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Add mutagen crafting components to underground lab #34384

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merged 5 commits into from
Oct 21, 2019

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zachary-kaelan
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Summary

SUMMARY: Balance "Add mutagen crafting components to underground lab"

Purpose of change

Explain how the scientists there are making mutagens, as well as provide more places for these items to spawn.

Describe the solution

Add tools_science item group to various item spawnpoints:

  • Racks in certain rooms.

Describe alternatives you've considered

You don't want to know.

@I-am-Erk
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I-am-Erk commented Oct 1, 2019

In the spots you're looking, you've put the science gear in with the cleaning stuff, but there are counters with lab chemicals and things on them in the same definition. I'd suggest putting the science stuff where things like chemicals are, not cleaning supplies.

Also, 80% is a very high spawn rate generally. That means almost every tile will have a piece of science gear. I'd recommend keeping it similar to the other numbers in the definitions here, usually 10-30%.

@ZhilkinSerg ZhilkinSerg added Items / Item Actions / Item Qualities Items and how they work and interact Map / Mapgen Overmap, Mapgen, Map extras, Map display Spawn Creatures, items, vehicles, locations appearing on map Game: Balance Balancing of (existing) in-game features. labels Oct 2, 2019
@zachary-kaelan
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I just went based on the Research Lab, which has 80% on every rack. Though the underground lab has a lot more racks, so I guess I would've needed to divide by the number of racks in the room.

I also assumed that they would put the tools away in a closet, underneath the bleach and ammonia, but I can see why they would leave them on the benches. Maybe they would keep a couple extras in storage?

@I-am-Erk
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I-am-Erk commented Oct 2, 2019

Things like spectrophotometers and balance scales live on lab benches, not usually on racks.

The research facility uses a pretty different spawn criteria, it's much more realistic in terms of quantities of things. You could try to replicate that in the underground lab, but it takes a lot of playtesting and trial and error, and you'll probably want to change the spawns of a few other things at the same time

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What are you doing in recipe files? Try not to make stealth changes that aren't part of your PR.

@tenmillimaster
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tenmillimaster commented Oct 3, 2019

If you want instruments on racks, it should be damaged instruments; dead instruments are usually the only ones that get put away.

Edit: just noticed this:

I also assumed that they would put the tools away in a closet, underneath the bleach and ammonia, but I can see why they would leave them on the benches. Maybe they would keep a couple extras in storage?

I know I would get my ass handed to me in a heartbeat if I stored a 5000 dollar colorimeter, or a 10000 dollar xrf or other $$$$ instrument underneath any liquids. Instrument graveyards are typically solely that, not mixed storage.

@tenmillimaster
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Craftable instrumentation doesn't really belong in this PR.

@zachary-kaelan
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@I-am-Erk We kind of discussed crafting of voltmeters but I forgot about it when writing the PR. I moved the changes to a new branch for later.

@tenmillimaster I guess the cleaning rack is more for the walk of shame of someone that made a mess.

@zachary-kaelan zachary-kaelan changed the title [WIP] Add mutagen crafting components to underground lab Add mutagen crafting components to underground lab Oct 9, 2019
@ZhilkinSerg ZhilkinSerg merged commit 7787bc0 into CleverRaven:master Oct 21, 2019
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4 participants