Prober and Drainer crafting + Prober sounds (#398)

* Prober Drainer graph and sounds

* normality crystal

I knew I was missing something

* Normality = 5 ectoplasm, drainer = 1 crystal

* Fix oopsy

* Psionic and Golemancy guidebooks

* I swear yml sometimes

* Change recipe to fit guidebook

* Update epistemics.yml

* add comment

---------

Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
This commit is contained in:
Fluffiest Floofers 2023-11-11 18:39:37 +01:00 committed by GitHub
parent 0815352ea7
commit efe3d0dbdd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 324 additions and 169 deletions

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@ -1 +1,3 @@
guide-entry-altars-golemancy = Altars and Golemancy
guide-entry-psionics = Psionics
guide-entry-reverse-engineering = Reverse Engineering

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@ -8,6 +8,8 @@
- Xenoarchaeology
- Robotics
- MachineUpgrading
- Psionics # Nyanotrasen - Psionics guidebook
# - AltarsGolemancy # When it's added # Nyanotrasen - Golemancy guidebook
- ReverseEngineering # Nyanotrasen - Reverse Engineering guidebook
- type: guideEntry

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@ -48,3 +48,14 @@
Piercing: 0.5
Heat: 1.5
Holy: 3.0
- type: damageModifierSet
id: ShockAbsorber
coefficients:
Blunt: 0.7
Slash: 0.5
Piercing: 0.7
Shock: 0
flatReductions:
Blunt: 5
Heat: 5

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@ -11,9 +11,9 @@
destroyOnFry: false
- type: ClothingGrantPsionicPower
power: MetapsionicPower
#- type: GuideHelp
#guides:
#- Psionics
- type: GuideHelp
guides:
- Psionics
- type: entity
parent: ClothingHeadHelmetHardsuitSyndie

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@ -74,9 +74,9 @@
- type: Construction
graph: TinfoilHat
node: tinfoilhat
# - type: GuideHelp
# guides:
# - Psionics
- type: GuideHelp
guides:
- Psionics
- type: entity
parent: ClothingHeadBase

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@ -0,0 +1,36 @@
- type: entity
parent: BaseItem
id: CrystalNormality
name: normality crystal
description: It looks... normal. Placeholder sprite.
components:
- type: Sprite
sprite: Nyanotrasen/Objects/Materials/materials.rsi
state: bluespace
color: gray
- type: Tag
tags:
- NormalityCrystal
# - type: entity
# parent: BaseItem
# id: CrystalSoul
# name: soul crystal
# description: Contains a soul. Placeholder sprite.
# components:
# - type: Sprite
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# color: purple
# - type: Speech
# - type: Psionic
# - type: SoulCrystal
# - type: SolutionContainerManager
# solutions:
# ectoplasm:
# maxvol: 50
# reagents:
# - ReagentId: Ectoplasm
# Quantity: 50
# - type: Extractable
# grindableSolutionName: ectoplasm

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@ -24,6 +24,6 @@
blockSlots: NONE #tranquillizer darts shouldn't be blocked by a mask
- type: InjectableSolution
solution: ammo
# - type: GuideHelp
# guides:
# - Psionics
- type: GuideHelp
guides:
- Psionics

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@ -6,9 +6,9 @@
components:
- type: Psionic
- type: GlimmerSource
#- type: Construction #Files are in place, but are commented out
#graph: GlimmerDevices
#node: glimmerProber
- type: Construction
graph: GlimmerDevices
node: glimmerProber
- type: ResearchPointSource
pointspersecond: 20
active: true
@ -59,30 +59,30 @@
- type: PowerSwitch
- type: Damageable
damageContainer: Inorganic
# damageModifierSet: ShockAbsorber
damageModifierSet: ShockAbsorber
- type: CargoSellBlacklist
# - type: GuideHelp
# guides:
# - Psionics
- type: GuideHelp
guides:
- Psionics
- type: AmbientSound
range: 6
volume: -6
sound: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_low.ogg
- type: AmbientOnPowered
# - type: GlimmerSound
# glimmerTier:
# Minimal:
# path: /Audio/Ambience/Objects/prober_hum_low.ogg
# Low:
# path: /Audio/Ambience/Objects/prober_hum_low.ogg
# Moderate:
# path: /Audio/Ambience/Objects/prober_hum_moderate.ogg
# High:
# path: /Audio/Ambience/Objects/prober_hum_high.ogg
# Dangerous:
# path: /Audio/Ambience/Objects/prober_hum_dangerous.ogg
# Critical:
# path: /Audio/Ambience/Objects/prober_hum_dangerous.ogg
- type: GlimmerSound
glimmerTier:
Minimal:
path: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_low.ogg
Low:
path: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_low.ogg
Moderate:
path: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_moderate.ogg
High:
path: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_high.ogg
Dangerous:
path: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_dangerous.ogg
Critical:
path: /Audio/Nyanotrasen/Ambience/Objects/prober_hum_dangerous.ogg
- type: entity
parent: BaseMachinePowered
@ -93,9 +93,9 @@
- type: Psionic
- type: GlimmerSource
addToGlimmer: false
#- type: Construction #Files are in place, but commented out
#graph: GlimmerDevices
#node: glimmerDrain
- type: Construction
graph: GlimmerDevices
node: glimmerDrain
- type: Sprite
sprite: DeltaV/Structures/Machines/glimmer_machines.rsi # DeltaV reskin
noRot: true
@ -114,9 +114,9 @@
False: {visible: false}
- type: PowerSwitch
- type: CargoSellBlacklist
# - type: GuideHelp
# guides:
# - Psionics
- type: GuideHelp
guides:
- Psionics
- type: NpcFactionMember
factions:
- PsionicInterloper # :^)
@ -149,9 +149,9 @@
- type: Anchorable
- type: Rotatable
- type: Pullable
# - type: Construction #Files are in place, but commented out
#graph: GlimmerDevices
#node: frame
- type: Construction #Files are in place, but commented out
graph: GlimmerDevices
node: frame
- type: Damageable
damageContainer: Inorganic
damageModifierSet: Metallic

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@ -34,6 +34,6 @@
gender: female
proper: true
- type: SpriteFade
#- type: GuideHelp # For whenever someones readds this
# guides:
# - Psionics
- type: GuideHelp
guides:
- Psionics

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@ -1,3 +1,13 @@
- type: guideEntry
id: Psionics
name: guide-entry-psionics
text: "/ServerInfo/Nyanotrasen/Guidebook/Epistemics/Psionics.xml"
# - type: guideEntry # When it's added
# id: AltarsGolemancy
# name: guide-entry-altars-golemancy
# text: "/ServerInfo/Nyanotrasen/Guidebook/Epistemics/Altar.xml"
- type: guideEntry
id: ReverseEngineering
name: guide-entry-reverse-engineering

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@ -1,73 +1,70 @@
##I'm commenting all of this out because it's bascially all stuff we don't have yet.
##Remove these two top lines when you uncomment them.
# - type: constructionGraph
# id: GlimmerDevices
# start: start
# graph:
# - node: start
# edges:
# - to: frame
# completed:
# - !type:SetAnchor
# value: false
# steps:
# - material: Plasteel
# amount: 5
# doAfter: 8
# - material: Cable
# amount: 5
- type: constructionGraph
id: GlimmerDevices
start: start
graph:
- node: start
edges:
- to: frame
completed:
- !type:SetAnchor
value: false
steps:
- material: Plasteel
amount: 5
- material: Cable
amount: 5
doAfter: 8
- node: frame
entity: GlimmerDeviceFrame
edges:
- to: glimmerProber
conditions:
- !type:EntityAnchored {}
steps:
- material: Bluespace
amount: 5
doAfter: 10
- tool: Welding
doAfter: 5
- to: glimmerDrain
conditions:
- !type:EntityAnchored {}
steps:
- tag: NormalityCrystal # DeltaV - Temporarily makes Drain only need 1 Crystal until Golemnization is implemented otherwise it's just imposible to craft
icon:
sprite: Nyanotrasen/Objects/Materials/materials.rsi
state: bluespace
name: a normality crystal
doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
- tool: Welding
doAfter: 5
# - node: frame
# entity: GlimmerDeviceFrame
# edges:
# - to: glimmerProber
# conditions:
# - !type:EntityAnchored {}
# steps:
# - material: Bluespace
# amount: 5
# doAfter: 10
# - tool: Welding
# doAfter: 5
# - to: glimmerDrain
# conditions:
# - !type:EntityAnchored {}
# steps:
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tag: NormalityCrystal
# icon:
# sprite: Nyanotrasen/Objects/Materials/materials.rsi
# state: bluespace
# name: a normality crystal
# doAfter: 1
# - tool: Welding
# doAfter: 5
- node: glimmerProber
entity: GlimmerProber
# - node: glimmerProber
# entity: GlimmerProber
# - node: glimmerDrain
# entity: GlimmerDrain
- node: glimmerDrain
entity: GlimmerDrain

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@ -1,36 +1,36 @@
# - type: construction
# id: GlimmerProber
# name: glimmer prober
# description: Increases glimmer and research points.
# graph: GlimmerDevices
# startNode: start
# targetNode: glimmerProber
# category: construction-category-machines
# icon:
# sprite: Nyanotrasen/Structures/Machines/glimmer_machines.rsi
# state: base
# objectType: Structure
# placementMode: SnapgridCenter
# canBuildInImpassable: false
# conditions:
# - !type:TileNotBlocked
- type: construction
id: GlimmerProber
name: glimmer prober
description: Increases glimmer and research points.
graph: GlimmerDevices
startNode: start
targetNode: glimmerProber
category: construction-category-machines
icon:
sprite: Nyanotrasen/Structures/Machines/glimmer_machines.rsi
state: base
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
# - type: construction
# id: GlimmerDrain
# name: glimmer drain
# description: Decreases glimmer.
# graph: GlimmerDevices
# startNode: start
# targetNode: glimmerDrain
# category: construction-category-machines
# icon:
# sprite: Nyanotrasen/Structures/Machines/glimmer_machines.rsi
# state: base
# objectType: Structure
# placementMode: SnapgridCenter
# canBuildInImpassable: false
# conditions:
# - !type:TileNotBlocked
- type: construction
id: GlimmerDrain
name: glimmer drain
description: Decreases glimmer.
graph: GlimmerDevices
startNode: start
targetNode: glimmerDrain
category: construction-category-machines
icon:
sprite: Nyanotrasen/Structures/Machines/glimmer_machines.rsi
state: base
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
# - type: construction
# id: Golem

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@ -1,4 +1,4 @@
#- type: reaction
# - type: reaction
# id: LotophagoiOil
# reactants:
# SpaceDrugs:
@ -11,25 +11,25 @@
# products:
# LotophagoiOil: 1
#- type: reaction
# id: CreateNormalityCrystal
# impact: Low
# quantized: true
# minTemp: 400
# reactants:
# Ash:
# amount: 10
# Water:
# amount: 10
# Blood:
# amount: 10
# Ectoplasm:
# amount: 10
# Plasma:
# amount: 10
# catalyst: true
# effects:
# - !type:CreateEntityReactionEffect
# entity: CrystalNormality
# - !type:ChangeGlimmerReactionEffect
# count: -10
- type: reaction
id: CreateNormalityCrystal
impact: Low
quantized: true
minTemp: 400
reactants:
Ash:
amount: 5 # DeltaV - Change from 10 to 5 to fit the guidebook recipe
Water:
amount: 5 # DeltaV - Change from 10 to 5 to fit the guidebook recipe
Blood:
amount: 5 # DeltaV - Change from 10 to 5 to fit the guidebook recipe
Ectoplasm:
amount: 5 # DeltaV - Make Normality Crystals need only 5 Ectoplasm, was 10.
Plasma:
amount: 5 # DeltaV - Change from 10 to 5 to fit the guidebook recipe
catalyst: true
effects:
- !type:CreateEntityReactionEffect
entity: CrystalNormality
- !type:ChangeGlimmerReactionEffect
count: -10

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@ -9,4 +9,6 @@
- type: Tag
id: BluespaceCrystal
- type: Tag
id: NormalityCrystal

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@ -0,0 +1,22 @@
<Document>
# Altars and Golemancy
## Altars
<GuideEntityEmbed Entity="AltarNanotrasen" />
The chapel has a [color=#a4885c]sacrificial altar[/color]. To use it, a psionic humanoid must be placed on it, and someone with either psionics or clerical training must initiate the sacrifice.
It appears in the context menu on the altar, which can be opened with the right mouse button by default.
<GuideEntityEmbed Entity="CrystalSoul" />
Once sacrificed, the psionic humanoid's soul is trapped inside a [color=#a4885c]soul crystal[/color]. This is not the end for them; they can still talk both vocally and telepathically, and this form is much harder to destroy.
<GuideEntityEmbed Entity="PonderingOrbTelepathic" />
10% of the time, the altar will spawn a powerful psionic item along with the soul crystal. This chance increases to 50% if the sacrifice was performed by someone with clerical training, such as the [color=#a4885c]chaplain[/color] or [color=#a4885c]mystagogue[/color].
## Golemancy
<Box>
<GuideEntityEmbed Entity="MobGolemCult"/>
<GuideEntityEmbed Entity="MobGolemWood"/>
</Box>
Soul crystals can be installed into [color=#a4885c]golems[/color] to give the soul a new body. Golems are bound to serve their master. As constructs, they do not need to eat, drink, or breathe.
Note that for wood golems, if plants are planted on top of their head, the plants will still need those things.
</Document>

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<Document>
# Psionics
[color=#a4885c]Psionics[/color] are mental abilities that interface with the [color=#a4885c]noösphere[/color]. Humans have limited access to the noösphere's full potential, allowing some to find ways to command it.
The abilities originate from distorting a noöspheric imprint into a specific shape, a bit like a lock and key. This means that humans can only have a single ability at a time.
An imprint shaped for metapsionics will not work for invisibility, and vice versa.
<GuideEntityEmbed Entity="MobIfritFamiliar" />
Many other creatures are much more in tune with it than humans, allowing them to access more powerful psionics like [color=#a4885c]kineses[/color].
## Telepathy
All psionic entities have a shared telepathic communication channel. It's anonymized, so you never know who you are talking to. Statistically, it probably is not human.
## Glimmer
[color=#a4885c]Glimmer[/color] is a more colloquial term for [color=#a4885c]noöspheric pressure[/color], measured in [color=#a4885c]milli-Psi (mΨ)[/color]. The noösphere can be considered analogous to an atmosphere. In a localized area, everything will equalize towards a certain pressure that's based off of the total energy in the system.
Note that unlike atmospheres, areas of noopsheric pressure do not operate by physical contigiousness, but mental. This means that areas with intertwined destinies will experience the same latent glimmer regardless of physical separation.
<GuideEntityEmbed Entity="SophicScribe" />
The [color=#a4885c]sophic scribe[/color] tracks glimmer.
<Box>
<GuideEntityEmbed Entity="GlimmerProber"/>
<GuideEntityEmbed Entity="GlimmerDrain"/>
</Box>
Epistemics can build devices to interact with glimmer. These are usually the main determiners of where glimmer is going.
[color=#a4885c]Glimmer probers[/color] will increase glimmer, but directly generate research points without further input. [color=#a4885c]Glimmer drains[/color] simply drain glimmer at the cost of electricity.
Use of psionics will increase glimmer, as will [color=#a4885c]noöspheric storms[/color].
## Discharges
Glimmer will occasionally discharge if it's above 100 mΨ, causing a wide range of effects based on just how high it is. The most common is giving all entities with psionic potential a small seizure,
which is something most people working on stations with an Epistemics department have grown used to.
## Acquiring Psionics
<GuideEntityEmbed Entity="Oracle" />
Psionics can be acquired in a number of ways. The oracle will sometimes dispense a strange liquid called [color=#a4885c]lotophagoi oil[/color], which at high glimmer levels is guaranteed to give psionics.
Random discharges may give you psionics as the seizure knocks your noöspheric imprint into just the right shape.
[color=#a4885c]Space drugs[/color] are an easier to acquire but much weaker alternative to lotophagoi oil.
## Psionic Insulation
<Box>
<GuideEntityEmbed Entity="ClothingHeadTinfoil"/>
<GuideEntityEmbed Entity="ClothingHeadHelmetInsulated"/>
<GuideEntityEmbed Entity="PillCryptobiolin" />
</Box>
[color=#a4885c]Insulative clothing[/color] and [color=#a4885c]cryptobiolin[/color] will render you immune to psionics, but prevent you from using any you have.
<GuideEntityEmbed Entity="ClothingHeadCage" />
Security has a more forcible option for insulative clothing.
## Handling Glimmer Emergencies
<GuideEntityEmbed Entity="GlimmerProber"/>
Probers should be turned off before glimmer exceeds 500 mΨ.
<GuideEntityEmbed Entity="GlimmerDrain"/>
Glimmer drains are quite effective at draining glimmer, taking it out as fast as a prober can put it in.
<GuideEntityEmbed Entity="AltarNanotrasen" />
Sacrificing psychics will reduce glimmer instantly by a decent amount.
<GuideEntityEmbed Entity="PillMindbreakerToxin" />
Metabolizing 20u or more of [color=#a4885c]mindbreaker[/color] will remove psionics from a person, meaning they will not generate any more glimmer.
<GuideEntityEmbed Entity="ShellSoulbreaker" />
[color=#a4885c]Soulbreaker[/color] shells will remove psionics from psychics they hit.
<GuideEntityEmbed Entity="Ectoplasm" />
[color=#a4885c]Ectoplasm[/color], combined in a beaker with equal parts water, ash, blood, and plasma, will produce a normality crystal when heated enough. [color=#fcdf03]Use a hot plate for this.[/color]
</Document>