actually do their job for the first 20m instead of harassing science.
because the new reactions and reagent are there to support the changes :) |
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more important question, I have to ask, cart why do you care? I dont recall you being a maintainer? |
regardless of if any reason was put on there why would it matter. If you think its a good PR nobody will mention it but if you think its a PR people will find random excuses to rag on it |
I for one like knowing why people are making decisions that impact the game because otherwise it can end up feeling like they're throwing shit at the wall until it sticks
to be fair this could be pointed at the code refining 1/0 to true/false bit and most of the recipes being added don't have any impact on what chem can do i.e. ice/melting and stable plasma and etc, I can assume they were added during the development process but they seem to be more important for ghetto chemistry than actual chemistry in the current state of the pr |
Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: Theos <theubernyan@gmail.com>
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so I cant reply to the radium question for ...some reason, but basically, it's used in Very Few recipes that you shouldn't really need done much at all. I do recognize that this makes it unobtainable outside of rare goo splotches though, if you never get upgrades, since it's a normally chemistry only reagent. This was just another part of trying to preserve some form of balance while making chemists lives at round-start a smidge easier |
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radium is still in tier 1 though it's just lower |
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Oh, right initially it was intended to be T4 |
Co-authored-by: Theos <theubernyan@gmail.com>
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i fuged it |
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all good g |
Document the changes in your pull request
Partially reverts: #14495
Chem dispensers now have iron, and water, back in t1. This was a bit of an over-reaching nerf that was slapped on this.
t2 now nets chemists sugar and sulfuric acid, which were previously t1, along side fuel which has not been changed.
t3 unlocks only acetone, ammonia, and ash
t4 unlocks diethylamine, saltpetre, and now charcoal, and gold
emagging it now features uranium in addition to the previous set of chems
NEW REACTIONS
NEW REAGENT:
cleaned up some 1/0s to be TRUE/FALSE instead
Wiki Documentation
Requires updates to the Guide To Chemistry's dropdown box for the reagent tiers, and addition of Sulfur Trioxide to the guide itself, along side the new reactions documented above.
Changelog
🆑 VaelophisNyx, @ToasterBiome, @Chubbygummibear, @redmoogle, MasterDrake
rscadd: Added Sulfur Trioxide + Reaction to make it
rscadd: Added new chemical reactions to produce water, welding fuel, stable plasma, ice, sugar, and Sulfuric Acid
tweak: Chem dispenser chems now unlocked at different tiers, and features gold and charcoal at t4, and uranium when emagged.
/:cl: