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[Experimental] Gas Miners are dead, long live Gas Miners #2066
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No more percentages Classifications for which amount bracket gas is in. Pain and tgui linter errors.
adds system gas miners to all maps where applicable. replaces infinite gas miners where applicable.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Yo, what about actually just mining gas? With shaft miners. |
Firstly, I have my concerns with transportation / throughput unless one gave them like 100 times larger canisters which'd be a bit wacky if damaged or for general use. Many things on NSV guzzle gas and simply sustaining that would probably be quite a bit of tedium. However, I could imagine something added onto this aspect which does involves miners, namely landing on asteroids containing gasses and placing blast charges on them which when detonating add the asteroid's gas resources to the system, for when there's absolutely no decent supplies around or a boost really is needed. |
Gotcha, those two miners have been removed.
I like the concept of astrometrics encouraging interaction between bridge and science (and possibly others), since science usually tends to be mostly self-contained excluding yelling at miners, which also are on science comms.
I prefer the main ship having a direct option to collect gasses over sabres being the middleman.. If sabres could still jump independantly, it'd be nice to have so they could go on supply runs, but since they're tethered these days not so much (They could stay behind a while with the main ship moving on I guess, but meeh) |
Base features of this should be good-ish enough to gauge player reactions, |
Thoughts on having the bridge bagels having to directly pilot the ship onto "space gas" pockets then? Kinda like Elite Dangerous etc? |
Mh, that is something I thought about, would have to think of a good way to handle that without more "check every tick" like collisions are. And would need sprites since it'd need to be visible. But generally nothing I'd be opposed to. |
How about some kind of "start" button. Then you only need to check for overlap with a gas cloud once. Alternative would be to have a component added to gas cloud that listens for the signal when something enters the gas cloud (if that works for overmap objects) |
Basically, we want to encourage gameplay wherever possible. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Reworks gas harvest Gas is now in gas clouds, or a gas harvesting point for systems. Maneuver close to one, lock via dradis, profit. Locked on gas clouds are blueish on dradis. Unlock via locking again. Also fixes a random bug in bounties.
Who coded this proc and why is it kmc?
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
How different are clouds to regular streams of gas? |
Hm? Basically, you have to seek out places with gasses (or make your own) instead of any ship with miners having an infinite free supply. Some locations can be very difficult to exhaust, but require coordination to navigate to for a resupply, which adds interdepartmental coordination between engi and bridge (and sci because you can see supply in all scanned systems as opposed to only the own) |
So is it like old bee Gas harvesting on lavaland? Where I bring a canister and a RPED to a roid to siphon on tile plasma? |
all space turfs should have the system's gas as its atmos at like 0.5kpa or something |
No. |
make all space turfs refer to the same atmos list thingymajig |
One day I'll get to pick this up again, but for now there is no reason for it to be cluttering open PRs. |
About The Pull Request
Prefix: Will require config modifications by people with access due to the starmap being a config thing now, which I'd like to mirror onto this PR's config afterwards to support possible downstreams or localtesters. See further down for the details.
Also is an experimental PR due to doing some pretty significant changes to gas acquision, adding an option inbetween "gas miners - infinite gas" and "no gas miners - one tank hit and you have to buy 100 cans to resupply"
Onto the main course, this PR takes gas miners and creates a version of them which instead harvests system gas resources.
Systems can come with specific traits that can modify them, which are either set by code / config in case of pregenerated systems, or randomly set in the case of unmapped space.
Gas resources here are
arbitrary numbersa combination of "how accessible is this easily by the mining equipment on a warship", "how much is there" and "are we actually allowed to take this much from e.g. a habitable world". Some system types also modify resources somewhat.How much exactly is in a system is initially hidden and can be viewed via the astrometrics console by either scanning the system, or being in it at the moment. Gas is displayed in moles aswell as in a bar with color depending on class (0-100 moles is one bar class, then 100 to 1000, 1000 to 10000, and so on, up to class V which is a lot of gas)
Additionally, ships being destroyed tends to leave gas clouds in a system which can later be harvested, depending on the ship's salvage rating which can be anywhere inbetween 0 for a Fighter to very high for bigger ships.
All ships have been remapped to either replace gas miners with system gas miners or to add them in positions that did not have a miner yet. (except the testship)
This includes the Shrike, where I was somewhat unsure due to how it's "wings" are setup for atmos, feel free to just suggest (or just commit) how you'd like that one to be.
bz and vapor miners exist codewise like the basetype, however neither of the two resources currently gets generated by default nor are any mapped.
Here the config thing:
For mapped space, there have been some few additions to the hardcoded aspect, but configwise it'd be nice for someone to sit down and think what which system may have, maybe based on the hardcode-backup version, maybe not. Just keep in mind that the approximate amount the gasses will be in preset systems currently will be very simillar every round. Generally, rare gasses (especially plasma) shouldn't be too common in safe space which is why in the hardcoded version Sebacien is the only place with a Plasma-Gas Giant (which maybe could be seen as why that cluster was initially settled).
Also be aware that bitfield defines don't work for the config so you'll have to check what each bitfield define amounts to as number and have that in the config. (Might code something more helpful for that to interpret something more readable later, but thats it for now)
Also fixes some unmapped space system type picking so we might be starting to (very rarely) see black holes again, and raidoactive systems should be rarer.
Also fixes a random bounty thing
Revision III update:
General intent of the PR remains the same, however I've contemplated implementation a little.
Basically, gas resources of a system are now condensed into a "gas harvesting point" point of interest in system, which a ship has to maneuver close to and lockon the initiate harvesting.
Other things that add additional resources to a system (such as ships exploding) now add a gas cloud to the system.
Todo for the PR has also changed, including some different things with a more concise final goal.
Placing of resources on the initial map / in systems will also have to be revisited, as the starmap has changed a lot in the time since this had its first code written and some then-true assumptions are that no more.
POIs:
- [ ] Handle config aspect so premapped systems aren't just empty when tested.- [ ] Make sure things definitely work.- [ ] Balance?? This is probably where number crunching reactor and distro moles comes into play. Or just testing.- [ ] (Maybe) Add gas miner controller console instead of them just working by themselves.- [ ] (Maybe) Add constructible gas miner with lower throughput.- [ ] (Maybe) Add additional tidbit info to the astrometrics readout for some specific sources (e.g. gas / plasma giant or habitable)Revision III:
- [ ] Torpedo with simillar effect to mining charges but less efficiency.sorry miners get to have all the fun.Why It's Good For The Game
Gas as a resource is a pretty critical aspect in NSV, whether for all NSV specific engines, atmos' wacky reactions or simply repressuring damaged parts of the ship. Currently, this tends to be rather binary, with ships that have gas miners living in excess while those that don't suffering effectively permanent damage from having a gas tank hit due to the currently extreme requirements to resupply.
This should add a middle ground, although polishing will be in order.
Changelog
🆑
balance: Gas miners now take gas from systems instead of generating it from nothing.
add: Science's astrometrics console can view gas resources in scanned systems or the one you are in.
add: Ships will now leave behind harvestable gas clouds when destroyed.
add: The ship's pilot can now handle lockons for gas harvesting sources, which requires proximity.
fix: Unmapped space's system types should now be picked more reasonably than whatever that old method was.
fix: Bounties no longer have a 1/13th chance to fail generating.
fix: Roundend stats for overmap objectives should no longer fail to show under certain conditions.
fix: spawn_anomaly now always returns the anomaly it created instead of in only half of cases.
/:cl: