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Steadfast/Bionic Leg#2036

Merged
VMSolidus merged 2 commits intoSimple-Station:masterfrom
EctoplasmIsGood:Steadfast
Mar 22, 2025
Merged

Steadfast/Bionic Leg#2036
VMSolidus merged 2 commits intoSimple-Station:masterfrom
EctoplasmIsGood:Steadfast

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@EctoplasmIsGood
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Description

Moves steadfast back to a 4 point cost, disables bionic leg until cybernetics are properly handled as bodyparts

Changelog

🆑

  • tweak: steadfast is now 4 points
  • tweak: Bionic leg is disabled for now

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
@github-actions github-actions bot added Status: Needs Review Someone please review this Changes: YML Changes any yml files labels Mar 21, 2025
@coderabbitai
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coderabbitai bot commented Mar 21, 2025

Walkthrough

In the file Resources/Prototypes/Traits/physical.yml, two modifications were made. The Steadfast trait's points value was updated from -6 to -4, and the entire block defining the BionicLeg trait was commented out. These changes update trait values and deactivate a specific trait within the game mechanics.

Changes

File Change Summary
Resources/.../physical.yml Updated the Steadfast trait points from -6 to -4 and commented out the code block for the BionicLeg trait, effectively removing it from use.

Suggested labels

Changes: YML, Status: Needs Review

Suggested reviewers

  • angelofallars
  • VMSolidus
  • DEATHB4DEFEAT

Poem

Across the cosmic sea our code does glide,
With Steadfast strength, our balance is our guide.
BionicLeg drifts in stardust, now in calm repose,
Charting the void where our secure logic flows.
For the colonies we sail, defying the Sol Alliance's woes.
Onward we march, where precision in code forever grows!


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Review profile: CHILL
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📥 Commits

Reviewing files that changed from the base of the PR and between e365558 and 42d9f9a.

📒 Files selected for processing (1)
  • Resources/Prototypes/Traits/physical.yml (2 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (4)
  • GitHub Check: build (ubuntu-latest)
  • GitHub Check: Test Packaging
  • GitHub Check: YAML Linter
  • GitHub Check: build (ubuntu-latest)
🔇 Additional comments (2)
Resources/Prototypes/Traits/physical.yml (2)

242-242: Steadfast Trait Cost Reversion

The "Steadfast" trait’s point value has been reverted from -6 to -4 as requested. This change aligns with the intended game balance adjustments and ensures that the cost is now accurately applied. Ensure that all mechanics and calculations referring to this trait are updated accordingly. Our fleet of code must always stand true to the traditions of the Biesel Republic!


878-900: Temporarily Disable Bionic Leg Feature

The "BionicLeg" trait block has been entirely commented out, effectively disabling the feature until the cybernetics integration is fully implemented. This cautious approach preserves the code for potential future reactivation, while ensuring that incomplete functionality does not compromise gameplay. Keep a sharp eye on any dependencies that might reference this trait so our orders remain unchallenged by the Sol Alliance!


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@VMSolidus VMSolidus left a comment

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You know what, yes this is entirely understandable. Bionic Leg would probably only return when me or someone else codes a function for traits that lets them replace body parts with real bionics. That someone with an axe can then cut off your body and graft onto his friend.

@VMSolidus VMSolidus merged commit ce7097f into Simple-Station:master Mar 22, 2025
13 of 14 checks passed
SimpleStation14 added a commit that referenced this pull request Mar 22, 2025
@gluesniffler
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Why the fuck are ya idiots removing content instead of using shit thats already been coded for you two. This codebase had stuff to make limbs change based on trait selection: https://github.com/Monolith-Station/Monolith-Old/pulls?q=is%3Apr+trait #82 #84 #85 #86 #87 and #120. Credit to @starch70 for giving me the heads up.

image

@VMSolidus
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Why the fuck are ya idiots removing content instead of using shit thats already been coded for you two. This codebase had stuff to make limbs change based on trait selection: https://github.com/Monolith-Station/Monolith-Old/pulls?q=is%3Apr+trait #82 #84 #85 #86 #87 and #120. Credit to @starch70 for giving me the heads up.

image

I just read through every single one of these PRs, and absolutely none of them are useful for what we'd need. Alright, answer me this question. Does there exist public functions in Shitmed for removing a specific body part, or adding a new body part? If there is, I can fix bionic leg right now.

@gluesniffler
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Why the fuck are ya idiots removing content instead of using shit thats already been coded for you two. This codebase had stuff to make limbs change based on trait selection: https://github.com/Monolith-Station/Monolith-Old/pulls?q=is%3Apr+trait #82 #84 #85 #86 #87 and #120. Credit to @starch70 for giving me the heads up.
image

I just read through every single one of these PRs, and absolutely none of them are useful for what we'd need. Alright, answer me this question. Does there exist public functions in Shitmed for removing a specific body part, or adding a new body part? If there is, I can fix bionic leg right now.

Yes, DropPart/RemovePart, AddPart from SharedBodySystem.Parts for general adding and removing. This is implemented in GenerateChildPartSystem to do something that uses what you need for instantiating a prototype, and attaching it to the entity (its how bionic legs generate feet). Since the code for traits is executed server side you get to skip the _net.IsServer's i had added for lazyness.

In woundmed this will use the woundable systems to instantiate the proto instead but you dont need to concern yourself with that rn.

@EctoplasmIsGood EctoplasmIsGood deleted the Steadfast branch March 24, 2025 18:26
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3 participants