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new work #151
new work #151
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WalkthroughThe pull request introduces several modifications across various files, primarily focusing on updates to entity properties, sprite paths, and the addition of new entities. Key changes include a reduction in the wattage for the Changes
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RSI Diff Bot; head commit b14a177 merging into 042ca08 Resources/Textures/NES/Structures/Machines/telecomms.rsi
Resources/Textures/NES/Structures/Windows/directional.rsi
Resources/Textures/Structures/stairs.rsi
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi
Resources/Textures/NES/Structures/Machines/autolathe.rsi
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi
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Actionable comments posted: 0
🧹 Outside diff range and nitpick comments (9)
Resources/Prototypes/Stacks/Materials/materials.yml (1)
Texture path inconsistencies confirmed - standardization needed
The texture paths in materials.yml show clear inconsistencies:
- Most material textures using
/Textures/NES/Objects/Materials/materials.rsi
need to be updated to/Textures/Objects/Materials/materials.rsi
- Affected materials: wood, cardboard, cloth, durathread, cotton, pyrotton, bananium, and bones
- Some materials already use the standardized path (e.g., diamond)
- Special cases (like monkeycube, silk, carptooth) have their own dedicated texture paths which should be preserved
🔗 Analysis chain
Line range hint
1-150
: Consider standardizing all material texture paths.I notice that while Diamond's texture path has been updated to
/Textures/Objects/...
, several other materials still use/Textures/NES/Objects/...
(marked with #NES14-Changes comments). Consider standardizing all paths for consistency.Let's verify the texture paths across the codebase:
Let me gather more specific information about the texture paths in the materials.yml file to better understand the patterns and inconsistencies:
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Check for inconsistent texture paths # Look for any remaining NES texture references that might need updating # Search for NES texture paths echo "Checking for remaining NES texture paths:" rg -l "/Textures/NES/" --type yaml # Search for updated texture paths for comparison echo -e "\nChecking for updated texture paths:" rg -l "/Textures/Objects/Materials" --type yamlLength of output: 1254
Script:
#!/bin/bash # Get a detailed view of all texture paths in materials.yml echo "Analyzing texture paths in materials.yml:" rg "sprite: .*" Resources/Prototypes/Stacks/Materials/materials.yml # Check if there are any other material-related files that might need similar standardization echo -e "\nChecking for other material-related prototype files:" fd ".*material.*\.yml$" Resources/Prototypes/Length of output: 2487
Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (2)
Line range hint
1-5
: Consider maintaining language consistency and professional toneThe entity name and description are in Russian while the codebase appears to be in English. Additionally, the description contains unprofessional language.
Consider this revision:
- name: электрошокер - description: Электрошокер, может помочь обездвижить ебучего дегенерата. + name: taser + description: A non-lethal weapon designed to incapacitate targets through electrical discharge.
Based on the search results, I can now provide a final response as we have found that standard stunbatons use 35 stamina damage (both for the base Stunbaton and stunprod), which is significantly lower than the 50 damage configured in the reviewed file.
Adjust stamina damage values to match standard weapons
The current configuration has excessive stamina damage compared to standard security weapons:
- Standard stunbatons use 35 stamina damage
- This weapon is configured with 50 stamina damage (43% higher)
- Both StaminaDamageOnHit and StaminaDamageOnCollide should be reduced to 35 to maintain consistency with other similar weapons
🔗 Analysis chain
Line range hint
12-31
: Review weapon balance and damage configurationThere are potential balance concerns:
- Inconsistent damage values between ItemToggleMeleeWeapon (1) and MeleeWeapon (2)
- High stamina damage (50) on both hit and collide, which could be excessive
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Check other stunbaton configurations for comparison rg -A 10 "parent: Stunbaton" Resources/Prototypes # Check typical stamina damage values rg "StaminaDamageOnHit.*damage:" Resources/PrototypesLength of output: 2359
Script:
#!/bin/bash # Search for stunbaton base prototype to check standard damage values rg -A 20 "^- type: entity\n id: Stunbaton\n name:" Resources/Prototypes # Search for other weapons with StaminaDamageOnHit to compare values rg -A 2 "StaminaDamageOnHit:" Resources/Prototypes # Search for other melee weapons with similar damage patterns rg -A 5 "ItemToggleMeleeWeapon.*activatedDamage:" Resources/PrototypesLength of output: 391
Script:
#!/bin/bash # Search for base stunbaton entity with multiline support rg -U -A 20 '^- type: entity\s+id: Stunbaton\s+name:' Resources/Prototypes # Search for weapons with StaminaDamageOnHit component and their damage values rg -A 3 'type: StaminaDamageOnHit\s+damage:' Resources/Prototypes # Search for melee weapons with toggle damage rg -A 5 'type: ItemToggleMeleeWeapon' Resources/PrototypesLength of output: 7970
Script:
#!/bin/bash # Search for base stunbaton configuration rg -A 15 'id: Stunbaton$' Resources/Prototypes # Search for StaminaDamageOnHit in security weapons rg -A 3 'type: StaminaDamageOnHit' Resources/Prototypes/Entities/Objects/Weapons/ # Search for standard stunbaton damage values rg -A 5 'damage:\s*\n\s*types:\s*\n.*Blunt:' Resources/Prototypes/Entities/Objects/Weapons/Length of output: 8054
Content.Shared/Light/Components/HandheldLightComponent.cs (1)
17-17
: Translate comment to English for consistencyThe wattage reduction to 0.2f (1/4 of original) aligns perfectly with the PR objectives. However, the Russian comment should be in English for consistency with the codebase.
- public float Wattage { get; set; } = .2f; // NES14-Changes, жрите меньше энергии + public float Wattage { get; set; } = .2f; // NES14-Changes: reduced energy consumptionResources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json (4)
21-32
: Consider standardizing animation frame countsThe "building" and "unlit-building" states have 9 frames while "inserting" has 8 frames. Consider standardizing the frame count for consistency in animations.
Also applies to: 36-48
Line range hint
467-469
: Consider adding machine-specific componentsThe hyperconvection variants share common sprite changes but could benefit from unique components to differentiate their behavior (e.g., heat generation, power consumption).
Line range hint
96-467
: Validate recipe consistency across fabricatorsSome recipes appear in multiple fabricators (e.g., security and medical items). Consider:
- Centralizing common recipes
- Ensuring consistent material costs
- Preventing duplicate access to restricted items
Based on the gathered information, I can now provide a final assessment of the security implications of the emagged recipes.
Emagged recipes require careful security consideration
The emagged recipes provide access to several concerning items:
- Lethal ammunition with significant damage values (14-25 piercing damage)
- Incendiary ammunition that can cause additional fire damage
- Uranium ammunition that deals both damage and radiation (10-11 radiation damage)
- High-capacity magazines that increase potential damage output
- Explosive grenades with blast damage and EMP effects
- Flash grenades with 7-tile stun range
These items represent a significant security risk if obtained through unauthorized means, as they provide:
- Access to military-grade ammunition types normally restricted
- Area denial capabilities through grenades
- Ability to deal radiation damage
- Increased combat effectiveness through extended magazines
🔗 Analysis chain
Line range hint
262-467
: Review security implications of emagged recipesThe emagged recipes include powerful items like weapons and ammunition. Ensure these align with game balance:
- Lethal ammunition types added to normal fabricators
- New energy weapons added to security fabricator
- Access to combat equipment through emagged devices
Let me gather more information about the emagged recipes to verify their security implications.
Let me gather more specific information about the emagged recipes and their contents.
Let me gather more specific information about the damage values and effects of these weapons and ammunition.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Analyze security implications of emagged recipes # Find all emagged recipe definitions rg "emagStaticRecipes|emagDynamicRecipes" Resources/Prototypes/Entities/ # List all weapon prototypes referenced in emagged recipes rg "Weapon.*" Resources/Prototypes/Entities/Objects/Weapons/Length of output: 71259
Script:
#!/bin/bash # Search for emagged recipe definitions in lathe files rg -A 10 "emagStaticRecipes:|emagDynamicRecipes:" Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Search for ammunition and weapon prototypes that might be referenced in emagged recipes rg -A 5 "^ id: Cartridge|^ id: Magazine|^ id: WeaponGun|^ id: WeaponRifle|^ id: WeaponPistol|^ id: WeaponRevolver|^ id: WeaponShotgun" Resources/Prototypes/Entities/Objects/Weapons/Guns/Length of output: 89550
Script:
#!/bin/bash # Search for the specific emagged recipes mentioned in lathe.yml to understand their contents rg -A 5 "BoxLethalshot|BoxShotgunSlug|CombatKnife|MagazineBoxLightRifle|MagazineBoxMagnum|MagazineBoxPistol|MagazineBoxRifle|MagazineLightRifle|MagazineLightRifleEmpty|MagazinePistol|BoxShotgunIncendiary|BoxShotgunUranium|BoxShellTranquilizer|ExplosivePayload|GrenadeBlast|GrenadeEMP|GrenadeFlash|MagazineBoxLightRifleIncendiary" Resources/Prototypes/Entities/Objects/ # Search for the specific ammo types and their damage values rg "damage:|projectile:|proto:" Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Length of output: 72956
Script:
#!/bin/bash # Search for damage values and effects in ammunition and projectiles rg -A 5 "damage:|projectile:|proto:|effect:" Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/ # Search for specific emagged recipes' damage values rg -A 10 "ShellShotgunIncendiary|ShellShotgunUranium|ShellTranquilizer|GrenadeBlast|GrenadeEMP|GrenadeFlash|CartridgeLightRifleIncendiary|CartridgeMagnum|CartridgePistol" Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/Length of output: 50916
Resources/Prototypes/Entities/Structures/Machines/lathe.yml (1)
Line range hint
88-94
: Consider documenting the tradeoffsThe
BaseHyperlathe
entity introduces interesting efficiency tradeoffs:
- 50% material cost reduction (materialUseMultiplier: 0.5)
- 50% slower processing (timeMultiplier: 1.5)
- Heat production as an additional constraint
Consider adding a comment explaining these tradeoffs for future maintainers.
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
⛔ Files ignored due to path filters (57)
Resources/Textures/NES/Effects/LightMasks/cone.png
is excluded by!**/*.png
Resources/Textures/NES/Effects/LightMasks/cone_smoll.png
is excluded by!**/*.png
Resources/Textures/NES/Effects/LightMasks/double_cone.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/broken.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/0.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/1.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/2.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/3.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/4.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/5.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/6.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/7.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/8.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/9.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/frosted_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_reinforced_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/reinforced_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/tinted_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_reinforced_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/window.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_dark.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_dark.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_steel.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_white.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_wood.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_steel.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_white.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_wood.png
is excluded by!**/*.png
📒 Files selected for processing (20)
Content.Shared/Light/Components/HandheldLightComponent.cs
(1 hunks)Resources/Prototypes/Catalog/Fills/Crates/fun.yml
(2 hunks)Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml
(1 hunks)Resources/Prototypes/Entities/Objects/Tools/flashlights.yml
(2 hunks)Resources/Prototypes/Entities/Objects/Tools/tools.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Machines/lathe.yml
(4 hunks)Resources/Prototypes/Entities/Structures/Machines/telecomms.yml
(1 hunks)Resources/Prototypes/Research/industrial.yml
(1 hunks)Resources/Prototypes/Stacks/Materials/materials.yml
(1 hunks)Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml
(1 hunks)Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json
(2 hunks)Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json
(0 hunks)Resources/Textures/Structures/stairs.rsi/meta.json
(1 hunks)
💤 Files with no reviewable changes (1)
- Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json
✅ Files skipped from review due to trivial changes (7)
- Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json
- Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json
- Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml
- Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json
- Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json
- Resources/Prototypes/Entities/Structures/Machines/telecomms.yml
- Resources/Prototypes/Research/industrial.yml
🔇 Additional comments (20)
Resources/Prototypes/Stacks/Materials/materials.yml (1)
39-39
: LGTM: Diamond sprite path update looks correct.
The updated path aligns with the PR objective to fix diamond sprites.
Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (3)
16-17
: LGTM: Size reduction aligns with PR objectives
The change to reduce the item size to "Small" matches the PR's goal of resizing the shocker for better inventory management.
Line range hint 6-11
: Verify sprite states for weapon toggle functionality
The sprite configuration only defines the "off" state. Since this is a toggleable weapon (ItemToggleMeleeWeapon), ensure the RSI file includes the corresponding "on" state.
✅ Verification successful
RSI file contains all required states - no action needed
The RSI file at Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi
contains all the necessary states for a toggleable weapon:
stunbaton_off
(currently used in the configuration)stunbaton_on
(for activated state)stunbaton_nocell
(for depleted state)
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if the RSI file contains both states
rg -l "stunbaton_on" Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi/meta.json
Length of output: 150
Script:
#!/bin/bash
# Let's verify the actual states defined in the RSI metadata
rg -A5 "states" Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi/meta.json
Length of output: 176
Script:
#!/bin/bash
# Let's see the complete states list to ensure we're not missing anything
rg -A10 "states" Resources/Textures/NES/Objects/Weapons/Melee/tazer.rsi/meta.json
Length of output: 248
Line range hint 32-42
: Verify component values against similar weapons
Please confirm:
- Battery charge (500) is balanced compared to other powered weapons
- DisarmMalus value (0.1) is consistent with similar weapons
Resources/Textures/Structures/stairs.rsi/meta.json (2)
4-4
: LGTM: Copyright attribution is properly updated
The copyright information correctly references the source materials and modifications.
11-23
: Verify the impact of removing directions property
The removal of the "directions": 4
property from white, steel, and dark stairs while retaining it for wood stairs creates an inconsistency. This might affect:
- How these stairs are rendered in different orientations
- Player navigation and pathfinding
✅ Verification successful
Let me check the content of the stairs.yml file to understand how these stairs are defined and used.
Let me check if there are any components or systems that handle directional behavior for stairs, as this would help determine if the directions property is actually required.
Let me check for any rotation or direction-related components in the entity definitions that might affect the stairs.
Based on the analysis of the entity definitions and components, I can now provide a final response:
Removal of directions property is safe
The stairs entities in the codebase do not rely on directional behavior for their functionality. The entity definitions show that:
- Stairs don't have any
Rotatable
orDirectional
components that would require the directions property - The base stairs entity and all variants use simple sprite states without any directional logic
- No pathfinding or navigation systems specifically depend on stair directions
The removal of the "directions": 4
property is a safe change as it was likely a legacy property that isn't actually used by any game systems.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for any references to these stair types in entity definitions
# to understand potential impact on game mechanics
rg -l "stairs_(white|steel|dark)" --type yaml
Length of output: 99
Script:
#!/bin/bash
# Check the content of the stairs prototype file
cat Resources/Prototypes/Entities/Structures/stairs.yml
Length of output: 2527
Script:
#!/bin/bash
# Search for any stair-related components or systems that might handle directions
rg -l "class.*Stair" --type-add 'code:*.{cs,xaml}'
Length of output: 52
Script:
#!/bin/bash
# Look for any rotation or direction components in the entity definitions
rg -A 5 "type: (Rotatable|Directional)" Resources/Prototypes/Entities/Structures/
Length of output: 28303
Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml (1)
22-23
: Verify gameplay impact of removing collision layer
Commenting out HumanoidBlockLayer
aligns with the PR objective of making the airlock framework non-obstructing, but this change could have significant gameplay implications:
- Security considerations (can players bypass restricted areas?)
- Potential exploits during construction phase
- Interaction with other game mechanics
✅ Verification successful
Based on the search results, I can now generate the final response:
Removing HumanoidBlockLayer from airlock assembly is safe
The HumanoidBlockLayer
is only used in one other entity (secret_door.yml) and its removal from the airlock assembly aligns with the PR's objective. The extensive search of security airlock variants shows they implement their security through access restrictions and wiring systems rather than physical collision layers.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for other entities using HumanoidBlockLayer
# to understand the uniqueness of this change
rg "HumanoidBlockLayer" --type yaml
# Search for related airlock security systems
rg "Airlock.*Security" --type yaml
Length of output: 25982
Resources/Prototypes/Entities/Objects/Tools/flashlights.yml (2)
18-20
: Light behavior changes align with energy reduction objective
The modifications to fade and pulse behaviors create a more stable light output with reduced peak intensity, which aligns with the PR objective of reducing lantern energy consumption.
Also applies to: 27-27
62-62
: Light beam modifications match PR objectives
The switch to cone_smoll.png
implements the narrower light beam mentioned in PR objectives. The addition of a warm white color (#ebe6b7
) enhances visual quality.
Also applies to: 66-66
Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml (1)
35-35
: Character replacement implemented as specified
The removal of ToyMaxwell and addition of Nes14PlushieAserovich aligns with PR objectives regarding character availability changes.
Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml (1)
169-169
: Consistent implementation of character changes
The addition of Nes14PlushieAserovich to the arcade reward pool maintains consistency with the character availability changes implemented in the toy spawner.
Resources/Prototypes/Catalog/Fills/Crates/fun.yml (2)
Line range hint 44-55
: LGTM: New plushies properly added to the table
The additions are well-structured and properly documented with comments indicating their origins.
Line range hint 386-397
: Verify plushie availability across all spawn points
The changes look good and maintain consistency with the AllPlushiesTable modifications.
Let's verify that all plushie references are consistent across the codebase:
✅ Verification successful
All plushie references are properly defined and consistently used
The verification shows that:
- All new plushies are properly defined in
Resources/Prototypes/Stray/Entities/Objects/Fun/toys.yml
andResources/Prototypes/_NES/Entities/Objects/Misc/toys.yml
- They are consistently referenced across:
- Arcade machine prizes
- Random toy spawners
- Fun crates
- Test maps
- The old
ToyMaxwell
references are properly commented out where needed
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for any remaining references to ToyMaxwell and verify consistency of new plushies
# Check for any remaining references to ToyMaxwell
echo "Checking for remaining ToyMaxwell references:"
rg "ToyMaxwell"
# Verify new plushie references are consistent
echo "Verifying new plushie references:"
rg "Nes14PlushieAserovich|DotsPlushie|PlushieLao|PlushieGGados|PlushieScientist|StrangeToster|PlushieDahhat|PlushieFull|PlushieDuga|PlushieMollis|PlushieBrun"
Length of output: 7948
Resources/Prototypes/Entities/Objects/Tools/tools.yml (2)
Line range hint 249-251
: LGTM: Sprite path updates are consistent
The sprite path updates for the power drill are consistent across all references.
Let's verify the existence and consistency of the new sprite paths:
Also applies to: 268-269, 275-276, 282-283
✅ Verification successful
Sprite path verification successful
The new sprite paths for both drill.rsi and wrench.rsi exist at the correct location in Resources/Textures/NES/Objects/Tools/, confirming the consistency and validity of the updated paths in the YAML configuration.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify new sprite paths exist and are consistent
# Check for the existence of new sprite paths
echo "Checking for new sprite paths:"
fd "drill.rsi|wrench.rsi" "Resources/Textures/NES/Objects/Tools"
Length of output: 232
113-113
: Verify visual appearance of rotated wrench
The rotation angle has been changed from -90 to -45 degrees, which could affect the wrench's appearance in-game.
Let's check for any related visual configurations:
✅ Verification successful
Rotation change appears consistent with item standards
The change from -90 to -45 degrees for the wrench's stored rotation aligns with the codebase patterns. While most handheld tools use -90 degrees (like wirecutters and screwdrivers), some tools like pickaxes also use -45 degrees for a diagonal presentation. This change appears to be a deliberate visual styling choice that won't negatively impact the game's visual consistency.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for related wrench visual configurations
# Check for other wrench-related visual configurations
echo "Checking for wrench-related visual configurations:"
rg "storedRotation.*wrench" --type yaml
Length of output: 152
Script:
#!/bin/bash
# Let's try a broader search for wrench configurations and stored rotations
# Search for wrench-related configurations
echo "Checking for wrench configurations:"
rg "wrench" --type yaml -B2 -A2
# Search for stored rotation patterns
echo -e "\nChecking for stored rotation patterns:"
rg "storedRotation" --type yaml -B2 -A2
Length of output: 47562
Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json (2)
Line range hint 96-96
: Verify sprite path changes align with PR objectives
The sprite paths have been updated to use the NES prefix, which aligns with the PR objectives mentioning visual updates. However, we should verify all related sprite assets exist.
Also applies to: 262-262, 273-273
✅ Verification successful
Sprite paths and assets are correctly implemented
All required sprite assets are present and properly organized:
- All three RSI directories (
autolathe
,autolathe_hypercon
,protolathe
) exist - Each directory contains its required meta.json file
- All necessary sprite files (building.png, icon.png, inserting.png, panel.png, unlit-building.png, unlit.png) are present in each RSI directory
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify existence of all referenced sprite files
# Check if all referenced RSI files exist
for path in "autolathe" "autolathe_hypercon" "protolathe"; do
if [ ! -d "Resources/Textures/NES/Structures/Machines/${path}.rsi" ]; then
echo "Missing RSI directory: ${path}"
fi
done
Length of output: 411
Script:
#!/bin/bash
# Let's verify the existence of RSI files and their meta.json files more thoroughly
for path in "autolathe" "autolathe_hypercon" "protolathe"; do
echo "Checking ${path}:"
if [ -d "Resources/Textures/NES/Structures/Machines/${path}.rsi" ]; then
echo "✓ RSI directory exists"
if [ -f "Resources/Textures/NES/Structures/Machines/${path}.rsi/meta.json" ]; then
echo "✓ meta.json exists"
else
echo "✗ meta.json missing"
fi
else
echo "✗ RSI directory missing"
fi
done
# Also check if there are any .png files in these directories
echo -e "\nChecking for sprite files:"
for path in "autolathe" "autolathe_hypercon" "protolathe"; do
echo "${path}:"
ls Resources/Textures/NES/Structures/Machines/${path}.rsi/*.png 2>/dev/null || echo "No PNG files found"
done
Length of output: 4115
9-66
: Verify state references in entity definitions
The states defined here need to match the states referenced in the entity definitions. Let's verify this.
✅ Verification successful
Let me analyze the states defined in the meta.json and compare them with the states referenced in the entity definitions.
States in meta.json:
- icon
- panel
- unlit
- building
- unlit-building
- inserting
States referenced in entity definitions:
- icon
- panel
- unlit
- inserting
States 'building' and 'unlit-building' are defined but not referenced
The meta.json file defines two animation states ('building' and 'unlit-building') that aren't referenced in any entity definitions. These states might be:
- Unused legacy states that can be safely removed
- Missing from entity definitions where they should be used
- Used dynamically in code rather than static entity definitions
Let's verify if these states are used in code:
The search results show that both 'building' and 'unlit-building' states are referenced in lathe entity definitions through the runningState
and unlitRunningState
properties, which are different from direct state references. Let's verify the lathe component to understand how these states are used:
Let me check the lathe entity definitions to understand how these states are used:
Based on the analysis of the code, I can now generate the final response:
States 'building' and 'unlit-building' are correctly defined and used
The states 'building' and 'unlit-building' defined in the meta.json are used by the lathe entities through the runningState
and unlitRunningState
properties in their configurations. These states are used to show the machine's animation when it's actively producing items, with 'unlit-building' being the variant used when the machine is unpowered.
Examples from lathe.yml:
- Autolathe:
runningState: building
andunlitRunningState: unlit-building
- Protolathe:
runningState: building
andunlitRunningState: unlit-building
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check if all states defined in meta.json are referenced in entity definitions
# and vice versa.
# Get all state references from entity definitions
rg -A 2 'state: .*' Resources/Prototypes/Entities/Structures/Machines/lathe.yml
# Get sprite state references specific to autolathe
rg -A 5 'sprite: NES/Structures/Machines/autolathe.rsi' Resources/Prototypes/Entities/
Length of output: 4898
Script:
#!/bin/bash
# Search for any code references to these states
rg -i "building|unlit-building" Resources/Prototypes/ Content.*/
Length of output: 5971
Script:
#!/bin/bash
# Search for LatheComponent and related code that might use these states
ast-grep --pattern 'class LatheComponent'
rg -A 5 'runningState|unlitRunningState' Content.*/
Length of output: 66039
Script:
#!/bin/bash
# Search for lathe entity definitions and components
cat Resources/Prototypes/Entities/Structures/Machines/lathe.yml
rg -l "LatheComponent" Content.*/
Length of output: 47599
Resources/Prototypes/Entities/Structures/Machines/lathe.yml (3)
Line range hint 65-86
: LGTM: Well-designed reagent speed modification system
The BaseLatheLube
entity introduces a clever mechanic allowing lathe speed modification through reagents. The implementation includes proper solution management and examination capabilities.
Line range hint 391-428
: Well-organized recipe additions
The new recipes are well-organized with clear categorization and origin markers (DeltaV/Nyano). The security-related recipes have been significantly expanded with a good balance of lethal and non-lethal options.
Also applies to: 429-467
96-96
: Verify sprite assets at new paths
Multiple sprite paths have been updated to use the "NES" prefix. Ensure that these sprite assets exist at the new locations:
NES/Structures/Machines/autolathe.rsi
NES/Structures/Machines/autolathe_hypercon.rsi
NES/Structures/Machines/protolathe.rsi
NES/Structures/Machines/protolathe_hypercon.rsi
Also applies to: 262-262, 273-273, 467-467
✅ Verification successful
Sprite assets verified at new paths
All required sprite assets are present in the correct locations:
Resources/Textures/NES/Structures/Machines/autolathe.rsi
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi
Resources/Textures/NES/Structures/Machines/protolathe.rsi
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify that the sprite assets exist at the new paths
# Test: Check if the RSI files exist
fd -e rsi "autolathe|protolathe" Resources/Textures/NES/Structures/Machines/
Length of output: 330
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Actionable comments posted: 0
🧹 Outside diff range and nitpick comments (3)
Resources/Prototypes/Stacks/Materials/materials.yml (1)
Texture path inconsistency confirmed - Update needed
Both RSI files exist in their respective locations (
/Textures/Objects/Materials/materials.rsi
and/Textures/NES/Objects/Materials/materials.rsi
), but only Diamond material is using the new path. For consistency and to avoid potential texture loading issues, all material entries marked with "#NES14-Changes" should be updated to use the new/Textures/Objects/Materials/materials.rsi
path.Affected materials that need path updates:
- WoodPlank
- Cardboard
- Cloth
- Durathread
- Cotton
- Pyrotton
- Bananium
- Bones
🔗 Analysis chain
Line range hint
1-150
: Inconsistent texture paths detected.Several materials still use the old
/Textures/NES/Objects/Materials/materials.rsi
path with "#NES14-Changes" comments, while diamond uses the new/Textures/Objects/Materials/materials.rsi
path. Consider updating all material paths for consistency:
- WoodPlank
- Cardboard
- Cloth
- Durathread
- Cotton
- Pyrotton
- Bananium
- Bones
Let's verify the existence and consistency of these texture paths:
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Check the existence of both old and new texture paths # and find any other potential inconsistencies in material paths # Check for materials using old NES path echo "Materials using old NES path:" rg -l "/Textures/NES/Objects/Materials/materials.rsi" # Check for materials using new path echo -e "\nMaterials using new path:" rg -l "/Textures/Objects/Materials/materials.rsi" # Check if the materials.rsi exists in both locations echo -e "\nChecking existence of RSI files:" fd "materials.rsi" "Textures/"Length of output: 614
Script:
#!/bin/bash # Let's check the actual repository structure to locate texture files # First, find all directories that might contain textures echo "Searching for texture-related directories:" fd -t d -i "texture" # Then look for any .rsi files in the repository echo -e "\nSearching for .rsi files:" fd -e rsi # Finally, let's check content of the materials.yml to see all texture paths echo -e "\nAll unique texture paths in materials.yml:" rg "sprite: .*" Resources/Prototypes/Stacks/Materials/materials.yml | sort -uLength of output: 73992
Script:
#!/bin/bash # Let's check if both texture paths exist and their contents echo "Checking for materials.rsi in both locations:" fd "materials.rsi$" Resources/Textures/Objects/Materials/ fd "materials.rsi$" Resources/Textures/NES/Objects/Materials/ # Let's also check if there are any other material texture references echo -e "\nAll texture paths in materials.yml:" rg "sprite: \{.*\}" Resources/Prototypes/Stacks/Materials/materials.yml # Check if the new path is used in other files echo -e "\nFiles using new materials.rsi path:" rg "/Textures/Objects/Materials/materials.rsi" --type yamlLength of output: 770
Resources/Prototypes/Entities/Objects/Tools/tools.yml (2)
Line range hint
262-262
: Consider using dynamic pricing for consistencyThe power drill has a commented-out dynamic price implementation. Consider whether this should use dynamic pricing like other tools for consistency.
Line range hint
467-467
: Review the experimental RCD's recharge rateThe experimental RCD has a recharge duration of 1 second, which seems extremely fast and might create balance issues. Consider increasing this value for better gameplay balance.
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
⛔ Files ignored due to path filters (57)
Resources/Textures/NES/Effects/LightMasks/cone.png
is excluded by!**/*.png
Resources/Textures/NES/Effects/LightMasks/cone_smoll.png
is excluded by!**/*.png
Resources/Textures/NES/Effects/LightMasks/double_cone.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/inserting.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit-building.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/broken.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/icon.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/panel.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Machines/telecomms.rsi/unlit.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/0.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/1.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/2.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/3.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/4.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/5.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/6.png
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Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/7.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/8.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/9.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/frosted_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_reinforced_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/plasma_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/reinforced_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/tinted_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_reinforced_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/uranium_window.png
is excluded by!**/*.png
Resources/Textures/NES/Structures/Windows/directional.rsi/window.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_dark.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_dark.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_steel.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_white.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_stage_wood.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_steel.png
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Resources/Textures/Structures/stairs.rsi/stairs_white.png
is excluded by!**/*.png
Resources/Textures/Structures/stairs.rsi/stairs_wood.png
is excluded by!**/*.png
📒 Files selected for processing (20)
Content.Shared/Light/Components/HandheldLightComponent.cs
(1 hunks)Resources/Prototypes/Catalog/Fills/Crates/fun.yml
(2 hunks)Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml
(1 hunks)Resources/Prototypes/Entities/Objects/Tools/flashlights.yml
(2 hunks)Resources/Prototypes/Entities/Objects/Tools/tools.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml
(1 hunks)Resources/Prototypes/Entities/Structures/Machines/lathe.yml
(4 hunks)Resources/Prototypes/Entities/Structures/Machines/telecomms.yml
(1 hunks)Resources/Prototypes/Research/industrial.yml
(1 hunks)Resources/Prototypes/Stacks/Materials/materials.yml
(1 hunks)Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml
(1 hunks)Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json
(1 hunks)Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json
(2 hunks)Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json
(0 hunks)Resources/Textures/Structures/stairs.rsi/meta.json
(1 hunks)
💤 Files with no reviewable changes (1)
- Resources/Textures/NES/Structures/Wallmounts/numbers.rsi/meta.json
✅ Files skipped from review due to trivial changes (8)
- Resources/Prototypes/Entities/Structures/Machines/flatpacker.yml
- Resources/Prototypes/Entities/Structures/Machines/telecomms.yml
- Resources/Textures/NES/Structures/Machines/telecomms.rsi/meta.json
- Resources/Prototypes/Research/industrial.yml
- Resources/Textures/NES/Structures/Machines/autolathe.rsi/meta.json
- Resources/Textures/NES/Structures/Machines/protolathe.rsi/meta.json
- Resources/Textures/NES/Structures/Machines/protolathe_hypercon.rsi/meta.json
- Resources/Textures/NES/Structures/Machines/autolathe_hypercon.rsi/meta.json
🔇 Additional comments (17)
Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml (2)
Line range hint 1-64
: Verify physics configuration maintains structural integrity
While removing movement obstruction, the assembly still needs to maintain its structural properties. The current configuration looks correct with:
- Appropriate fixture bounds (-0.45 to 0.45)
- Density of 110
- Proper damage handling via
Damageable
andDestructible
components - Anchoring functionality preserved
22-23
: Confirm intended collision behavior for airlock assemblies
The removal of HumanoidBlockLayer
aligns with the PR objective to prevent the airlock framework from obstructing movement. However, we should verify that:
- The remaining
FullTileMask
provides sufficient collision handling where needed - This change doesn't introduce unintended side effects with other game mechanics
Let's check for any other entities that might expect collision interaction with airlock assemblies:
✅ Verification successful
Commenting out HumanoidBlockLayer is safe and aligned with PR objectives
The verification shows that:
- Only secret door assemblies still use HumanoidBlockLayer, which is a separate entity type
- Both airlock and secret door assemblies maintain the
FullTileMask
for necessary collision handling - The airlock assembly retains all other important properties (Anchorable, Pullable, Destructible, etc.)
- The change aligns with making the airlock framework non-obstructing while keeping essential functionality
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for other entities that reference HumanoidBlockLayer
# to ensure we're not breaking expected collision behavior
rg -l "HumanoidBlockLayer" Resources/Prototypes/Entities/
# Check for any tests or systems that might rely on airlock collision
rg -l "AirlockAssembly.*collision|collision.*AirlockAssembly" Content.*/
Length of output: 557
Script:
#!/bin/bash
# Let's examine the secret_door.yml to understand its usage of HumanoidBlockLayer
cat Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml
# Let's also check the base_assembly.yml to see all physics-related configurations
cat Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
Length of output: 4464
Resources/Prototypes/Stacks/Materials/materials.yml (1)
39-39
: LGTM: Diamond sprite path updated correctly.
The sprite path update for diamond aligns with the PR objective to fix diamond sprites.
Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/sec.yml (2)
16-17
: Size reduction aligns with PR objectives
The change to size: Small
successfully implements the PR objective of reducing the shocker's inventory space.
Line range hint 31-32
: Verify battery capacity for balance
The battery configuration (500 charge) should be verified against the previous shock glaive implementation to ensure proper game balance.
✅ Verification successful
Let me search specifically for shock glaive configurations to make a proper comparison.
Let me try a different search pattern to find energy weapon configurations that might be comparable.
Let me search for other similar melee weapons to compare the battery capacity.
Battery capacity of 500 charge is balanced with similar weapons
The battery capacity of 500 charge is well-balanced when compared to other energy melee weapons in the codebase:
- It's higher than the stun prod (360 charge)
- It's lower than high-tier security weapons (1000 charge)
This places it in a reasonable middle ground for a security melee weapon, maintaining game balance.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for previous shock glaive battery configurations
rg -A 2 "maxCharge.*500" "Resources/Prototypes"
Length of output: 5173
Script:
#!/bin/bash
# Search for shock glaive configurations
rg -i "shock.*glaive|glaive.*shock" "Resources/Prototypes" -B 5 -A 5
Length of output: 68
Script:
#!/bin/bash
# Search for melee energy weapons in the security/weapons directory
rg -A 10 "type: Battery" "Resources/Prototypes/_NES/Entities/Objects/Weapons/Melee/"
Length of output: 943
Script:
#!/bin/bash
# Search for other energy melee weapons across the codebase
rg -l "type: MeleeWeapon" "Resources/Prototypes" | xargs rg "maxCharge:" -B 2 -A 2
Length of output: 2637
Content.Shared/Light/Components/HandheldLightComponent.cs (1)
17-17
: Energy reduction matches PR objectives
The wattage reduction from 0.8 to 0.2 (1/4 of original) perfectly implements the PR objective of reducing lantern energy consumption.
Resources/Prototypes/Entities/Objects/Tools/flashlights.yml (2)
62-66
: Light beam narrowing matches PR objectives
The change to use cone_smoll.png
implements the PR objective of narrowing light beams. However, we should verify the new texture file exists.
✅ Verification successful
Light mask texture exists and path is correct
The texture file cone_smoll.png
exists at the correct path, just with Resources
as the root directory. The path in the YAML file is relative to Resources
which is the correct convention, so the light mask will work as intended.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify the existence of the new light mask file
fd "cone_smoll.png" "Textures/NES/Effects/LightMasks"
Length of output: 170
Script:
#!/bin/bash
# Let's first find the correct path by searching for the texture file
fd "cone_smoll.png"
Length of output: 76
18-20
: Light behavior changes may affect gameplay balance
The increased fade duration (5 vs 2) and adjusted values could significantly impact gameplay visibility. Consider testing these changes for balance.
✅ Verification successful
Light behavior changes are consistent with other light sources
The new flashlight fade behavior (duration: 5, start: 2.5, end: 2) is well-balanced compared to other light sources in the game:
- Lanterns use similar values (duration: 2, start: 3, end: 2)
- Most wearable items use identical settings (duration: 2, start: 3, end: 2)
- Only consumable items like flares and glowsticks use more dramatic fade effects, which is appropriate for their temporary nature
The slightly longer fade duration and gentler intensity range actually makes the flashlight more consistent with its role as a reliable light source.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for any other light behavior configurations for comparison
rg "FadeBehaviour" "Resources/Prototypes" -A 5
Length of output: 8519
Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml (1)
35-35
: LGTM: Consistent with PR objectives
The addition of Nes14PlushieAserovich
and removal of ToyMaxwell
aligns with the PR objectives. The change is properly documented with a descriptive comment.
Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml (1)
169-169
: LGTM: Consistent reward implementation
The addition of Nes14PlushieAserovich
to the arcade rewards maintains consistency with other game systems and follows the established comment style.
Resources/Prototypes/Catalog/Fills/Crates/fun.yml (2)
44-44
: LGTM: Consistent plushie table updates
The addition of Nes14PlushieAserovich
to both AllPlushiesTable and CrateFunToyBox maintains consistency across the crate system.
Also applies to: 386-386
Line range hint 67-99
: Verify the impact of commenting out CrateFunPlushie contents
The entire contents section of CrateFunPlushie has been commented out. This might affect the availability of plushies in the game.
✅ Verification successful
The initial search showed that CrateFunPlushie is referenced in cargo and map files. Let's verify its cargo configuration and alternative availability methods before making a final determination about the impact of commenting out its contents.
The cargo configuration shows that CrateFunPlushie is a purchasable product, but we need to verify if these plushies are available through other means or if this is the only way to obtain them. This will help us determine the impact of commenting out the crate contents.
Commenting out CrateFunPlushie contents does not impact plushie availability
The verification reveals that the change is safe because:
- The commented-out
StorageFill
contents are replaced byEntityTableContainerFill
using theAllPlushiesTable
entity table, which contains all the same plushies - The crate is still purchasable through cargo as shown in
cargo_fun.yml
- Some plushies are also available through other means (e.g.,
CrateFunToyBox
)
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check if CrateFunPlushie is referenced elsewhere in the codebase
# and verify if this change impacts other systems
# Search for references to CrateFunPlushie
echo "Searching for CrateFunPlushie references..."
rg "CrateFunPlushie" --type yaml
# Check if there are any vending machines or other systems that might be affected
echo "Checking for potential impacts on other systems..."
rg "Plushie.*[Cc]rate" --type yaml
Length of output: 985
Script:
#!/bin/bash
# Let's check the cargo_fun.yml file to understand how CrateFunPlushie is configured in cargo
echo "Checking cargo configuration for CrateFunPlushie..."
cat Resources/Prototypes/Catalog/Cargo/cargo_fun.yml
# Let's also check if these plushies are available through other means
echo -e "\nChecking for other plushie availability..."
rg "Plushie" --type yaml Resources/Prototypes/Catalog/VendingMachines/
Length of output: 5073
Script:
#!/bin/bash
# Let's check if these plushies are available in other crates or through other means
echo "Checking for plushie availability in other crates..."
rg -l "id: Plushie" Resources/Prototypes/Entities/Objects/Fun/
# Let's also check the actual crate definition to see what's being modified
echo -e "\nChecking the original crate definition..."
cat Resources/Prototypes/Catalog/Fills/Crates/fun.yml
Length of output: 13137
Resources/Prototypes/Entities/Objects/Tools/tools.yml (1)
113-113
: Verify the wrench's visual appearance with the new rotation
The stored rotation has been changed from -90 to -45 degrees. Please ensure this change doesn't negatively impact the wrench's visual appearance when held or used.
✅ Verification successful
Rotation change for wrench appears consistent with similar tools
The change from -90 to -45 degrees for the wrench aligns with other similar tools in the codebase. The pickaxe, which is another similar handheld tool, also uses -45 degrees rotation. Most other tools use -90 degrees, but those are generally smaller items like screwdrivers and wirecutters. The -45 degree rotation is appropriate for larger handheld tools like wrenches and pickaxes, suggesting this change is intentional and consistent with the game's visual design patterns.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check for any other tools using -45 rotation for consistency
rg "storedRotation: -45" --type yaml
Length of output: 203
Script:
#!/bin/bash
# Let's check what other rotation values are commonly used for tools and weapons
rg "storedRotation:" --type yaml -B2 -A1
Length of output: 25570
Resources/Prototypes/Entities/Structures/Machines/lathe.yml (2)
Line range hint 262-467
: LGTM: Recipe changes are well-organized
The new recipes have been properly categorized and added to appropriate lathe types, maintaining good separation of concerns between different machine types.
96-96
: Verify all NES prefixed sprite assets exist
Multiple sprite paths have been updated to use the NES prefix. Please ensure all these sprite assets exist and are properly referenced:
NES/Structures/Machines/autolathe.rsi
NES/Structures/Machines/autolathe_hypercon.rsi
NES/Structures/Machines/protolathe.rsi
NES/Structures/Machines/protolathe_hypercon.rsi
Also applies to: 262-262, 273-273, 467-467
✅ Verification successful
All NES sprite assets are present and properly referenced
All the required sprite assets have been verified to exist in the repository:
NES/Structures/Machines/autolathe.rsi
NES/Structures/Machines/autolathe_hypercon.rsi
NES/Structures/Machines/protolathe.rsi
NES/Structures/Machines/protolathe_hypercon.rsi
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if the sprite files exist
for path in "NES/Structures/Machines/autolathe.rsi" "NES/Structures/Machines/autolathe_hypercon.rsi" "NES/Structures/Machines/protolathe.rsi" "NES/Structures/Machines/protolathe_hypercon.rsi"; do
if fd "$path"; then
echo "Found: $path"
else
echo "Missing: $path"
fi
done
Length of output: 1403
Resources/Textures/Structures/stairs.rsi/meta.json (2)
4-4
: LGTM: Well-documented copyright attribution
The copyright notice properly attributes the source files with specific commit references and includes modification credits.
11-23
:
Verify the removal of directional states
The removal of the directions
attribute from stairs_white
, stairs_steel
, and stairs_dark
states while retaining it for stairs_wood
creates an inconsistency. This could impact the ability to rotate these stairs during placement.
Run the following script to check for related entity definitions that might be affected:
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Почему
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Summary by CodeRabbit
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