From 1ac941ef2fb76d565d0338488a5de0e70cce263a Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Mon, 19 Jan 2026 11:21:19 -0500 Subject: [PATCH 1/4] Add WIP docs --- src/SUMMARY.md | 4 ++++ src/design/decay/filth.md | 3 +++ src/design/decay/fires.md | 3 +++ src/design/decay/rust.md | 3 +++ 4 files changed, 13 insertions(+) create mode 100644 src/design/decay/filth.md create mode 100644 src/design/decay/fires.md create mode 100644 src/design/decay/rust.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 46dd786..267f9b9 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -40,6 +40,10 @@ - [Ghost Roles & The Ghost Bar]() - [Stagehands](design/roundflow/stagehands.md) - [Evac & Roundend]() +- [Decay]() + - [Filth](design/decay/filth.md) + - [Fires](design/decay/fires.md) + - [Rust](design/decay/rust.md) - [Power]() - [Antimatter Engine](design/power/antimatter-engine.md) - [Clothing](design/clothing.md) diff --git a/src/design/decay/filth.md b/src/design/decay/filth.md new file mode 100644 index 0000000..b90d1cd --- /dev/null +++ b/src/design/decay/filth.md @@ -0,0 +1,3 @@ +# Filth + +{{#template ../../templates/implemented.md}} diff --git a/src/design/decay/fires.md b/src/design/decay/fires.md new file mode 100644 index 0000000..7854a35 --- /dev/null +++ b/src/design/decay/fires.md @@ -0,0 +1,3 @@ +# Fires + +{{#template ../../templates/partially-implemented.md}} diff --git a/src/design/decay/rust.md b/src/design/decay/rust.md new file mode 100644 index 0000000..6b33fc9 --- /dev/null +++ b/src/design/decay/rust.md @@ -0,0 +1,3 @@ +# Rust + +{{#template ../../templates/implemented.md}} From 20d63c99ba7911612c8d527a809c1a3fff484da2 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Mon, 19 Jan 2026 12:22:22 -0500 Subject: [PATCH 2/4] Rust doc --- src/design/decay/rust.md | 39 +++++++++++++++++++++ src/design/jobs/departments/supply/lathe.md | 12 +------ 2 files changed, 40 insertions(+), 11 deletions(-) diff --git a/src/design/decay/rust.md b/src/design/decay/rust.md index 6b33fc9..3957a15 100644 --- a/src/design/decay/rust.md +++ b/src/design/decay/rust.md @@ -1,3 +1,42 @@ # Rust {{#template ../../templates/implemented.md}} + +Rust is a general decay system that serves to amplify the effects of other threats on the station by compromising the integrity of the environment. +Unlike other forms of decay, which work directly to injure players, rust is not inherently harmful. +Since it's a lot more slow-moving, rust can spread and begin to destroy the station long before people notice it and begin to fix it. + +Additionally, rust is a strong thematic element that is instantly understandable. +Rusty walls, tiles, and machines create strong mental images of decay and ruin. +Their compromised functionality is easily understandable, as it mirrors the real-world interaction of struggling to manipulate or protect something which has been attacked by rust. + +## Buildup + +Rust buildup is characterized by 3 distinct stages that progress both visually and in function: +- **Stage 1:** The object begins to show visible rusting. +No other effects are present, as this is simply a warning that there is an issue that has to be taken care of. +- **Stage 2:** The object becomes worse at its function. +The rust visuals are more prevalent and the object no longer functions as well as it should. +Walls become significantly weaker, doors get stuck and must be pried, and atmos floor devices lose throughput. +This creates another warning that, while reversible, begins to compromise the functionality of structures. +- **Stage 3:** The object has completely rusted off. +At this point, the object is completely unable to function and can trivially be destroyed. +Doors become little more than walls, walls become functionally grilles, and machines become little more than set dressing. +Reversing rust at this point is not possible and the object must be entirely replaced. + +The goal with the progression of buildup is to create a distinct **warning** and **consequence**. +As rust begins to form, the crew are given a good amount of time to respond to its source, removing the decay vector and working to repair damage done. +This is pretty easy to do, and can be accomplished either with a basic welder or through some specialized rust-removal tool. +If they manage to contain the source, the department will be left mildly compromised yet still functional, with the ability to repair it to restore it to its original state. + +Only by completely ignoring the rust and allowing it to grow are the crew left with the worst outcome, where the area will become completely rusted and nonfunctional. +Due to the nature of the damage and sources, this will then likely cause it to spread to other areas, causing further decay across the station. + +## Water Vapor + +Rust is spread through the presence of water vapor on station. +When a rustable object is adjacent to or covered by water vapor, it has a chance to rust, consuming a small amount of water vapor. + +Water vapor is a good source of rust and decay since it interfaces with key simulation systems while also having inherent beneficial properties. +Namely, it's the logical byproduct of a variety of reactions and machines, giving it varied sources which can logically accumulate in different parts of the map. +On top of that, the natural flow of gas works in tandem with the rusting of walls, allowing the water vapor to spread further into the station. diff --git a/src/design/jobs/departments/supply/lathe.md b/src/design/jobs/departments/supply/lathe.md index 3bfb61c..6b94f09 100644 --- a/src/design/jobs/departments/supply/lathe.md +++ b/src/design/jobs/departments/supply/lathe.md @@ -13,14 +13,4 @@ The idea behind this is to apply pressure to the station while the lathe is runn The lathe produces water vapor at scalding temperatures and high pressures. The faster the lathe is running increases the amount and temperature of the gas produced, and the speed is controlled from the lathe's menu. The speed is limited by the air temperature up to a point; after which it's a matter of moderating speed to keep temperatures below the upper limit. -The lathe has both a lower and higher temperature/pressure bound on running. The lower bound is to disincentivize spacing the rooms, the upper bound is to add a risk to running for continuous lengths of time. Once the upper bound is exceeded, it lights on fire, spurt out a massive cloud of water vapor (enough to finish off any rusting in the chamber) and take an extra few minutes until it can run again. The lower bound causes the lathe to freeze up, then release several massive pulses of water vapor in case the pressure release was unintentional; it has much lower stakes than the upper bound. - -## Rust -Rust forms on walls, airlocks, tiles and atmos objects when exposed to water vapor. The water vapor is *not* consumed in this process - as long as it isn't dealt with, it will fester. Rust functions as an enabling force for other degradation sources, such as a fire spreading through a rusted open wall. - -Generally rust reduces maximum health, increasing as the object becomes more rusted. At a certain level, the object spreads rust to adjacent objects - but only while it itself is being rusted. Once fully rusted, it becomes useless, in whatever form that manifests for the object. Repairing rust is done with a welder and takes longer the higher the tier of rusting is - At the same level where rust starts to spread through it, it is no longer repairable and does not return any materials upon deconstruction. - - Walls are the main target of rust. At some point past the rust spreading level, gas can pass through, which makes the wall no longer occlude (The sprite should also change to reflect this) and when fully rusted it finally disintegrates. - - Doors rust shut which means they have to be pried open with a crowbar, and then later on must be de-rusted to be opened. Doors have a much higher threshold for being irrepairable. - - Tiles are mainly to signal that other objects nearby could've been rusted as well, their effects are entirely cosmetic. - - Atmos devices limit the throughput; this is to allow the water vapor to persist longer if left in large quantities and unmanaged. When fully rusted, they become fully blocked. - +The lathe has both a lower and higher temperature/pressure bound on running. The lower bound is to disincentivize spacing the rooms, the upper bound is to add a risk to running for continuous lengths of time. Once the upper bound is exceeded, it lights on fire, spurt out a massive cloud of water vapor (enough to finish off any [rusting](../../../decay/rust.md) in the chamber) and take an extra few minutes until it can run again. The lower bound causes the lathe to freeze up, then release several massive pulses of water vapor in case the pressure release was unintentional; it has much lower stakes than the upper bound. From e9c3b0108b153a35b6db6f3d7a20b7200069dabf Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Mon, 19 Jan 2026 12:40:17 -0500 Subject: [PATCH 3/4] delete cuz im doin the rest later --- src/design/decay/filth.md | 3 --- src/design/decay/fires.md | 3 --- 2 files changed, 6 deletions(-) delete mode 100644 src/design/decay/filth.md delete mode 100644 src/design/decay/fires.md diff --git a/src/design/decay/filth.md b/src/design/decay/filth.md deleted file mode 100644 index b90d1cd..0000000 --- a/src/design/decay/filth.md +++ /dev/null @@ -1,3 +0,0 @@ -# Filth - -{{#template ../../templates/implemented.md}} diff --git a/src/design/decay/fires.md b/src/design/decay/fires.md deleted file mode 100644 index 7854a35..0000000 --- a/src/design/decay/fires.md +++ /dev/null @@ -1,3 +0,0 @@ -# Fires - -{{#template ../../templates/partially-implemented.md}} From 94481b2f3802fa31983b890adcfb67ece113c22a Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Mon, 19 Jan 2026 12:40:59 -0500 Subject: [PATCH 4/4] Fix summary --- src/SUMMARY.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 267f9b9..4fd9784 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -41,8 +41,8 @@ - [Stagehands](design/roundflow/stagehands.md) - [Evac & Roundend]() - [Decay]() - - [Filth](design/decay/filth.md) - - [Fires](design/decay/fires.md) + - [Filth]() + - [Fire]() - [Rust](design/decay/rust.md) - [Power]() - [Antimatter Engine](design/power/antimatter-engine.md)