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Removing Immersion-Breaking numerical designations


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Posted (edited)

https://github.com/Aurorastation/Aurora.3/pull/7680

-Removes numerical designations on every mob type I could find (except xenos, because they're not in the game anymore).
-Implements a new system of randomized descriptive adjectives pulled from lists that can be later used or modified as needed. This affects rats, drones, golems, contructs, and several monkey variants. It's possible I missed things, I can add those later if needed.
-Rats can spawn randomly as vermin, mice, or rodents instead, for additional variety.
-Rats and Maint drones players can edit their name to a simple "[descriptor] [mobtype]". The game does check to make sure your chosen name is valid before allowing you to take it. Name changes generate an adminlog, so you will be noticed immediately if you start trying to be a nazi rat or some stupid shit.

Edit: Slimes added to the PR! They can also be renamed now!

Edit2: Diona now have descriptive names too.

Edited by Kaed
Posted

holy shit this sounds legit

so we don't have to be arsed to dig through the code (i'm on mobile) could ya post some example names?

full support so far

Posted (edited)

fat rat

mangy vermin

rancid mouse

tiny vermin

buzzing maintenance drone

ponderous iron golem

ominous juggernaut

generic monkey

playful farwa

Edited by Kaed
Posted

In general, I like this.

But. I think that a tagging system for monkeys, slimes, other animals used in science would be necessary. Otherwise, keeping track of your "experiments" becomes 110 times more painful than it really needs to be. Realistically, you can think of it as a collar tag or something.

Posted

Agree with above, Xenobiology came to mind when I saw the amount of descriptors. On a productive day one will breed more slimes than descriptors exist. Spiders may also raise similar concerns but less about keeping track, more about how fast spiders can breed in unlucky circumstances.

Posted
Just now, Scheveningen said:

Can't you tap animals with a hand labeller? If not, might be worth adding that functionality to the hand labeller and then mapping it in xenobio.

Labeling mobs with a hand labeler did exist, but was removed for hopefully understandable reasons involving assistants/clowns labeling people and the general inability to remove a label from someone easily.

Posted
1 hour ago, Carver said:

Labeling mobs with a hand labeler did exist, but was removed for hopefully understandable reasons involving assistants/clowns labeling people and the general inability to remove a label from someone easily.

It is extremely easy to remove a label. Right click, remove label. I am not fully sure why it was removed honestly.

Posted
15 minutes ago, Nantei said:

It is extremely easy to remove a label. Right click, remove label. I am not fully sure why it was removed honestly.

Because remove label didn't exist when it was removed, and not for quite some time after it was removed.

Posted (edited)

Three hand labelers have been added to science - two in their spawning room, one in xenobiology.  Monkey tagging (and by dubious extension, people tagging) has been re-enabled.

Slimes were always able to be labeled.

Edited by Kaed
Posted

I kinda think it'd be cool if you could like, get a laser painter that allows you to burn/tag stuff from a distance. It'd allow scientists to tag hazardous stuff from a distance. Can be emagged to deal burn and gain the ability to target humans as well.

Posted
13 minutes ago, geeves said:

I kinda think it'd be cool if you could like, get a laser painter that allows you to burn/tag stuff from a distance. It'd allow scientists to tag hazardous stuff from a distance. Can be emagged to deal burn and gain the ability to target humans as well.

While an interesting idea, and definitely something that could be added to the toys research can procure, that's out of the scope of this PR.  You could make it yourself, perhaps, but I'm trying to keep this as atomic as possible.  Also I don't know how I would go about making something like that.

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