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@MPhonks MPhonks commented Feb 3, 2026

About the pull request

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This pull requests adds OT Cartridges, an additional way of giving explosive casings exciting (and particularly underused) effects. Found in the Armylathe, currently three flavors of cartridges can be vended: Smoke, Flash, and Shrapnel. They all require a plasteel sheet to create, and each have a defined use and chemical content, allowing for greater experimentation in the workshop.

Armylathe

armylathe tabs

  • The Armylathe has a new category called "Cartridges". Each cartridge costs one sheet of plasteel. Shrapnel cartridges cost an additional sheet of metal (balancing?)
  • Plasteel no longer gives metal when fed into an autolathe. The Armylathe now contains 15 sheets of plasteel at the start of the game, in addition to the 30 found in the workshop, for a total of 45 cartridges.

Cartridges

image

Ordnance Cartridges have some special properties:

  • Cartridges have inherent reagents which are added to explosive casings seperate to containers.
  • Cartridges can only be added to casings when their requirements are met.
  • Cartridges can not be added to casings when reagents other than those intended are added.
Cartridge Cost Inherent Chemicals Required Reagents Allowed Reagents Primary Intended Effect Side Effect
Smoke 1 Plasteel Phosphorus = 30, Potassium = 30 Sugar = 30 Sugar Chemsmoke Phosphorus Flames
Flash 1 Plasteel Sulfur = 30, Potassium = 30 Aluminum = 60 Aluminum Static Light Source Reaction Flames
Shrapnel 1 Plasteel, 1 Metal Iron = 16 N/A Phoron, Polytrinic Acid, Neurotoxin (Resin) Shrapnel N/A

Leftover Flash

(Might need a better sprite...)
cartridge_flash

Other changes include:

  • Flash powder is now created as an inert chemical. Previously, it had caused some null exceptions to occur, and it did not appear to work in reagent containers or casings alike. The addition of flash powder as an actual reagent, and it being created in the reaction, should fix that. Someone should check that this doesn't interact with research in a bad way though...

OT Cartridges were tested with the simulator and appear to have worked fine. I haven't tested every combination of every cartridge and every casing, but they should all work to some degree as intended.

On another note: this is my first "real" project, only having dabbled in Dream Maker here and there before. I am not actually that good at coding or spriting and I might have overlooked some very important things, so feedback is very much appreciated!

Explain why it's good for the game

There are many underused reactions in the game that Ordnance Technician drool over, but can never use. The limit on reagent volume makes chemical smoke very hard to utilize in experimental ordnance, and the flash powder reaction is a very interesting mechanic that has turned out to be broken since... who even knows when?

Shrapnel Cartridges are a bit of a doozy. They are a direct upgrade for many casings, but shrapnel overall is at the same time seldom seen in rounds. With the limit of cartridges allowed for casings, the rather small amount provided, and the extra cost of production, I hope to have balanced things out well enough - but some tuning might be necessary.

This PR aims bring some fresh air into the role in terms of experimentation, as well as introduce a potential framework for selectively adding reagents or effects to ordnance in the future. This PR's goal is NOT to make OT stronger in a very substantial way, but rather more fun to play.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑 MarpleJones
add: ordnance cartridges system, coming in three flavors: smoke, flash, shrapnel
add: smoke cartridges, require sugar to function, and create chemsmoke when detonated in a casing
add: flash cartridges, require aluminum to function, and create flames and when detonated in a casing
add: shrapnel cartridges, do not require anything but an explosion to function, but can be modified with existing modifying reagents when detonated in a casing.
add: armylathe cartridges category, plasteel intake
code: plasteel no longer provide metal, and now only give plasteel to autolathes
code: added cartridge logic to custom explosives, including maximum cartridge counts and reagent code
fix: fixed flash powder, with it being created as an inert chemical upon reaction
/:cl:

@github-project-automation github-project-automation bot moved this to Awaiting Review in Review Backlog Feb 3, 2026
@cmss13-ci cmss13-ci bot added Sprites Remove the soul from the game. Feature Feature coder badge labels Feb 3, 2026
@cmss13-ci cmss13-ci bot added Code Improvement Make the code longer Fix Fix one bug, make ten more size/L Denotes a PR that changes 200-799 lines, ignoring generated files. labels Feb 3, 2026
@MPhonks MPhonks changed the title OT Cartridges - Medium Ordnance Overhaul OT Cartridges - Light(?) Ordnance Overhaul Feb 3, 2026
@Seabass390
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OT's eating good with this PR

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Code Improvement Make the code longer Feature Feature coder badge Fix Fix one bug, make ten more size/L Denotes a PR that changes 200-799 lines, ignoring generated files. Sprites Remove the soul from the game.

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