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Rodentia Species #1511
Rodentia Species #1511
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by request
everything uses skin color by default when added except for these new "default" markings which use tattoo
RSI Diff Bot; head commit a52759a merging into b420936 Resources/Textures/DeltaV/Effects/speech.rsi
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/body_markings.rsi
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/cheek_markings.rsi
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/ear_markings.rsi
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/head_markings.rsi
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/snout_markings.rsi
Resources/Textures/DeltaV/Mobs/Customization/Rodentia/tail_markings.rsi
Resources/Textures/DeltaV/Mobs/Species/Rodentia/parts.rsi
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…/Delta-v into feature/rodent-species
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I'll let Deltanedas or someone decide on if they want this/features of this or whatever, but the code looks fine.
1.5x seemed excessive
ready for merge when maintainers approve it |
Content.Server/DeltaV/Storage/EntitySystems/MouthStorageSystem.cs
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code looks good now but needs lyndos approval too
ill get back to you in 3 business days |
what did bro really mean by this |
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game director approved
watch this you goober!! |
THE MICE ARE COMING!! |
Yay I can make my bun! |
hi also when i wrote "forks are free to port and use this" i really did mean it, which is to say if merely me giving the word is enough to will it into reality then the additions and code enclosed in this PR are licensed under the MIT license thanks |
<!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> <!-- The text between the arrows are comments - they will not be visible on your PR. --> ## About the PR <!-- What did you change in this PR? --> Ported over Rodentia from Delta-V. ## Why / Balance <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> I wanted to play as my bnuy :) see the original rodentia PR for Delta-V DeltaV-Station/Delta-v#1511 (comment) ## Technical details <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> Mostly copy-pasted from Delta-V with some changes to make them fit in with grimbly. The changes are: - they can crawl at their sneaking speed. this is to replace sneaking once everyone can crawl under tables. - they can speak mouse - they can be super small due to height slider. however if you go that small mouse traps will just kill you instantly - they take 30% more brute instead of just blunt, because sneak shenanigans - they now bite instead of scratch, and their bite does a bonus 1 structural damage. Meaning they can now chew through windows and doors (it takes 500 rat bites to eat through an airlock) ## Media <!-- PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. Small fixes/refactors are exempt. Any media may be used in SS14 progress reports, with clear credit given. If you're unsure whether your PR will require media, ask a maintainer. --> ![image](https://github.com/user-attachments/assets/8c272487-ab02-43f4-9427-63cd0ca0cca5) ## Requirements <!-- Due to influx of PR's we require to ensure that PR's are following the correct guidelines. Please take a moment to read these if its your first time. Check the boxes below to confirm that you have in fact seen these (put an X in the brackets, like [X]): --> - [ x ] I have read and I am following the [Pull Request Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html). I understand that not doing so may get my pr closed at maintainer’s discretion - [ x ] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase ## Breaking changes <!-- List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. --> Same as the original PR, no further files were touched **Changelog** <!-- Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog --> <!-- Make sure to take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> 🆑 - add: Ported Rodentia from Delta-V. See DeltaV-Station/Delta-v#1511 (comment) - tweak: Rodentia take 30% more brute - tweak: Rodentia crawl 4x faster (this is so when crawling goes under tables, the sneak button will grt removed) - tweak: rodentia can be even smaller than harpies and felinids. However, mouse traps scale their damage off your size and will just instantly kill you if you do this. Shoes will not save you - removed: My sanity
Got hit by the anticheat and saw this Signed-off-by: DEATHB4DEFEAT <[email protected]>
About the PR
adds Rodentia, a new species of anthropomorphic rodents (with some non-rodent-but-still-adjacent marking options).
Why / Balance
rodents, rabbits, bats, possums are all species that are currently not covered by our customization system but have some level of demand to them. i made sure to give this species a lot of options customization-wise to cover all of these bases. however, someone else mentioned on Discord that bats should probably also be their own species too (these rodentia "bats" are wingless) and i generally agree with that sentiment
Technical details
Rodentia's rummage produces garbage like 70% of the time and edible food the remaining 30%. This food is either a single wedge of cheese (not a wheel), a snack, or (rarely) a single-serving meal. Keep in mind that rummaging is
one-time per disposal chuteonce per disposal bin on a cooldown - not per-rodentia - so each chute on the station can only be rummaged once every 5 minutes. This combined with competition with other hungry rodentia and limited access means that rodentia are unlikely to produce lots of food. I can still adjust the numbers thoughmouth storage ability grants the following:
the name scheme of Rodentia is "Last First", where Last is a descriptor (strong, big-eyed, trash-eating) and First is either a) a pet name (nibbles, peanut) b) a simple "first name" (monty, basil), or c) what sounds like the name of an english furry-themed town (Squeakson)
Media
Breaking changes
Rummage action on disposal chutes is now bound to the Rummager component rather than the RatKing component. If you want to give an entity the ability to rummage through trash, give them "Rummager"
RatKingRummageable objects now use a 5-minute cooldown instead of a one-time "Looted" flag. setting
RatKingRummageable.Looted = true
will still disable the object from further rummaging, but now when the object is looted theRatKingRummageable.LastLooted
property is set insteadadds a new Naming scheme type, LastFirst, which is added to the switch statement in NamingSystem.cs
mousetraps can now be always activated with a new component, AlwaysTriggerMousetrapComponent
Changelog
🆑 portfiend
Other Notes
if you're from another server, yes you can port this
most of the discussion on this species is taking place on the DV suggestions forum in the discord but i will read replies here too