Closed BigHatLogan-dev closed 6 months ago
We are so back.
I took the liberty of testing this a little myself, got a couple comments.
I was unable to get the mandibular organoid to work - had one in me set up to consume organs, the HUD button appeared, but it just didn't let me do it.
Making research possible ONLY with organs that were, at some point, in a living human, is pretty restrictive. What exactly is the game plan here for bio-engineers? The research isn't a particularly high amount, so we need a lot. Surely you don't expect the bio-engineer to entirely gut tens of actual players for some research? I get that the monkey lower body stuff was very poorly balanced, but this seems to swing entirely in the other direction. Notably, spawned humans (like from the Spawn Disciple debug command) don't seem to count either. At max research rate, I was getting twenty progress points per organ, so three for each research. It's unlikely players will get that reliably, so let's assume 100%. Six per research. Six organs, from actual players, to unlock one organoid. I'm just not sure what you expect the bio-engineer to be doing that they end up with that many player organs.
On a related note, attaching a new organ to a player, then later removing it, doesn't seem to be valid for research either. So it needs to be their starter organs.
It's entirely possible I'm missing something about how the checking actually works. Maybe there's some non-player source of valid organs I'm missing? But if I am, it's not obvious enough to players. Perhaps add a little bit to the additional info on examining a disgorger explaining what's required to actually count towards research, and an example of a productive way to do that in-round?
Latex and nitrile gloves don't have the bio armor necessary to work with symbiotic organoids. I had to go get a voidsuit. Obviously this is bad, proper gloves should have sufficient bio protection, easy change at least.
Symbiootic organoids also tend to force their way in with no regard for available space, which could lead to issues with stacking lots of organs.
Balance changes are good, new stuff is good, just some issues I noticed. Feel free to let me know if I've missed something obvious, I often do that, this is just what I've experienced in a little bit of testing.
Thanks for the feedback. I noticed there were some changes related to the latest merge that aren't playing well with examining organs and organ verbs. So, that might be affecting the mandibular organoid and other verb-using organoids.
Making research possible ONLY with organs that were, at some point, in a living human, is pretty restrictive.
I wanted to move away from using standard organs as the primary source of points since it's kinda weird to be able to get research points by feeding the disgorger printed organs. I'll look into why it's only taking the starter ones, though. That being said, I saw two things in the changes that weren't in my notes: organs were contributing half as much as they should have been and reagent modifiers weren't being applied to research points. Gonna see how it goes with those fixed.
I still think prying organs out of players is gonna be difficult, since monkeys, etc. don't seem to count. (Monkeys not counting is good, monkey lower body strat was op as hell.) Most people won't want their organs removed, only new ones added or existing ones modified. They'll be pretty hard against that, lot of resistence to it.
Reagent modifiers? I could code dive to figure that out, but I'm too tired right now, so I'm just gonna ask exactly what the math is with those. I'm guessing reagents in the organ add to research points? That'd be nice, yeah, but I can't imagine it makes a ton of difference. Doubling the amount of points, though, would go a long way.
Again, could you mention exactly what kind of gameplay you're looking to encourage with this research system? Is it a "replace organs in living people, get points for recycling what you removed" kind of thing? Or is there some other behaviour you're looking to encourage?
points = (regeant volume * reagent modifier) / production denominator
If the disgorger was constructed with a total liver efficiency of 100, it will accept objects with diplopterum with a modifier of 1.25. That means you'll be able to feed it roach meat or any container with diplopterum in it. Other reagents require different efficiencies and the modifier isn't something you can see without code diving. The reagents themselves show up when you examine the disgorger.
For gameplay, the research system is still placeholder and I doubt I'll expand it to be much more. The future vision was to add organ loot to hivemind, roach, and spider mobs to give players incentive to sell those to the bio-engineer. They wouldn't be safe to handle for most people and the bio-engineer would be able to feed them to the disgorger to unlock their designs for the mods and scaffolds. I have some early versions of those organs, but things are slow moving on my end.
Test mergin this one to live
About The Pull Request
Organ Mod Changes
Disgorger Rework
value produced = 1 / (2 - (throughput * rate))
Other Gameplay Changes
Code Changes
Bug Fixes
Why It's Good For The Game
Adds a bit more content and lays the foundation for future organ modding (assisted and robotic). The multi-input/-output organoids were just bloat and can be functionally replicated by using multiple organs.
Testing
Changelog
:cl: add: Added symbiotic, ovarian, eructal, mandibular, circadian, enzymal, and protractile organoids. add: Added type 3 hormones. del: Removed all organoids related to multiple inputs or outputs. del: Removed most deep maint aberrant organs. tweak: Improved capillaries - Reduces organ requirements by 50%, multiplicative. tweak: Durable membrane - Increases organ size by 20%, multiplicative. tweak: Visceral symbiont - Increases organ size by 20%, multiplicative. tweak: Bypass tubules - Reduces organ size by 20%, multiplicative. tweak: Biostructure gel - Increases base organ size by 20%. tweak: Masked membrane - Reduces organ size by 10%, multiplicative. tweak: Added 75 BIO armor to latex and nitrile gloves. tweak: Reworked the disgorger. tweak: Reworked the way organ mod values are applied. tweak: Reworked how aberrant organ size is determined. fix: Fixes an issue preventing aberrant organs from triggering more than once a round. fix: Fixes an issue where certain organoids couldn't be modified. code: Cleaned up organoid code. /:cl: