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Adding fish oil. #4677

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@MistakeNot4892 MistakeNot4892 commented Dec 27, 2024

Description of changes

  • Adds cave fish and lantern fish to the Shaded Hills cave river.
  • Adds a base lantern fuel oil type which is the parent type of plant oil and corn oil.
  • Adds fish oil.
  • Adds recipes to make fuel oil from fish, plant or corn oil and powdered coal.

Why and what will this PR improve

  • More characterful fishes for the cave river.
  • More sources of fuel on the medieval map.

Authorship

Code is mine, sprites are @PlayerDeer <3

Changelog

🆑
tweak: Raw plant oil no longer works as lantern fuel; it must be mixed with powdered graphite first.
/:cl:

@MistakeNot4892 MistakeNot4892 added ready for review This PR is ready for review and merge. help wanted Extra attention is needed work in progress This PR is under development and shouldn't be merged. sprites This is an issue with a sprite or sprites. and removed ready for review This PR is ready for review and merge. labels Dec 27, 2024
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MistakeNot4892 commented Dec 27, 2024

I do not have decent sprites for the cave fish/lantern fish, I will kitbash some when I'm back home after the 1st but if anyone with more artistic skills than me wants to have a crack, it would be appreciated. Thank you Doe!

@MistakeNot4892 MistakeNot4892 force-pushed the feature/lanternfish branch 3 times, most recently from 62a8205 to cbfeecf Compare December 27, 2024 05:44
@MistakeNot4892 MistakeNot4892 added ready for review This PR is ready for review and merge. and removed help wanted Extra attention is needed work in progress This PR is under development and shouldn't be merged. sprites This is an issue with a sprite or sprites. labels Dec 27, 2024
@MistakeNot4892 MistakeNot4892 force-pushed the feature/lanternfish branch 2 times, most recently from b0d53f6 to 45b3d0c Compare December 27, 2024 10:39
@@ -0,0 +1,26 @@
/mob/living/simple_animal/aquatic/fish/large/lantern
name = "lantern fish"
desc = "An oily, glowing fish with a habit of nipping people. They are sometimes caught in cave rivers, and are rumoured to have cousins in the deep ocean."
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@out-of-phaze out-of-phaze Dec 27, 2024

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technically I think the original joke with the lanternfish was that it was the supposed explanation for someone being inexplicably covered in oil (because they'd actually fallen into the slaughterhouse water pit, which mixed their lantern's oil with the water. this then set them on fire

basically: it would be really funny if they got oil on you when they attack you

edit: not a requested change btw i was gonna approve but then i saw the other thing

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Fish don't attack currently, but we could consider a lantern carp?

@@ -171,7 +171,7 @@

// We clamp/round here so that we don't accidentally heal past the threshold and
// cheat our way into a full second threshold of healing.
damage = clamp(damage-get_organ_heal_amount(), min_heal_val, absolute_max_damage)
damage = clamp(damage - max(0, get_organ_heal_amount() * GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN)), min_heal_val, absolute_max_damage)
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doesn't this apply to all organs and not just the brain? i'm pretty sure this turns fish oil/neuroannealer into budget peridaxon. also it means it won't regenerate at all without any in your system, you might want like. * (1 + GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN)) or something

if that's not desired my proposal would be to give organs a var like healing_chem_effect and do something like

		var/healing_multiplier = 1 + (healing_effect ? GET_CHEMICAL_EFFECT(owner, healing_effect) : 0)
		damage = clamp(damage - max(0, get_organ_heal_amount() * healing_multiplier), min_heal_val, absolute_max_damage)

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Might just move it into a proc and override it on the brain.

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Made CE_BRAIN_REGEN modify get_organ_heal_amount() directly.


/obj/item/organ/internal/brain/get_organ_heal_amount()
return 1
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1
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oh, so it is intended that it never heals on its own if you don't have fish oil? otherwise you should probably be adding 1 to the effect

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I forgor brains regen a little without neuroannealer. Dammit.

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well, I guess thats a change to request?

Suggested change
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1
return 1 + (owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 0)

this will mean it heals 1 base, and then gains more based on the regen effect strength.

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Okay, getting it to heal 1 + brain heal if not under a threshold, brain heal only if over damage threshold.


/obj/item/organ/internal/brain/get_organ_heal_amount()
return 1
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1
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well, I guess thats a change to request?

Suggested change
return owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 1
return 1 + (owner ? GET_CHEMICAL_EFFECT(owner, CE_BRAIN_REGEN) : 0)

this will mean it heals 1 base, and then gains more based on the regen effect strength.

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