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More Cyclops Upgrades 4.0 #73

Merged
merged 91 commits into from
Jul 11, 2019
Merged

More Cyclops Upgrades 4.0 #73

merged 91 commits into from
Jul 11, 2019

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PrimeSonic
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@PrimeSonic PrimeSonic commented Jun 18, 2019

MoreCyclopsUpgrade 4.0

Overhauled public API.

  • Everything public now lives in the MoreCyclopsUpgrades.API namespace with further classifications under it.
  • New public classes and interfaces provided to cover just about every need for upgrades, chargers, and general manager.
  • The new MCUServices class provides guided access to the main integration methods.
  • The new CyclopsUpgrade class extends the Craftable class a quick and easy way to set up a new cyclops upgrade item.

New API Feature: PDA IconOverlay

  • The IconOverlay system, provide an easy way to overlay info text over top of the upgrade module's icon when viewed in the PDA upgrade console equipment screen
  • Provides 3 Text handlers, for upper, middle, and lower anchored text elements.
  • The default style looks similar to the power indicator icons, provided for adding extra info over the PDA icons

Simplified difficulty setting

  • Easy/Medium/Hard settings will impact Cyclops engine efficiency and recharge efficiency
    • Easy: No changes
    • Medium: 15% penalty to engine efficiency and all energy provided by cyclops chargers15%
    • Hard: 30% penalty to engine efficiency and all energy provided by cyclops chargers

All upgrade modules are optional

  • All of the upgrade modules that used to come built in with MoreCyclopsUpgrades are now split off into their own mods
  • Players can choose which additional upgrades they want for their game
  • For mods that alter the behavior of existing upgrades (like thermal and engine upgrades)
    the original/vanilla behavior will be used

All vanilla upgrade modules can be modded

  • The original behavior of the vanilla upgrade modules will only be used when no external mod has provided a custom handler
  • This means that any vanilla upgrade module can be reworked with new behavior

Split out the original upgrades into their own (optional) mods

  • CyclopsBioReactor
  • CyclopsEngineUpgrades
  • CyclopsNuclearUpgrades
  • CyclopsSolarUpgrades
  • CyclopsSpeedUpgrades
  • CyclopsThermalUpgrades

New Upgrade Module

CyclopsAutoZapper (Cyclops Auto Defense System)

  • Using the Seamoth's Electrical Perimeter Defenses, the Cyclops can automatically zap any hostile fauna that gets in range.

New Config Settings

  • AuxConsoleEnabled (requires restart)
    • Enables/Disables the Auxiliary Upgrade Console from being patched in
    • Aux Upgrade Consoles are enabled by default
  • ChallengeMode
    • Easy: No penalties applied. This is the default selection.
    • Medium: Applies a 15% penalty to engine efficiency and power provided by cyclops chargers
    • Hard: Applies a 30% penalty to engine efficiency and power provided by cyclops chargers
  • DeficitThreshold
    • Unified the checkbox and slider that managed the old Nuclear Module into a single slider that now manages all chargers registered as "NonRenewable"
    • The slider goes from 10% to 99%
    • This sets what percentage of battery power the Cyclops needs to be brought down to before non-renewable chargers are tapped for power
  • 95% is the default selection
  • ShowChargerIcons
    • Configures the power indicator icons that displays which chargers are currently providing energy
    • Never: Always hides the power indicator icons
    • WhenPiloting: Only shows the icons in the Helm HUD, visible only when actively piloting the cyclops
    • OnHoloDisplay: Only shows on the helm holo display
    • Everywhere: Shows icons in both locations. This is selected by default.
  • EnableDebugLogs
    • Enables/Disables additional Debug level logs from MoreCyclopsUpgrades
  • HelmEnergyDisplay
    • Allows the user to select how energy is displayed in the Cyclops piloting HUD
    • PowerCellPercentage: Vanilla behavior. Shows the percentage of energy in the power cells.
    • PowerCellAmount: Shows the total energy available in the power cells
    • PercentageOverPowerCells: Shows a percentage that can go over 100% as power cell energy is added to all available reserve energy
    • CombinedAmount: Shows the total energy combined across power cells and reserve energy

Other Info

  • Updated recipes across the board to push higher upgrades towards later in the game
  • Auxiliary Upgrade Console is still part of MoreCyclopsUpgrades
    • Can still be disabled from the config
  • Prevents the "Emergency Power" warning from playing while the game is still loading

- Migrating away from CyclopsModule
- Preparing to separate upgrades into their own mods
- Preparing to split upgrades into their own mods
- Updated CyclopsNuclearReactor for MCU 4.0
…ster and the Mk2/Mk3 Engine Efficiency upgrades into their own mod
# Conflicts:
#	CyclopsBioReactor/SaveData/CyBioReactorSaveData.cs
#	MoreCyclopsUpgrades/Properties/AssemblyInfo.cs
#	MoreCyclopsUpgrades/mod.json
- Resolved for newer state
@PrimeSonic PrimeSonic self-assigned this Jun 18, 2019
PrimeSonic and others added 27 commits July 3, 2019 16:55
- Fixing issues with config data not persisting on load
- Split ProducePower into two methods to handle free and non-free energy
- Reworked interface into an abstract class
All animations ,  sounds and textures have been added to the game
Removed  - CyBioReactorT.png
Reverted - MoreCyclopsUpgrades.csproj
Reverted - CyclopsBioReactor.csproj
Added back in the new file references that got removed by accident in a revert
- Updating everything for DayTimeSpeed scaling
- Updated the status text on the BioReactor Display
- Playtesting polish
- Better BioReactor Display info
@PrimeSonic PrimeSonic marked this pull request as ready for review July 11, 2019 02:38
@PrimeSonic PrimeSonic merged commit 4c0e8a9 into master Jul 11, 2019
@PrimeSonic PrimeSonic deleted the MCU_4-0 branch July 11, 2019 03:13
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