This removal is motivated by both gameplay and technical reasons.
Gameplay:
The stock market being a part of a station's Cargo department does not make sense, for either practical or lore purposes. The mechanic is bad because players are receiving cargo points from literally nothing. There no kind of freight handling or any other sort of bottleneck at all, just number entry on a computer from a seat. The stock market code is quite complex and a good attempt was made at simulating a stock market. However the attempt falls short, as it is still quite easy to manage stocks to grow points passively and safely. The stock market is also a multiplicative source of income so any other cargo point source gets extra scrutiny over balance, undeservedly so. Other aspects of cargo have already repeatedly taken hits. Such nerfs include the decreasing marginal returns for most exports and the base export price of plasma. I've noticed cargo doesn't care as much about exporting plasma as much as they used to.
Technical:
There seems to be a major issue with stock growth, particularly one bug in particular that grows stock prices to astronomical levels. As I mentioned before, the stock market code is quite complex, not to mention long. @Iamgoofball himself does not seem to making an earnest attempt to properly maintain and fix the issues, instead constantly making controversial band-aid fixes and removals (pot, kettle here I know). I would normally make a fix attempt as the code seems interesting but I do not agree with the stock market being a part of the game for gameplay reasons and thus have no interest. I have other ideas for cargo but they are still in the ideas stage so they are worth nothing. Still, I think removing the stock market and making room for other cargo features is the best move.
* kill BANG_PROTECT_2
* let's put this back in
* dirty
* kill OMNITONGUE_2
This is a write-only variable, probably leftover from some refactor years ago
* kill flags_2
only human and lizard synthetic limbs will have should_draw_greyscale set to true
added /improper and uncapitalised synthetic limb names
removed plasmaman parts from human_parts_greyscale.dmi
* new boards
* new boards installed
* new designs (wow) (woah)
* added the new design ids to the biotech node
* tested
it works, also, that typo fucking stopped it from compiling
* sucessfully fixes some grammar
/🆑
grammar:fix
🆑
* fixes kevin spelling words in albanian
* tfffaerfvvjjewwaazcb
* does this work
* what if this works
* sdad
* ok
* Why use a weird proc to check it than set a static list? Yes one is technically more expensive but better maintainability
* Changes to what Cyberboss suggested (For performance reasons?)
* oranges and Antur make sense with the && False its just a false return instead.
* Man I need to read more areas of the codebase that entire proc being modified was not required with my list change......
cl
experimental: nodes now make more sense
cl
removed redunant nodes from some nodes preq, lowered price on really useless nodes, mech guns and weapons nodes now respect standards
plasma cutters are in a different node than adv plasma cutters
nutriment plus pump is in a different node than the basic pump
switched xray with beam lasers in adv beam unlock
lowered price of useless nodes: the one that unlocks tablets and the one that unlocls databases
temp gun is now under beam guns
emp gun is under electric weap
mech guns are now in the right place
put gps in basic bluespace
moved welding gas mask
removed diagnostic glasses from industrialed engineering bcs u unlock them somewhere else
new:
lowered price of huds amd increased night vision (no overall price change) bcs integrated huds are rpumdstart shit why would nt have a node for something that already exist?
same for cyborg upgrades, i felt like no one ever does them so the basic modules (everything except vtec ) cost less and vtec costs more
* Slime Crossbreeding!
* Shifts a few things around.
* Prismatic extracts!
* Self-sustaining extracts!
* Consuming extracts!
* Recurring extracts!
* Whups!
* Regenerative extracts!
* Stabilized (unfinished)
* More stabilized!
* This took more effort than it should have.
* Industrial extracts!
* Icons!
* Colors the crosses.
* Bugfixes galore!
* Burning extracts!
* Sounds!
* Starts on burning extracts.
* Charged extracts!
* Minor adjustments to the adamantine shield.
* Fixes map! Ready!
* Fixes problem children, changes consuming extracts
* I'm an idiot.
* Fixes playsounds, unnecessary srcs.
* Removes a gross text2path
* Resolves a conflict
* More AnturK fixes.
* Fixes two other things, too.
* Burning black extracts use shapeshifting now.
* Love Potion now mostly RP in use, aligns user factions.
* Iterative discovery of status effects.