{"action":"created","issue":{"url":"https://api.github.com/repos/ParadiseSS13/Paradise/issues/6236","repository_url":"https://api.github.com/repos/ParadiseSS13/Paradise","labels_url":"https://api.github.com/repos/ParadiseSS13/Paradise/issues/6236/labels{/name}","comments_url":"https://api.github.com/repos/ParadiseSS13/Paradise/issues/6236/comments","events_url":"https://api.github.com/repos/ParadiseSS13/Paradise/issues/6236/events","html_url":"https://github.com/ParadiseSS13/Paradise/pull/6236","id":202456949,"number":6236,"title":"Botany rework","user":{"login":"Fox-McCloud","id":5785200,"avatar_url":"https://avatars.githubusercontent.com/u/5785200?v=3","gravatar_id":"","url":"https://api.github.com/users/Fox-McCloud","html_url":"https://github.com/Fox-McCloud","followers_url":"https://api.github.com/users/Fox-McCloud/followers","following_url":"https://api.github.com/users/Fox-McCloud/following{/other_user}","gists_url":"https://api.github.com/users/Fox-McCloud/gists{/gist_id}","starred_url":"https://api.github.com/users/Fox-McCloud/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Fox-McCloud/subscriptions","organizations_url":"https://api.github.com/users/Fox-McCloud/orgs","repos_url":"https://api.github.com/users/Fox-McCloud/repos","events_url":"https://api.github.com/users/Fox-McCloud/events{/privacy}","received_events_url":"https://api.github.com/users/Fox-McCloud/received_events","type":"User","site_admin":false},"labels":[{"id":176236513,"url":"https://api.github.com/repos/ParadiseSS13/Paradise/labels/Balance","name":"Balance","color":"FBD229","default":false},{"id":176235380,"url":"https://api.github.com/repos/ParadiseSS13/Paradise/labels/Feature","name":"Feature","color":"26A726","default":false},{"id":176235567,"url":"https://api.github.com/repos/ParadiseSS13/Paradise/labels/Map%20Edit","name":"Map Edit","color":"EC6A29","default":false},{"id":176235945,"url":"https://api.github.com/repos/ParadiseSS13/Paradise/labels/Refactor","name":"Refactor","color":"FFB626","default":false},{"id":493484565,"url":"https://api.github.com/repos/ParadiseSS13/Paradise/labels/Tweak","name":"Tweak","color":"0052cc","default":false},{"id":345955750,"url":"https://api.github.com/repos/ParadiseSS13/Paradise/labels/Work%20In%20Progress","name":"Work In Progress","color":"e11d21","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":11,"created_at":"2017-01-23T06:40:00Z","updated_at":"2017-01-23T12:06:35Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/ParadiseSS13/Paradise/pulls/6236","html_url":"https://github.com/ParadiseSS13/Paradise/pull/6236","diff_url":"https://github.com/ParadiseSS13/Paradise/pull/6236.diff","patch_url":"https://github.com/ParadiseSS13/Paradise/pull/6236.patch"},"body":"Still WIP; this is untested--been over it a few dozen times to make sure that icons, reagents, and the likes all match up and all proper files are included and non-useful files are purged. Actual in-game testing has not been done yet. There's still a few things I need to tweak, as well\r\n\r\nPorts over TG's botany system. \r\n\r\nThis botany system is very very similar to ours, especially after I did a lot of work on it to add more featuers to it and modularize plant genes to be more like Baystation's botany system. To say the least, feature loss will be minimal, though I will enumerate what has been lost below, later.\r\n\r\nThe fundamental system is still the same; you plant seeds in a tray, they grow up, you harvest them and give them to the chef.\r\n\r\nOverall, there's a lot of little change that add up to be big ones---it's difficult to list them all. At the end of the day, though, as a player, you'll be losing very little, with this system, and gaining a lot of modularity when actually playing botany.\r\n\r\nI encourage you to read https://tgstation13.org/wiki/Guide_to_hydroponics for some base level info and to ask questions, as I have a high amount of familiarity with both systems.\r\n\r\nAdditions\r\n- Adds in a framework for drying plants into something else; for instance, drying grapes into raisins\r\n- Can store seeds in the seed extractor; they're sorted by the unique values/stats on them--no more leaving seeds lie all around botany and getting confused which is which\r\n- A ton of new types of fruits/vegetables: snap-pop corn, exploding lemonss, toxic pumpkins, pistol fruit, oats, actual cannabis, life weed, death weed, omega weed, rainbow weed, vanilla pods, holy melons, mimanas (mime bananas).\r\n- new reagents in some of the plants, such as growth serum, which makes you larger until it leaves your system. \r\n- product size scales with how potent it is; it can be tiny or huge\r\n- Wearing flowers in your hair\r\n- Bonfires; you can build these with wood---then attach a stake to it; let it give off light or ***burn people at the stake***\r\n\r\nChanges\r\n- Lots of plants have new reagents in them they previously didn't have; bananas have potassium in them, for instance, and many of the new plants have other base level reagents (chlorine, hydrogen, oxygen, water, etc); now you can be a ghetto chemist botanist!\r\n- Plant traits and attributes are very modular and isolated; no longer are specific attributes bundled with other attributes.\r\n  - What this means is that you can extract *just* the potency gene from instead of Potency+whatever it's packaged with\r\n  - You can extract/add individual reagents from a plant; build a super healing plant, or a super deadly on; the choice is up to you---it doesn't even have to have anything in it\r\n- Plants lose water/gain pests/lose nutrition at a much faster rate, but they also grow faster; less time watching plants just grow, more time actually doing the aspects of the job that are enjoyable\r\n- Bees slightly more impactful at increasing plant potency\r\n- Seed extractor can now be deconstructed/rebuilt.\r\n\r\nLost\r\n- Vines are no longer a specific mutation; all of this has been pushed into the kudzu plant; actual vine abilities are similar to before; you can even utilize reagents on the vines to attempt to mutate new mutations on them and alter their effects. Not really removed, just different.\r\n- Gas exuding plants are gone; if we're hellbent on this remaining, we can add it--later; it was never really used though aside from \"oh shit, it's spewing plasma, oh gosh, stop it before it---oh no, too late\r\n- Customizing plant appearances. This was really only utilized by a few very very experienced botany players and doesn't add all that much. \r\n\r\nCode Wise\r\n- This gets rid of the awful tag system inherent to the previous botany system; it's been completely eradicated from the codebase. If you want to use an item in a recipe, then it will be a full type-path as opposed to a kitchen/seed tag. This not only makes altering/accessing vars on plants easier, but also ensures that it's more difficult to make a mistake. Additionally, it means full functionality with our tablecrafting system, should we ever want to expand that.\r\n- Added in TG's baseturf var. I didn't really plug this in anywhere except for vine turfs; it would probably be best to expand on this after this PR goes through\r\n- Biogenerator now operates off of research datums instead of an `if` chain\r\n- dat disks now more OOP in terms of icon handling; all data disk icons moved from cloning/items to module.dmi.\r\n- Overall structure of botany is more unified under a single module, both in terms of machiner, plants, and the likes, and icons\r\n\r\nCoders\r\n- In general, this is an easier system to work with; it's ***ridiculous*** more object oriented; unique attributes of a plant are very datumized and easily expandable; no more snowflaking things into various part of a `grown`; you can handle things on the gene level.\r\n\r\nTo Do:\r\n- [ ] make sure everything works\r\n- [x] Fix some styling issues\r\n- [x] Tie in a few loose ends, like banana peels\r\n- [ ] Re-add diona nymph pods (right now it's just full grown Diona)\r\n- [x] Tweak the smoke/gas gene for Para, since our smoke system is different\r\n- [ ] test, test, and re-test\r\n- [ ] Scream excessively at conflicts\r\n- [ ] Add in missing sprites\r\n- [x] Rawr because I can\r\n"},"comment":{"url":"https://api.github.com/repos/ParadiseSS13/Paradise/issues/comments/274472142","html_url":"https://github.com/ParadiseSS13/Paradise/pull/6236#issuecomment-274472142","issue_url":"https://api.github.com/repos/ParadiseSS13/Paradise/issues/6236","id":274472142,"user":{"login":"KingPhilipIII","id":16625379,"avatar_url":"https://avatars.githubusercontent.com/u/16625379?v=3","gravatar_id":"","url":"https://api.github.com/users/KingPhilipIII","html_url":"https://github.com/KingPhilipIII","followers_url":"https://api.github.com/users/KingPhilipIII/followers","following_url":"https://api.github.com/users/KingPhilipIII/following{/other_user}","gists_url":"https://api.github.com/users/KingPhilipIII/gists{/gist_id}","starred_url":"https://api.github.com/users/KingPhilipIII/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/KingPhilipIII/subscriptions","organizations_url":"https://api.github.com/users/KingPhilipIII/orgs","repos_url":"https://api.github.com/users/KingPhilipIII/repos","events_url":"https://api.github.com/users/KingPhilipIII/events{/privacy}","received_events_url":"https://api.github.com/users/KingPhilipIII/received_events","type":"User","site_admin":false},"created_at":"2017-01-23T12:06:35Z","updated_at":"2017-01-23T12:06:35Z","body":"As a botanist changeling on TG I've used mimanas to capture prey before slipping on them silences you for a very short time period. I'd hide it under something and stand in a nearby locker. Wait for my victim and then leap out with an arm blade. \r\n\r\nThis is somewhat related and somewhat unrelated, but if we ever get around to merging Lavaland will the ghost roles be kept? Several of them are just if you want to mess around there, but they have several ruins that serve as tutorials, including one with Pod People to act as a botany tutorial (With acesss to a hacked seed vendor and the best botany tools possible you could learn to botany in peace. Unless some douchebag miner came in and started shooting.(Which has happened. We just sic'd killer tomatoes on him and lobbed exploding lemons at him. )) \r\n\r\nThis aforementioned botany tutorial also had a small chance of spawning a gatfruit seed packet in a crate. "}}
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