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Campfires & Fireplaces Regen Energy - #7104

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Monkestation:mainfrom
Sulaboy:Campfire-Energy-Regen
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Campfires & Fireplaces Regen Energy#7104
Sulaboy wants to merge 10 commits into
Monkestation:mainfrom
Sulaboy:Campfire-Energy-Regen

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@Sulaboy

@Sulaboy Sulaboy commented Jul 7, 2026

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About The Pull Request

This PR adds a energy bonus when standing near some types of fires. Fancier fires have bigger buff ranges, but they all have the same regen rate.

I also threw in some simple descriptions for some of the light items because they were missing.

This was ported from Azure Peak.

Approved here
https://discord.com/channels/1511469905700978729/1519320057816023081
But you may not agree with what I think to be a fair energy regen rate so look at it.

This picture shows all the fires that supply the buff.
image

Why It's Good For The Game

The current way of regenerating energy is either to sleep (really annoying if you are out of energy and not tired), or lay on the ground (looks silly depending on where you do it). Fire regen lets you sit around a campfire and talk with people, also the inn has fireplaces which have greater range than campfires, so you are inclined to go to the inn to regenerate energy and socialize.

Changelog

🆑
add: Some fires (campfires/fireplaces) give a buff to those nearby allowing passive energy regeneration.
/:cl:

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

@Sulaboy
Sulaboy requested a review from AberrantQuerist as a code owner July 7, 2026 07:11
@github-actions github-actions Bot added Feature adds a new thing Sprites This affects the appearance of something in game. Such as an item or a wall. labels Jul 7, 2026
@Sulaboy
Sulaboy marked this pull request as draft July 7, 2026 07:35
@Sulaboy
Sulaboy marked this pull request as ready for review July 10, 2026 01:18
@realforest2001 realforest2001 added the Project Lead Approved Project Leads have approved this change. label Jul 22, 2026
Comment thread code/game/objects/lighting/rogue_fires.dm Outdated
Comment thread code/game/objects/lighting/_base_roguelight.dm Outdated
@realforest2001
realforest2001 marked this pull request as draft July 22, 2026 16:32
@Sulaboy
Sulaboy marked this pull request as ready for review July 23, 2026 01:06
@Sulaboy
Sulaboy requested a review from realforest2001 July 24, 2026 15:19
Comment thread code/datums/status_effects/rogue/roguebuff.dm Outdated
Comment thread code/datums/stress/positive_events.dm Outdated
holder.held_mob?.IgniteMob()
holder.update_appearance()

/obj/machinery/light/fueled/HasProximity(atom/movable/target)

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A proximity monitor isn't needed just give a buff in view on process with a short timer so it fades quicky on it's own, don't need to remove the status effect when the campire is deleted either

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This was so much easier to do than proximity monitors.

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Proximity monitors are helpful when you need to reduce a lot of overhead but this isn't one of those cases. It wasn't a bad idea though

Comment thread code/datums/stress/positive_events.dm Outdated
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3 participants