tgstation/-tg-station — pull request #3124 by Ergovisavi (2014-03-21 03:41:13+00:00)
Title: Minerals rates, Mineral costs, Mineral amounts, Mining stuff, etc.

TLDR; Adjust the price costs of many things to take machine upgrades into account, increases the amount of ore on the map by increasing the rate that high mineral chance turfs turn into ore, standardizes all material amounts with a define (2000), tweaks the Lazarus, Goliath and the way mobs are anchored a bit, Makes mining mobs more vulnerable to ballistic weaponry

The indepth:
Material costs have gone up for the protolathe - The machine overhaul allowed you to significantly reduce the cost of items by up to 5x, which made you having ANY amount of minerals allow you to become a factory instantly, creating a binary state where if you had minerals at all, you had infinite minerals. Prices have been adjusted to take upgrading into account. Material values on things that can be produced in the autolathe have been adjusted as well so that they largely stay the same. Some exosuit costs have increased as well.

Notable cost changes: Advanced Egun significantly increased, Gygax increased (You will need 10 diamonds minimum instead of the 3 you needed before), Borgs decreased, Everything else is largely just adjusted to 5x to keep up with upgrading, removed the mineral cost on SMG ammo, the gun was the important thing (Weapon is terrible anyway)

Mineral turfs: Now only drop THREE ore per tile, but the frequency of tiles containing minerals has gone up due to high value mineral tiles turning into ore more often. These tiles are spread out on the asteroid, which encourages exploration. This will stop the binary state of minerals or no minerals, your amount of mienrals will gradually climb instead of shooting up like a rocket or not being there at all.

Lazarus Injector: Changed it so that the lazarus injector is required to be EMP'd to get the original functionality, the default functionality is now that it simply makes the mob neutral, similar to a gold slime blood reaction. This is to let antags have the original funcitonality easily, but make it a bit harder for nonantags to use them to dunk antags.

Goliath: Anchored the mob while it's alive, so you cannot drag it while it is alive. Lazarus injector and a draggable goliath was simply too damn good of a combo. Not it acts like a localized terror. Drag its corpse, lazarus it, it basically acts as a guard dog for an area. Also added a range check to the tentacles to stop offscreen tentacles.

Mining Mobs: Changed the bullet_act on them to only reduce burn damage, as to make lasers less effective, but most standard projectile weaponry effective on them... if you're willing to trust miners with shotguns, by all means, let them hunt with shotguns.

Anchoring: As stated in the tldr; Mob anchoring has been fixed a bit, you could actually unanchor an anchored mob (statues for instance) by buckling them to a chair and unbuckling, and mobs no longer are unbuckled on a revive(), as all mobs can simply resist to be unbuckled, this functionality is unnecessary and can lead to weird issues where you revive a buckled corpse and it becomes immune to being buckled/pulled because it's still anchored to the chair.