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/vg/ construction #27
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IconSmoothComponent overrides the sprite for child entities, this means that intermediate states jus show the parent state. Reparenting to ensure that IconSmoothComponent only goes on the intact wall and not on intermediate components (this opens the door to stripping rwalls down to half-constructed states to economise on plasteel while maintaining the full rad and damage protection of an rwall!!!! my balance
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mostly good but i have a few nitpicks
Resources/Prototypes/Recipes/Construction/Graphs/structures/girder.yml
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completed: | ||
- !type:SpawnPrototype | ||
prototype: SheetPlasteel1 | ||
amount: 1 |
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ive never actually realised how long it takes to deconstruct walls in ss13 but jeeesuuuus maybe nerf their health so structural damage can actually do its thing
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i'll go over damage thresholds and compare with our existing behaviour
What this does
Makes construction steps more consistent with /vg/13.
See below for complete list of changes
Why it's good
Familiarity
How it was tested
Constructed and deconstructed stuff on local while comparing with local /vg/13 build
Changelog
List of changes
Directional Window:Constructed in unsecured stateBase: Constructed in secured stateSecure in place/Unsecure with a screwdriver. When unsecured the window can be dragged around and will not rotate locally (ie. dragging it past a table corner will not pivot it - this results in some fucky behaviour with pixel movement but nothing new, like getting caught on corners and shit. Considering removing unanchoring capability for now)Base: Not implementedDeconstruct by using a welder on unsecured window to get glass sheet.Base: Screwdriver + Wrench on window. Once the screwdriver is used there is no way to get back to the original pre-screwdrivered state without fully reconstructing the window. Wrenching turns it back into glass sheet.Holding this one back because unanchored windows are awful without tile movement drag
Known Issues
- For some reason (I swear it worked when I tested before committing) newly-constructed directional windows' transform componentNoLocalRotation
does not get set to true, despite it being true on the prototype. GrrNext on the list: RWindows to get the same treatment as regular windows, I hope theres a tidy inheritance way of doing it for the entity prototypes