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Multiplayer survival role-playing game set in a post-nuclear apocalyptic world

Home Page: https://nuclear14.com

License: GNU Affero General Public License v3.0

Python 0.31% Shell 0.01% C# 94.47% CSS 0.05% JavaScript 0.07% PowerShell 0.02% Fluent 4.99% FreeMarker 0.01% MATLAB 0.03% Batchfile 0.01% Go 0.03% Nix 0.01% XSLT 0.01%
space-station-13 space-station-14

nuclear-14's Introduction

Nuclear 14

Nuclear 14 is the original Fallout fork on Space Station 14 created by Peptide90 in 2022 and a collection of other valuable contributors. It uses assets from various Fallout13 (F13)(SS13) forks as well as brand new assets created by our community. The location and theme of Nuclear14 differs from F13 for a variety of reasons but mostly to give people something new to experience rather than rehashing the old again. Thanks to the SS14 engine and our Upstream repository, Einstein Engines, we bring something highly modular to the community to enjoy. The codebase has been licensed as AGPLv3 so that the fork and its developments can be enjoyed by all.

The SS13 remake curse and F13 curse have been broken, come check out the community on discord here and consider contributing. Links to the official servers can be found on the discord too or via the launcher at ss14://game.nuclear14.com:1212

Einstein Engines


Einstein Engines is a hard fork of Space Station 14 built around the ideals and design inspirations of the Baystation family of servers from Space Station 13 with a focus on having modular code that anyone can use to make the RP server of their dreams. Our founding organization is based on a democratic system whereby our mutual contributors and downstreams have a say in what code goes into their own upstream. If you are a representative of a former downstream of Delta-V, we would like to invite you to contact us for an opportunity to represent your fork in this new upstream.

Space Station 14 is inspired heavily by Space Station 13 and runs on Robust Toolbox, a homegrown engine written in C#.

As a hard fork, any code sourced from a different upstream cannot ever be merged directly here, and must instead be ported. All code present in this repository is subject to change as desired by the council of maintainers.

Links

Website | Discord | Steam(SSMV Launcher) | Steam(WizDen Launcher) | Standalone

Contributing

We are happy to accept contributions from anybody, come join our Discord if you want to help. We've got a list of issues that need to be done and anybody can pick them up. Don't be afraid to ask for help in Discord either!

We are currently accepting translations of the game on our main repository. If you would like to translate the game into another language check the #contributor-general channel in our Discord.

Building

Refer to the Space Wizards' guide on setting up a development environment for general information, but keep in mind that Einstein Engines is not the same and many things may not apply. We provide some scripts shown below to make the job easier.

Build dependencies

  • Git
  • .NET SDK 8.0.100

Windows

  1. Clone this repository
  2. Run git submodule update --init --recursive in a terminal to download the engine
  3. Run Scripts/bat/buildAllDebug.bat after making any changes to the source
  4. Run Scripts/bat/runQuickAll.bat to launch the client and the server
  5. Connect to localhost in the client and play

Linux

  1. Clone this repository
  2. Run git submodule update --init --recursive in a terminal to download the engine
  3. Run Scripts/bat/buildAllDebug.sh after making any changes to the source
  4. Run Scripts/bat/runQuickAll.sh to launch the client and the server
  5. Connect to localhost in the client and play

MacOS

I don't know anybody using MacOS to test this, but it's probably roughly the same steps as Linux

License

Content contributed to this repository after commit 87c70a89a67d0521a56388e6b1c3f2cb947943e4 (17 February 2024 23:00:00 UTC) is licensed under the GNU Affero General Public License version 3.0 unless otherwise stated. See LICENSE-AGPLv3.

Content contributed to this repository before commit 87c70a89a67d0521a56388e6b1c3f2cb947943e4 (17 February 2024 23:00:00 UTC) is licensed under the MIT license unless otherwise stated. See LICENSE-MIT.

Most assets are licensed under CC-BY-SA 3.0 unless stated otherwise. Assets have their license and the copyright in the metadata file. Example.

Note that some assets are licensed under the non-commercial CC-BY-NC-SA 3.0 or similar non-commercial licenses and will need to be removed if you wish to use this project commercially.

nuclear-14's People

Contributors

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nuclear-14's Issues

Issue: Crafting a sack breaks "G" crafting

Description

When you try to craft a sack, it breaks all the interactions with crafting.

Reproduction

  1. Craft sack
  2. Can't craft

(it could be also caused by moving while crafting sack)

Expected behavior

  1. Craft sack
  2. Get sack

Make new base mobs for humans etc

Essentially our player base is currently upstream so the faction is nanotrasen.

We need to copy this base and modify it to suit our needs as a new base. Easy for new contributors.

Then we need variations on it for our main factions (mainly looking at Vault, Wasteland and Enclave as these are most likely to have turrets, maybe BoS too).

This is so that automatic defences don't kill people of that faction e.g. pre war bunkers killing enclave.

Animals will also need a base mob down the line with the animal faction. This is so we can create a perk (trait) that adds that faction to the player for Animal Friend.

Issue: Sack UI not appearing when interacting

Description

Unable to open or interact with sack other than put stuff in it.

Reproduction

  1. Open "sack" UI (E)
  2. Nothing

Expected behavior

  1. Open "sack" UI (E)
  2. "sack" UI opens

Additional context

Inventory interaction is a bit broken with it.

More drug reactions and effects

Description

More drug reactions / crafting is easy enough to add. We need to:

  • Add temperature or catalyst requirements to make it more involving.
  • Add "cook off" temperatures where they turn to a gas. This adds difficulty and complexity to reactions and makes it more challenging to be a drug lord.
  • Add more drug effects similar to the actual games.
  • Add more ways to get the base drug components.
  • Add addiction and fixer. See previous wizden nicotine PR.

Localised descriptions for jobs and factions

Upstream PR 13157 introduced job and department description tooltips.

Once this is merged into the stable branch we'll need to add these for our factions and roles.

Easy job for any new contributor as it's just localising the descriptions, look at the upstream PR for reference.

Botany to do list

Description

List of plants and their requirements

Agave

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite (plant, produce)
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable

Banana Yucca

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent
  • Add slice

Buffalo Gourd

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent
  • Add slice

Blackberry

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Broc

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Carrot (rad)

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable

Cabbage (Rad)

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite (upstream? Dustier? Or MS)
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Cave Fungus

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite

Cave Fungus Rad

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add reagent if applicable (rads?)

Cotton

removed from scope

Coyote

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Datura

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Feracactus (barrel cactus)

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add seed (clipping)
  • Add reagent if applicable
  • Add sprite seed

Jalapeno Pepper

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Maize

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable (maize flour?)

Honey Mesquite

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Mutfruit

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent

Wild Onion

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add slice

Pinyon

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)

Prickly Pear

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable

Razorgrain

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent
  • Add reactions / recipe for making dough and recipe for making razorgrain hardtac and bread

Starlight Berry

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable
  • Add reactions for making teas.

Tarberry

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable

Tato

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable
  • Add slice if applicable
  • Add 1 recipe such as stew

White Horsenettle

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable

Xander

  • Add stack
  • Add ore (gatherable)
  • Add loot table (gatherable) all and clipping
  • Add sprite
  • Add sprite seed
  • Add seed (clipping)
  • Add reagent if applicable

To do:

  • Add plant to end of each name?
  • Make sure reagent container is on each entity and slice
  • tarberry needs to be water only
  • Change wild razorgrain to razorgrain. check for others that won't have a non rad variant / rad variant.
  • LOCALISATION

Medicine

  • Datura flower = datura poison reagent. Doesn’t affect HP but gives woozy effect.
  • White horsenettle = neurotoxin, cardiotoxin and tanning agent. Call it extract

Stretch goals
Sassafras tree = root for tea and root beer.
Cotton plant

Idea: Add more medical options

Description

To make more stims you need blood pack, but you can't make blood packs.

So, I think the next step for normal playability is to have different ways to make gauze or get cloth other than taking apart clothes. You get plenty of them from looting, but in RP there will be few players in towns looting and it'll depend on luck and previous storage.

Being able to make brute, burn and blood packs is also a huge thing since you are unable to make stims without blood packs, but there is no way to get them as I mentioned earlier.

Similarly, there should be ways to revive people and defib is the only way and not all factions have access to it, but you can always make a version which doesn't require battery but has some kind of other requirement. Like smelling salts for example!

    • being able to farm cloth
    • being able to craft brute packs
    • being able to craft burn packs
    • being able to craft blood packs
    • ways to revive people with or without primitive defibs

Construction mega list

Add construction for:

  • Soil
  • Graves
  • Sandbags
  • Planters
  • Wooden barrels for storing water.
  • Lights
  • Tables
  • Counters
  • Bonfires

Launch To Do List

Description

See Sunnyvale To Do list for other things that need added.

Peptide Specific Stuff

  • Hide or remove all upstream crafting recipes, maybe look at how Crystal Punk did it.
  • Pull latest EE master to get the hide departments PR once its merged.
  • Add infolinks to both servers [infolinks] discord = "" github = "" patreon = "" website = "" wiki = ""

Notafet Tasks

  • Setup wikis for both servers.

Experienced Coder Tasks

  • Port @SpaceCowboyServer s SPECIAL stats back from the archived master branch. It conflicts with loadout UI.
  • Add basic objective system for factions so they all have a random goal each round from a list. We already kinda have the vault objectives for this. @Partmedia ;)
  • Add a plant the flag win condition / goal where the map checks a tile at round end for a flag, and the faction flag in gets the green text. Doesn't have to be for launch.
  • Respawn system that after a timer allows you to respawn as a totally random character with the default role. @VMSolidus ;)
  • Cargo system that has the train FTL from one map to the train station at the other.

Anyones Tasks

  • Make sure our rules are correct.
  • Change the player join announcement back to radio announcer.
  • Add some crafting recipes for medical stuff and scrap weapons.
  • Add some construction recipes for basic stuff like wooden walls, bedrolls, makeshift wooden doors etc.
  • Add crafting for tents, tent doors and bed rolls.
  • Need a way to get cloth.
  • Add crafting for roll up cigarettes and stuff. Add some of these to loadout items.
  • Add more stuff to loadout items like basic tools and weapons and extra starting money.
  • Write faction rules of engagement and stuff.
  • Re-Enable round start set preference for all factions (do this last when ready for launch).
    Finish the gad daaam map
  • Add feral ghoul and raider loadouts, entities and spawners.
  • Finish robots PR
  • Add more cooking recipes and use all the sprites dumped in development discord.
  • Add the new alcohol and nuka cola sprites from Gary.
  • Need more loot tables and storage fills for everything. Specifics for containers, tiers of loot etc.
  • More drink reactions for new cocktails.
  • Make sure procgen dead trees can be cut down.

Add animal dung piles as fertilizer

Description

Use the same component chickens do to drop eggs but make it drop crap.

Up to whoever does this if they want to make a unique crap per mob so people can do tracking. Main thing is it should be usable as fertilizer for plants etc.

Media

Example Screenshot

The Big Reset ToDo List

Description

So I'm reseting the codebase to upstream as of todays commit.

To save my sanity instead of cherry picking every commit we ever had over the past 2 years I'm copying over all relevant resources files. This means NO CODE will be transferred over, as its the code portions that are outdated and hard to maintain by myself.

As such below is a list of things that were a casualty of the move and in another list, everything that would be nice to be fixed and any relevant information I can find.

Casualties

  • The wave gamemode.
  • Vault gamemodes and objectives.
  • Stats / Skills
  • TimedStoageFill
  • Biome Stuff
  • Elevators and ladders

Things to fix

  • Biome stuff - Necessary for the procgen map.
  • Stats / Skills - Necessary for the roleplay gamemode. Search for ClothingSpecialModifier in Head and OuterClothing as well as check prototypes/nuclear14/special and # TODO:RESET:STATS
  • TimeStorageFill - Necessary. This is broken because of ServerStorageComponent being killed here. Hopefully this helps someone change it to shared. Once this is fixed you can do a search for # TODO:RESET:TIMEDSTORAGEFILL to find all relevant commented out entities.
  • Wave Gamemode - Would be nice to have for people to play optionally, but by no means a priority right now. Once this is fixed you can do a search for # TODO:RESET:WAVEDEFENCE to find all relevant commented out entities.
  • Elevators and ladders - Necessary for good maps. # TODO:RESET:WAVEDEFENCE

There may be more code related stuff I missed but this is a 2 year old codebase now near enough and it's hard to track.

Sunnyvale To Do List

Bit of a To Do list to get sunnyvale ready.

  • Curb Tiles.
  • More carpet tiles?
  • Dirt decals that are compatible with MS Floors
  • Road Decals (tire marks, cats eyes, manholes, patch repairs).
  • Regular enemy spawners.
  • Timed despawners for blocking off areas of the map.
  • Port more lights from F13.
  • Port more doors from F13 (Wooden middle split door), need to use the broken store door states too.
  • Non broken dressers and wardrobes
  • Non broken dirty toilets and sinks
  • trash cans
  • drying racks
  • Make doors no longer smooth with walls.
  • Fix wood wall and log wall corners / edges.
  • Some desks and tables need a Y offset of -0.5? The 64x ones

mapping

  • Add the vault levels and working elevator.
  • Add sewer zlevel with working ladders.
  • Add loot spawners and loot filled furniture to all buildings.
  • Add a train station for cargo.
  • Finish the power plant.
  • Finish the bunkers.

Nice to have

  • Fix counter rotations.
  • Toilet stall doors.

TODO compendium

Description

A list of TODOs both from PRs and from code comments.

This is stuff left out of an original PR due to time, complexity or lacking other features and have been made "TODO" in order to get the PR out and not feature creep and delay PRs.

  • PR 55 - Unused chem sprites that need entities made up for. berserkpowder, bitterdrink, healingpowder, healingpoultice, hydra, traumapack, mourningpoultice
  • Add more drug effects to chems plus addiction.
  • PR 61 - Add fusion generator ambient sound and visualiser for fusion core / power. Fusion core should be removable.
  • PR 29 - Crafting based cooking, more anti-rad products like charcoal, medical crafting (mortar / pestil stuff), more vendors. Mob butchering and hides.
  • Black barrels to be filled with a waste or random reagent.
  • Yellow barrels to be filled with radioactive waste reagent.
  • Radioactive puddles to be used along side barrels.
  • Possibly change barrels to use a reagent appearance visualiser layer instead of hard coloring.
  • Generators need to make use of their other states, require fuel where necessary and be able to be turned off.
  • Roulette table needs to function. The animation is there, just needs to move on click and spit out a number and colour as text.

Reskin autolathe to forge and workbench

Description

  • Add necessary autolathe components to forge and workbench.
  • Add any missing basic materials like copper, rubber, gunpowder (reagent? Look at circuit printer), ceramic?
  • Add new recycling composition component to a bunch of junk and base items.
  • Add junk spear crafting recipe (pipe / rod + knife (tag))
  • Add pipe gun crafting recipes.
  • Add workbench recipes for wood and metal stocks and gun components.
  • Add some forge recipes for pipe and other stuff? Pots? Armor plates?
  • Flares break down to a propellant for guns?

Content TODO List

Generic TODO list of basic gameplay stuff we need.

C# To-Do List

  • S.P.E.C.I.A.L System and/or skills and tags. (See @Just-a-Unity-Dev for Skills PR on Frigid).
  • Chemical addictions and Fixer drug for removing addiction.
  • DamageModifying, and DamageResisting components for Reagents (update 03/01/23 - probably make these status effects)
  • Lockpicking Minigame
  • Hacking Minigame
  • Ranged Hostile NPCs (This will be done by upstream)
  • Planetmos (Upstream will do this)
  • Day/Night cycle (or way to specify indoors vs outdoor lighting) (Potentially upstream)
  • NPCs that give quests or lore (talking NPCs can be done now purely in yaml, look at advert component)
  • NPC stores (whether its vendors or actual NPCs, will need smartvendor UI or the antag store UI).
  • Computer terminals for writing logs and interacting with machines.

Yaml+ To-Do List

  • Functioning PipBoy (reskin the PDA UI)
  • Vending machines for food, robco stuff, drinks, etc etc
  • Crafting recipes for clothing e.g. hide clothing, backpacks, ghoul skin outfit, makeshift gasmask.
  • Cooking recipes (feel free to do this as construction graphs as the current cooking system is getting replaced in future).
  • Botany related stuff for growing in the wasteland and in the vault (reskin hydroponics tray to look like an actual tray ala Rimworld, add the seeds and produce for fallout related plants).
  • Partial and fully grown plants for harvesting in the wastes (native PNW plants, plus nuts, roots, broc etc).
  • equipment lockers for factions and loot equivalents for wastes with worse probabilities.
  • Technology related stuff for brotherhood and vault to get on with (be wary of this too, it could get replaced in future when proper science is added).
  • Create scavenging options based on the asteroid rock (piles of junk etc).
  • Alcolohic drinks (reagents, bottles and empty bottles)(rot gut, Gwinnett stout, ale, pale, brew, lager, pilsner, whiskey, wine, rare whiskey and wine, gamma gulp beer, roentgen rum, alcohol-z, moonshine, scotch, vodka, absinthe, rum and nuka, beantown brown beer, bourbon,
  • Ghouls as a species.
  • Super Mutants as a species.
  • Brahmin and Mutated Chickens as domesticated animals.
  • Gecko variants.
  • Replace secway with a scrap motorbike.
  • Multi tile vehicles such as a van, people carrier (APC) and car. Right click to enter. Has storage.
  • Radios that cycle through a selection of songs, either streamed or uploaded.

S.P.E.C.I.A.L system related features

  • Clothing affecting SPECIAL / Skills
  • Have special / skills affect gameplay such as better dice rolls on actions.
  • Have certain chems affect certain SPECIAL Stats in positive and negative ways.
  • Low INT forces an accent on you.
  • Luck affecting loot chances.
  • Perception affecting accuracy?

Guidebooks Guidance

Description

We need guidebook entries for all sorts of stuff to help guide players new to the fallout universe, new to RP and just curious about learning more.

Below is an outline of guidebooks that need added, as well as a guide below that on how to contribute guidebooks for newbies.

To Do List

Factions

  • Index Page (5 minute quick read per faction, one index per faction).
  • Roles (one guidebook per role)
  • RP / Lore Guidance (How you should behave in that faction).
  • Background / History (Some fluff, can be taken from a wiki).
  • Diplomacy (Relationship to other factions).
  • Economy
  • Strength / Power Projection

Weapons & Ammo

  • Entries for every small gun, ammo types etc. See if we can link this to the yml so it's always up to date for weights and stuff,
  • As above, laser weapons
  • As above, plasma weapons
  • As above, big guns
  • As above, melee weapons,
  • As above Explosives.

Lore

  • Pre-War Companies

Mobs / AI

  • What they are (tiny bit of lore). Maybe have a scraper for taking their image, health, damages and butcher stuff.
  • Robots
  • Creatures
  • Animals
  • Insects
  • Mutants
  • Ghouls

Medicine

Crafting

Guide

Check out pull request #153 and check out the file changes page to see what it takes to add guidebooks.

Guidebooks consist of:

  1. A prototype. This is like the directory which tells the game what the entry is, it's name, where to find the text for it and it's children entries. They're found at Resources/Prototypes/Nuclear14/Guidebooks. This is a yml file and easily edited in notepad++ like the other files.
  2. A name / localisation data. Localisation files are found at Resources/Locale/en-US/Nuclear14/guidebooks.ftl and these are what translate the file name to something readable in game. Simple format e.g. guide-entry-nuclear14 = Nuclear 14
  3. Text! This file holds all the information you want to show on the guidebook page. It's written in XML which is like fancy text. You can use an online editor to convert / type and format in XML or just edit the file in notepad++ again and set your language to xml. Look at other example documents in the directory if you get stuck. Our text files are in /ServerInfo/Guidebook/Nuclear14/ but go up a folder and you'll see the upstream entries for guidance.

Now let's explore the factions guidebooks to see what needs to be done to structure some guidebook entries.:

- type: guideEntry
  id: Factions
  name: guide-entry-factions
  text: "/ServerInfo/Guidebook/Nuclear14/Factions/factions.xml"
  children:
  - BrotherhoodOfSteel
  - CaravanCompany
  - NCR
  - Townsfolk
  - Tribes
  - VaultDwellers
  - Wastelanders
  - MinorFactions

# Brotherhood of Steel
- type: guideEntry
  id: BrotherhoodOfSteel
  name: guide-entry-brotherhoodofsteel
  text: "/ServerInfo/Guidebook/Nuclear14/Factions/BrotherhoodOfSteel/index.xml"
  children:
  - BrotherhoodMidwest
  - BrotherhoodWashington

# Midwest Chapter
- type: guideEntry
  id: BrotherhoodMidwest
  name: guide-entry-brotherhoodmidwest
  text: "/ServerInfo/Guidebook/Nuclear14/Factions/BrotherhoodOfSteel/midwestmain.xml"

Above is an example of a top level directory, in this face Factions. Factions is a child of Nuclear14 as specified in another guidebook prototype but in this file Factions also has it's own children listed. One of the entries is BrotherhoodOfSteel. This matches the ID on the next entry down. The children ID and the guideEntry ID must match for it to show as a child entry in game. This is repeated again for the individual faction entry with no children at the bottom.

In each case we can see a unique ID for each entry linked to the above entry through the children: list, each one has a name specified as guide-entry-name which links to our localisation file mentioned earlier, and finally a text: path which leads to the xml document with the contents.

Idea: Lack of Interaction between players (plz jobs)

Description

There is a lack of roles people can take even in survival to interact with each other. Making just a little tiny bit like doctor, farmer, guard and such would make even the wave survival run a bit smoother due to people having jobs.

Also having a dedicated doctor would mean people aren't entirely out of the round when one dies. Since there would be a defib. Maybe blood even.

Media

TGMC_9000_burn_damage

Holograms

Holograms.

Limited to the range of an emitter.

Portable emitter for hologram companions.

Immune to all damage except energy.

Some fork had them? Park maybe.

Hand gathering system implementation

Description

Use the upstream hand gathering system once merged for wasteland plants and scrap loot piles.
Reproduction

Screenshots

Additional context

Roadmap to Initial Launch

Description

This is a basic roadmap to the changes needed to get the minimum viable product out the door and launch the server. Largely this ties into #2 and involves respriting and porting of content.

Not everything here is required but a lot of them are easy low hanging fruit, and are needed in the long run so it's a list of things for people to pick from.

All changes should go in the Nuclear14 folder then resources or textures, and shouldn't alter the original files. Make a new base item if possible to inherit.

Entities

  • Change gun sprites to Fallout
  • Change melee weapons to Fallout
  • Change medical items to match Fallout lore
  • Add fallout friendly clothing from forks - make sure there's clean and dirty / torn variants
  • Replace hardsuits with power armor
  • Replace food and drinks with Fallout lore friendly stuff
  • Replace tool sprites with space-wizards/space-station-14#8815 and alter where necessary
  • Make rocks that spawn radioactive gas (possibly look at miners for ideas?)
  • Radioactive barrels (Currently working on this).
  • Vault walls and working vault door.

Roles & Mobs

  • Add basics roles for each faction.
  • Sort loadouts for basic roles
  • Add basic AI mobs both hostile and domesticated
  • Radroach reskin for space tick
  • molerats and giant rats

Map

  • New Vault map split across multiple levels to use the new ladder system. (Bottom Engi / Sci, Middle dorms / service, top security + entrance?)

Gameplay Related

  • Add a round start experiment "objective" for the Vault Overseer that's randomised from a list.
  • Add durability both on a time based decay and a use based decay. This will make structures break down without repair and items / weapons break down with use.
  • Adapt suspicion into the vault setting?
  • Add some Fallout based events that can specifically affect the vault. Possibly a way to target whitelist certain maps for certain events so they won't affect the wasteland and vice versa.
  • Bool for announcing events or not and only announcing to affected grids? (Upstream could probably use this for multi station).
  • Ambient music from original games (Have the audio files, Ike was looking to fix ambient sound systems...not essential but would be very nice to have).
  • Botany for the vault (Partly done with produce, just need to do seeds etc).
  • Move as much as possible that players will see from SS14 sprites to Fallout sprites.

Settings Related

  • Adds Fallout related lobby art (pending upstream change to how attribution is handled).
  • Forcemap Fallout.
  • Disable fastmos, go back to slow moving gas clouds.

I'll add to this when I get some more time.

Breakable Crates Swallow Items

So the crate I added as a special type that needs destroyed to drop its loot apparently can swallow items.

I think the components need changed so it's a crate type storage rather then an item type storage so that you can't put things in it unless it's "open".

They also need deconstruction graphs that empty their contents and give planks.

Players need to reconnect to ready up between rounds

Description

When some players are playing a round and it ends, when the next round goes to lobby they have an option to join but not to ready up. Thus they need to reconnect to correct it.

Reproduction

Screenshots

Additional context

Move all localisation files to Resources\Locale\en-US\Nuclear14

Description

See title, instead of tacking on our own localisation entries to existing files we should segregate them into our own files to further reduce conflicts with upstream.

The only things that currently have .ftl info as far as I'm aware are the roles/job names and supervisor entries as well as any drugs in the game.

Upstream are slowly adding localisation information for a lot of systems so it makes sense to get our ducks in a row now.

Additional context

.ftl information can be split into macro file names such as drugs.ftl, reagents.ftl, roles.ftl

Reskin vendors to fallout alternatives

These aren't final but rather a guide for anyone looking to add vendors to the game.

These will need appropriate sprites and it would be nice if complementary posters and signs (wall, floor) are added too, even if just a logo.

Having variants of similar vendors would also be nice for variety in inventories.

YoutTool = H&H Tools / Snap-Off
Robotics = RobCo Vendor / General Atomics
Janitor = Abraxodyne Vendor
Chemistry = Abraxodyne Chemicals Vendor
Medical = Med-Tec Vendor
Botany = Greenway Hydroponics Vendor

Non definitive list, open to more suggestions.

Cooking etc

Description

Food

  • gecko kebab = banana yucca fruit + gecko meat + jalapeño
  • desert salad = Brahmin steak + barrel cactus fruit + pinyon nuts
  • vegetable starch from mutfruit. Used to make adhesive.
  • Mutfruit juice, mutfruit tea = fruit, sugar, water, starlight berry.
  • Added in #138 - [ ] sweet tato stew = sugar, water, tato, mutfruit
  • Prickly pear fruit = cactus water (reagent)
  • Blackberry = blackberry tea, juice (reagent), wine
  • Cabbage soup
  • black coffee = boiled honey mesquite pods + coyote tobacco chew (reaction)

Move playTimeTracker into respective role yml files

Description

Non player facing.

I don't see why we have a separate yml file for having all the playtime tracking entities when it can just be added to the bottom of the actual role.yml file, just like starting gear is.

Keeps everything in one neat place relevant to that role and reduces file changes / commits.

Will do this when I'm at a computer that can do one commit instead of singles.

Issue: Crafting and Ores update issues

Description

  • During the update I found out you can get ores, but crafting recipe calls for "raw" version which obviously isn't the ores. There is no way to convert ores into raw materials.

  • Sack interaction is wonky... I honestly don't know what to make of them or what they're really for. Are they something of an AOE pickup thing? Maybe recycling things into their default parts? I really don't know what they do since you can put stuff into them, but they don't have inventory UI.

  • Ores look like any other rocks. I broke the entire NE of the map to find very few ores. Of which only like 2-3 were lead/sulfur and fertilizer?

Additional context

Why are you an ore?

Fertilizer ORE

This is straight up just illegal.

Untitled

Issue: Crafting Problems

Description

Welp, time to go over all this.

  • Only "Sulfur Ore" is grindable for 10u of liquid sulfur
  • normal "Sulfur" in processed form is liquid-able by using beaker on it. But if the sulfur is in a stack, it removes all stacks for 10 sulfur instead of removing 1 unit from the stack.
  • There is no way to get paper or plastic
  • There is no way to insert paper into workbench
  • individual cartridge recipes are obsolete
  • mining fertilizer feels weird, but mainly it has very low gain of it, since each ore is 10u of liquid fertilizer unlike Sulfur or Lead which each yield 50u liquid form or 5 pieces solid form.
  • magazine recipes should yield empty magazines and not require gunpowder/lead in their crafting. Being able to make full ones is kind of weird, at least in my opinion.

Sprite Request List

To give our resident spriters something to do and save my sanity here's a bunch of stuff we need.

Reminder that if you can make sprites as 64x64 instead of 32x32 please do. If you find 32x32 easier, feel free to use that but it may get replaced if a higher resolution sprite becomes available.

You can submit them as bare sprites or I can show you how to do an official pull request and do the full .rsi file, or use an existing example, it's real easy

Found a nice list of reference images from Fallout 2 here.

The List

Bold indicates higher priority.

Structures

  • More advertising boards for companies and products (any food items, guns, stores etc from fallout).
  • Vault signs (Atrium, Class, Infirmary, Overseer, Reactor etc)
  • Big Lockers - full tile locker that doesn't move (think equipment storage on a wall, cage type with armour in, some with rad suits in).
    Some locker references, bottom rows for one cage locker type and split fridge freezer.
  • Vending Machines - Port-A-Diner, Eat-O-Tronic, Milk Dispenser, Vim, Sunset Sarsparilla, nuka-cola variants.
  • Household stuff like kitchen counters, toaster, oven, drip coffee machine, etc.
  • street furniture like hydrants, rusty railing and barriers.
  • #63 vending machines for companies and related posters and signage.
  • IBC (large plastic & metal liquid container. Translucent to allow some liquid colour through. White (clean and dirty) + blackout variants.
  • Stairs variants (need a decal and a structure for an illusion).
  • Vehicles (F4 APC, F:Tactics Hummer, F2 trucks, use 128x sprites or higher).

Decals

  • Fallout inspired grafitti
  • Faction related markings (Enclave logo, "NCR", raider skull and bones
  • Clean text markings for directions in bunkers and vaults.
  • U.S. Army decals from pre-war.
  • Road textures: cats eyes , pot holes, lines, repair patches, tire marks.

Objects

All weapons should come with relevant equipped sprites e.g. back for large guns and belt for small guns.

  • Alcoholic drinks bottles - see fallout wikia on alcohol.
  • Milk Bottle (clear and cream)
  • Jar (Clear, dirty, labelled)
  • Melee weapons! Some things are transferable from SS14, some might exist on F13 codebases. Generally anything from fallout is needed.
  • Skill books and magazines (reference all fallout games).

From PR #138

  • Ant Meat sprites (raw, cooked,
  • Cazador Fillet (raw, cooked)
  • Molerat Fillet + Drumstick (raw, cooked)
  • Nightstalker head + helmet
  • Deathclaw hand, deathclaw head + helmet
  • Ghoul, human and super mutant meats (raw, cooked)
  • Jam jars
  • Razorgrain biscuits (see references)
  • Dried fruit sprites (check list of fruits).

Clothing / Objects

  • 64x64 sprites for power armour that look badass. Think F2 / tactics cover art, Tesla armour, HOI OWB immortal. Midwest brotherhood armor.
  • Excavator power armor frame as mech replacement.
  • See PR #70. Lots of clothing requires a skirt or female variant.

Mobs

In order of importance. Can be 32x32 or 64x64 but where we need more detail such as for ghouls I recommend 64x64.

  • Spore Plants
  • TBC - Any Fallout animals generally except Mirelurks

Mobs Species

  • Super Mutant (can be 64x64 as standard, not scaled).
  • Nightkin

Crafting equipment datafield (workbenches)

Description

Raised this as an upstream issue as they can surely benefit from it.

space-wizards/space-station-14#17944

Essentially, an option to specify a prototype that you need to be near to fulfil the crafting e.g fire pit, oven, workbench, reloading bench.

Even further it would be better to hide or categorise said recipes based on what you can do based on what's near you.

Remove SS14 related content

Description

Given this fork is brand new, we need to remove all references to SS14 throughout, including entities that are specific to SS14 and cannot be reused.

Where possible, leave examples of entities rather than straight removing everything, and also where possible, change names, sprites and descriptions of existing stuff that can be reused.

Additional context

Feel free to do this folder at a time or subject at a time.

Update request: Update to the loot pool

Description

The loot pool needs updating on certain weapons and ammo types. The ones I am aware of are as follows...

Guns

Weapons

Battery
  • multiplas
  • plasma_pistol
  • plasma_rifle
  • plasma_urban
LMGs
  • autorifle
  • lmg
Pistols
  • 22lr
  • chinesepistol
  • therspy?
Revolvers
  • hunt_revolver
  • magnum
Rifles
  • battlerifle
  • carbine
  • r91
  • servicerifle
Shotguns
  • riotshotgun
SMGs
  • 45SMG
  • advance12mm
Snipers
  • varmint

Ammo

Battery
  • microfusion
  • plasma
Boxes
  • 50anti-material
Magazines

5.56

  • maglmg

12.7

  • topmag

22lr

  • pistolmag
  • smgmag

45

  • smgmag

308

  • mag
  • mag2

Clothing

Backpacks and Belts

There is only the hiking backpack military backpack added to the map itself. There is no way to get any backpack, belt or webbing other than those 2 world spawns.

Clothing

Similar to backpacks there are too few in the pool and listing out all the ones which aren't added would be too lengthy.

Armors, Helmets and protective equipment

Once again, there are too many to list as there is only a very short circulation of armors, gloves, boots and helmets. Some of which aren't even in circulation.

Afternote

The best way to sort out the clothing and backpacks is for them to be in the loadout sections.

As for armors, belts and similar. There should be a limited amount in the pool which will be scrap and rare interesting ones with some unique around map.

Street light bounding box issue

Description

Rotated bounding boxes for street lights are wrong.

Because street lights are mapped only and not constructed, we can make the bounding box simple,and just make a separate entity for the rotated sprite.

One entity for up down, one for left right. Will have to do this for some other pre war stuff too that doesn't do well rotated.
Reproduction

Screenshots

Additional context

Loadouts and their prerequisites

Description

This is a feature tracker issue for the branch / PR I'm currently working on to add loadouts to all of our current roles.

Turning this into an issue because it's currently a blank slate so you can't just add a loadout for everything; this highlights entities that are missing that we need to complete the loadout as well as storage fills / catalogues like filled backpacks that are required for completing loadouts.

This issue will grow and shrink as a checklist.

Checklist

General

  • ID Cards for brotherhood factions, Enclave and NCR. Plus relevant access levels.
  • Merchant ID cards for caravan company. Plus relevant access levels.
  • Vault ID cards. Plus relevant access levels.

Brotherhood Related

  • Scribe outerclothing
  • Headcap
  • Backpack fill
  • Headset
  • Belt?
  • Satchel & Duffel variants / fills.
  • Coloured jumpskirts to match bos jumpsuits. Red & Green only?
  • Elder greatcoat (trench coat)

Caravan Related

  • merchant / trader / caravaneer skirt variant
  • backpack / satchel / duffelbag and fills
  • Possibly add Caravan Guard as a role...or leave this up to players to fill the role. Discussion needed.

NCR Related

  • NCR Jumpsuits / skirts of varying level
  • NCR Berets of diff colours.
  • US Army helmet (olive, black, green, other variants)
  • Backpacks, satchels, plus loadouts.
  • Duffels (army style, star or flag on some etc, olive and black variants)
  • Possibly add NCR Mayor as a role to fill the wasteland administrator role equivalent to overseer, instead of being martial rule.
  • Belt fills (NCR police, soldier, medic)
  • Outers - NCR Police Vest, Ghillie suit?
  • NCR Ranger role?

Tribal Related

  • Sandals for shoes.
  • sack backpack, sling satchel, carcass duffel plus fills (farmer, medic and hunter gatherer)
  • rope belt, pouch belt
  • ID? Tribal paint marking, token etc?
  • Tribal outer clothing - bone duster, bush camouflage
  • Tribal head dress, ornamental masks etc.

Vault Related

  • PDA reskin to pipboy + IDs.
  • headset
  • vault 14 backpack, satchel and duffel + fills for engineer, doctor, security, normal.
  • vault 14 jumpsuit female "skirt" variant.
  • Overseers coat or jumpsuit, something to differentiate them visually.
  • Add underseer role
  • Add Vault Chaplain role.
  • Add Waste Specialist role.
  • Add pip-boy Programmer role.
  • Add Vault Loyalty Inspector role.
  • Add Laundry Cannon Operator role.
  • Add G.O.A.T Guide role.
  • Add Chef role.
  • Add Mister Handy role (/species?)

Wastelanders

  • bartender female "skirt" variant
  • bartender backpacks / fills.
  • wastelander backpacks / fills
  • wastelander rags "skirt" variant?
  • farmer backpacks / fills / belt
  • farmer skirt
  • farmer apron
  • musician backpacks / fills
  • chaplain backpacks / fills
  • Chaplain outer and head dress
  • scavenger "skirt" (mechanic)
  • scavenger backpacks / fills
  • scavenger belt + fill
  • reporter backpacks / fills

Additional Roles (events, etc)

  • Enclave Officer, Soldier and Scientist roles.
  • Enclave hats.
  • Enclave backpacks and fills.
  • Enclave uniforms and outers. (Look at solgov sprites?)
  • Any additional power armours from Nukapop13.

radroaches cant go under tables

Description

apparently I must have removed this because it used to work. Maybe re-evaluate their size as well as their mask

Add Super Mutant Species

Gary has the sprites.

Quite easy to add a new species to the game however they need to be whitelist only.

The main issue is we need a bunch of unique clothing for them as well as inhands sprites for most / all weapons and items unique to then

CPR (Waiting on upstream)

Description

As per title. Find the PRs that add CPR and any relevant more recent fixes, extract what's needed and PR here.

Pretty easy issue for anyone to take on.

Issue: Deathclaw Intelligence questioned

Description

There's plenty of people going into the game as deathclaws and breaking electrical grids and similar which makes it a nightmare to play even in the wave mode. Doubly so since it's stuff you cannot fix.

You can offcourse make other lights, but the moment round 10 hits. There's someone breaking power. I reckon explaining deathclaw intelligence better or making certain power stuff unbreakable should fix this.

Ports from CP14

Description

Ask Ed nicely for relicensing:

  • Locks and lock picking.
  • ??

Media

Example Screenshot

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