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Bone audit - 1/? #74364

Merged
merged 11 commits into from
Jul 10, 2024
Merged

Bone audit - 1/? #74364

merged 11 commits into from
Jul 10, 2024

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Karol1223
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@Karol1223 Karol1223 commented Jun 7, 2024

Summary

None

Purpose of change

Our bone items were, although good, still not exactly normalized and kind of all over the place. This, combined with #74328 which finally allows me to make corpses leave bones behind as they decay (but need some new bone types, so you don't get to make bone broth out of dessicated rotten bones) requires me to finally step up and set the stage. I really wanna add decay fields. Since #74462 is in limbo and I have no idea what to do with myself, this is devolving to just auditing some currently existing bone items. Nothing new is going to be added anymore.

Describe the solution

Default bones

  • Normalized to be based off an average male human femur, which means the weight, volume, and length went slightly up
  • Added a dynamic to-hit calculation as well as some shitty bash damage
  • Added 171kcal
  • Chain the tainted bone with copy-from from the base, remove its kcal
  • Correct the human bone's vitamins to go in line with the default's, gave it the meat allergen vitamin just in case

Weird huge museum bone thing

  • Normalize the dimensions to be based off an African elephant femur
  • Change category to generic, ain't nobody eating a 20l bone
  • Changed the length modifier to long from short

Bone meals

  • Normalized to 35kcal per serving
  • Added baseline calcium and meat allergen vitamins
  • Adjusted the volume, density based off flour
  • Chained the tainted version to the default via copy-from

Skulls

  • Change category from spare parts to other
  • Gave skulls smaller than a single bone item their own milling recipes

Misc shit

  • Made cowrie jewelry unsalvageable
  • Removed the bone skewer's to-hit since it had no damage defined anyway
  • Removed tainted bones from one of Magiclysm profession itemgroups. I couldn't find a way to make them make sense in there. In the future I'd like to replace them with tainted bone shards when/if I get to add that item, but for now the druids are two tainted bones poorer
  • Cleaned up the syntax for fur in that same itemgroup while I was here

Describe alternatives you've considered

  • Add some cowrie shell items that the cowrie jewelry could disassemble into. Not viable since different pieces would likely use different shell sizes

Testing

Additional context

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Jun 7, 2024
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It appears you modified a .po or .pot file. These translation files are automatically generated, pushed to, and pulled from Transifex, and should not be modified otherwise. If these changes are intended, please add Translation file changes are intended to the PR body.

@github-actions github-actions bot added <Documentation> Design documents, internal info, guides and help. NPC / Factions NPCs, AI, Speech, Factions, Ownership Info / User Interface Game - player communication, menus, etc. Translation I18n Items: Magazines Ammo holding items and objects. Missions Quests and missions Bionics CBM (Compact Bionic Modules) Map / Mapgen Overmap, Mapgen, Map extras, Map display Vehicles Vehicles, parts, mechanics & interactions Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Spawn Creatures, items, vehicles, locations appearing on map Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies Code: Tests Measurement, self-control, statistics, balancing. [C++] Changes (can be) made in C++. Previously named `Code` Monsters Monsters both friendly and unfriendly. Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [Markdown] Markdown issues and PRs Items: Ammo / Guns Ammunition for all kinds of weapons and these weapons themselves Melee Melee weapons, tactics, techniques, reach attack Scenarios New Scenarios, balancing, bugs with scenarios Character / World Generation Issues and enhancements concerning stages of creating a character or a world [Python] Code made in Python Mods: Magiclysm Anything to do with the Magiclysm mod Mods: Aftershock Anything to do with the Aftershock mod labels Jun 11, 2024
@Karol1223 Karol1223 removed Items: Containers Things that hold other things Code: Tooling Tooling that is not part of the main game but is part of the repo. Items: Armor / Clothing Armor and clothing labels Jun 11, 2024
@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jun 11, 2024
@Karol1223 Karol1223 changed the title Bone audit Bone audit - 1/? Jun 15, 2024
@Karol1223 Karol1223 force-pushed the bone-o'clock branch 2 times, most recently from 3c8ccd1 to bf3f029 Compare June 24, 2024 07:41
@github-actions github-actions bot added the Items: Armor / Clothing Armor and clothing label Jun 30, 2024
@github-actions github-actions bot added Mods Issues related to mods or modding Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies Mods: Magiclysm Anything to do with the Magiclysm mod labels Jun 30, 2024
@Karol1223 Karol1223 marked this pull request as ready for review June 30, 2024 11:17
@github-actions github-actions bot requested a review from KorGgenT June 30, 2024 11:17
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jun 30, 2024
@Maleclypse Maleclypse merged commit 6389b8b into CleverRaven:master Jul 10, 2024
33 of 41 checks passed
@Karol1223 Karol1223 deleted the bone-o'clock branch July 10, 2024 17:22
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3 participants