Commit Graph
64 Commits
Author SHA1 Message Date
Roxy d539f01e76 Fixes for 9740c687de 2025-10-25 15:50:43 -04:00
RoxyandGitHub 436f766c3b Modular vending machine code cleanup (#4791)
## About The Pull Request

This is a general clean up of some of our modular vending machine code,
highlights are:
- Merges the skyrat `modular_vending` folder into our own
- Eliminates the `skyrat_products`, `skyrat_product_categories`,
`skyrat_contraband`, and `skyrat_premium` vars, merge their stuff into
the bubber equivalents
- Changes the handling for modular autodrobe additions to just add them
to the global list because the autodrobe uses global lists for some
reason, this fixes #4758
- Change a `+=` to `|=` to prevent duplicate entries in vending machines
causing both to appear out of stock
- Fix a duplicate recolor button in the vending machine TGUI

## Why It's Good For The Game

Less duplicate code and bugs, the autodrobe one in particular was funny
because what was happening is the category lists of items were global
lists, and the modular code for adding our own stuff to categories just
`+=` adds it, and that runs every time an autodrobe is created on the
map, so each time the same stuff was being added to the same list and
bloating it to several hundred

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="425" height="559" alt="image"
src="https://github.com/user-attachments/assets/e9ab16ed-3c7c-4061-90d5-dc27a7d8a40e"
/>

</details>

## Changelog
🆑
fix: fixed the autodrobe being mostly out of stock and broken
fix: fixed certain vending machines having duplicate items that broke
fix: fixed a bug with the recolor button in vending machines appearing
twice
code: merged modular skyrat vending machine code into our folder
/🆑
2025-10-08 14:28:49 -04:00
xPokee e77e06e0d3 More maps 2025-10-04 06:44:26 -04:00
xPokee 15d935d081 Repathing 2025-10-04 06:25:43 -04:00
nevimer 6fa36ed265 Merge branch 'pr/xPokee/4728' 2025-09-29 20:21:20 -04:00
ReturnandGitHub e010988fce Fixes Nebulastation power distribution (#4738)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
We added these templates to fix NebulaStation's power grid. Now that
upstream has fixed it, these are breaking it. So, it's time to get rid
of them.

Until this PR is merged, you can fix power by putting a power cable into
the gravgen room shown in the proof of testing screenshot.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
Engineers are no longer gaslit into believing the power grid works
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<img width="763" height="459" alt="image"
src="https://github.com/user-attachments/assets/ef5aab7e-5142-4dd0-8d92-7ef23b1d3e7c"
/>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 ReturnToZender
fix: NebulaStation's power grid now properly distributes power
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

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2025-09-27 01:46:31 +02:00
xPokee cce0ebbd28 This should fix the rest. 2025-09-24 14:48:37 -04:00
xPokee 8db20c37d2 Runtime fixing 2025-09-10 14:54:36 -04:00
nevimer f48092a9c8 updatepaths run
maybe i should try building
2025-09-07 13:27:06 -04:00
nevimer 5ed6d8d729 removes justice wreckage from persistance 2025-09-06 20:25:03 -04:00
nevimer 45a92871de run updatepath scripts again after resolving conflicts 2025-09-03 21:12:45 -04:00
61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
nevimerandnevimer 30e3fcf091 repath space on maps due to banned turfs 2025-08-13 20:22:48 -04:00
Roxy 1223883c8d Fixes for #91816 2025-07-30 17:39:25 -04:00
Roxy 510bce815b Fixes for #92300 2025-07-30 17:38:24 -04:00
Roxy ab4704e855 Fixes for #92115 2025-07-30 17:38:15 -04:00
Roxy 9f205e3183 Insufficient updatepaths scripts strike again 2025-07-19 23:40:45 -04:00
RoxyandGitHub f4ed1af751 Blueshift 4: Shift Harder (#3904)
## About The Pull Request

Resurrects everyone's favorite map, with some spit-shining.
- [x] Update all paths so it compiles (obviously)
- [x] Fix some disconnected cables
- [x] Add extra firelocks to the main foyer area
- [x] Add Captain's cast to the cap's office
- [x] Add detective caseboards to the detective office
- [x] Do a pass over security camera coverage, several departments were
missing massive amounts of cameras in areas
- [x] Do a pass over external airlocks, sided all access on these is
reportedly weird on certain docks
- [x] Do a pass over department wall signs (the direction ones) and make
sure they're not wrong
- [ ] Potentially clean up some of the worst offenders of
"impossible-to-navigate maints"
- [x] Ensure we're not missing any standard every-map additions that
have been created since it was decommissioned
- [x] ???
- [x] Secret things I don't know about yet because people are going to
give me feedback

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/f332aaf0-176c-4ca2-85c5-1cf0e8cc7f8e)
The people demand Blueshift

## Proof Of Testing

It's a work in progress but yes I'm testing as I go

## Changelog
🆑
map: Blueshift is back on the menu
/🆑
2025-07-15 22:38:52 -04:00
Roxy ecb1d8ae82 Update paths 2025-07-04 21:12:41 -04:00
shellspeed1andGitHub c4ee5c3709 Quick Persistence hotfix to make the elevator work on icebox (#4131)
## About The Pull Request

For whatever reason, a total of seven open air tiles got lost at some
point between my testing on the final version and the merged version.
This readds them which makes the elevator work again.
## Why It's Good For The Game

Its preferred to have stuff working usually. 
## Proof Of Testing


![image](https://github.com/user-attachments/assets/b6e86060-8e0b-4b2b-9ac5-5eadbcdd2669)


![image](https://github.com/user-attachments/assets/771ca0b8-67d1-4b3c-9390-4ff6f4eccac6)


![image](https://github.com/user-attachments/assets/7cff4c05-e76a-40e7-852c-256370466416)


![image](https://github.com/user-attachments/assets/1b582c7a-bbf9-488f-b2d6-d6ac7c2d1cb3)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: The elevator on persistence works again. Pretty sure we had Jimmy
Hoffa stuck there or say the SOSHA folks say.
/🆑
2025-06-28 00:26:01 -04:00
164ca07390 Fixes Persistence not spawning on icebox (also adds a roof so it stops having holes) (ready) (#3857)
## About The Pull Request
(new version of original PR because github was being really annoying,
see original here
https://github.com/Bubberstation/Bubberstation/pull/3595)

First of all, credit to https://github.com/IgiariValkyr (Otome on
discord or Aster Briar in game) for getting the initial stuff setup for
the map and giving me the basis for this PR. It saved me a ton of time
and effort and turned this from a day long project to just a couple of
hours.

This PR turns persistence back into a static spawn ruin and also adds a
roof area above it to prevent having holes in the roof.

The roof itself does not feature notable items. As for its significant
areas it does have the main roof access hatch, six ship clamps for
moving the ship (fluff), additional cargo storage with a hopefully soon
to be working elevator, small grill, logos, and two watch posts.

On a more contentious note, I have added a shield generator setup as
seen on previous iterations of the interdyne map in lieu of significant
turret placements (There are still turrets). This is something I am
testing as an alternative to turrets as there has been complaints about
the turrets being a bit much. There are still two turrets in the main
access hatch and the shield does need to be setup to function which can
be done by multitooling all of the parts together (takes about 3
minutes).

Additionally, cleaned up some additional items like a bottle of whiskey
someone added with my ckey, making sure botany had space for a bee hive,

To Do:
Add: moon station version

## Why It's Good For The Game

I adding a shipping container ranch and no one can stop me. Even worse,
I added an elevator.


![image](https://github.com/user-attachments/assets/f0d4c199-4ed7-4651-8ab5-e50ee8ba4f44)

On a more serious note, I have had several complaints about persistence
not spawning correctly due to a lack of safe areas to do it, so I am
properly fixing it this time.
## Proof Of Testing

https://youtu.be/0YoZErQ7cOA
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Persistence now has an accessible roof on icebox
fix: Swapped scientist modsuit to infiltrator so they could use provided
mod module.
fix: Persistence is now a static spawn again
map: The persistence janitor has a bedroom again
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2025-06-24 20:04:35 -04:00
Roxy c6a1f9237d 91346_dna_console 2025-06-15 15:59:52 -04:00
Phi-andGitHub 035405195f Changes Lavaland Mining Base (#3972)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
I am making this PR on behalf of Nyatsuki.
Adds wind turbines to the Lavaland mining base

## Why It's Good For The Game
The lavaland base is a TG map file, and rounds on tg rarely last more
than 90 minutes. With our 150-180 minute average rund time, the SMES
units on the lavaland base usualy run dry towards the end of the round,
killing power to the entire mining base.

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>


![image](https://github.com/user-attachments/assets/346e4f99-17fd-46fd-afaf-847a7aa9f381)

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
map: Adds wind turbines to the Lavaland mining base.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

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repository rules located on the main README.md on this project. -->
2025-06-09 12:36:43 -04:00
Phi-andGitHub 2c1ce54eaa Opens up the Southern Half of the Interlink (#3932)
## About The Pull Request

Changes all public shutters on the interlink to pre-opened variants.
Removes all medical and surgical kits from the medbay to avoid unfair
advantage. Makes all vending machines free, as is the standard for the
interlink. NT Rep and Blueshield office have remained unchanged, but
they only have a set of CC clothing and a clipboard within them

## Why It's Good For The Game
It's been a long requested item, for the rest of the interlink to be
opened for scenes.

## Proof Of Testing

![image](https://github.com/user-attachments/assets/0dab73d6-edf8-4ec5-bee8-f9ea7c028343)

</details>

## Changelog
🆑
map: The interlink is now (almost) fully accessible to crew.
/🆑
2025-06-09 12:36:11 -04:00
Roxy 688ffed6da Update paths for #91054 2025-06-05 20:59:37 -04:00
RoxyandGitHub 85101bf5d8 Some active turfs fixes (#3924)
## About The Pull Request

Cleans up active turfs in the lizard gas ruin (lavaland and icemoon),
the ice cats camp, port tarkon, and some but not all in persistence
(lavaland and icemoon)

## Why It's Good For The Game

Less roundstart active turfs

## Proof Of Testing

I tested it 

## Changelog

No player facing changes
2025-05-29 13:45:37 -04:00
RoxyandGitHub 426d448aa4 Clean up skyrat automapper folder (#3881)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Eliminate `_maps/skyrat/automapper` by moving relevant files into
`_maps/bubber/automapper` or applying the changes directly to the map
(for maps that we previously couldn't edit). Also edits `build.js` so
our automapper templates are tested during the compile all templates
workflow

## Why It's Good For The Game

Tidy, no dead useless files

## Proof Of Testing

I tested that it compiles and a few maps that I did direct changes to,
but it should be seamless

## Changelog

No player facing changes
2025-05-24 12:29:23 -07:00
LT3andGitHub 383172c616 Cleanup NTC/blueshield code (#3868)
## About The Pull Request

Removes Bubber overrides on NTC/Blueshield and implements them in the
original datum. Replaces silver ID with platinum.

## Why It's Good For The Game

Code cleanup, we're not a Skyrat downstream anymore

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/ca19d51d-b066-4b65-8850-b23a3b42cf2f)


</details>

## Changelog

🆑 LT3
balance: Blueshield and NTC ID card can have a little bit of blue tint,
as a treat
/🆑
2025-05-22 17:04:27 -04:00
LT3andGitHub 06b04fa0dc Fix NebulaStation disposals (#3849)
## About The Pull Request

Fixes broken disposals pipe at NebulaStation sauna.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/7bb33003-e5b3-466a-add1-dbcc5e5fa060)

</details>

## Changelog

🆑 LT3
fix: Fixed NebulaStation disposals dumping into the sauna
/🆑
2025-05-18 12:54:51 -07:00
LT3andGitHub 7363a4e0bf NebulaStation sauna remap (#3746)
## About The Pull Request

- Fixes the Catwalk moth room from being one way entry without
construction access
- Remaps the NebulaStation sauna to be less bad.
- Adds sandals to Catwalk sauna.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/e91e1f05-9b83-4a03-b19a-795b1caa90ee)

</details>

## Changelog

🆑 LT3
fix: Catwalk: You can no longer get stuck in the moth room with no way
out
map: Re-mapped NebulaStation sauna
/🆑
2025-05-08 15:10:42 -04:00
Roxy 9b22f785aa i fixa da template 2025-05-06 22:16:22 -04:00
Roxy 4968f064a7 LT3's automapper templates 2025-05-06 21:44:09 -04:00
Roxy c218e7b0f7 update ze photocopiers 2025-05-06 20:45:03 -04:00
724cb7c69c Ashwalker Fortress Take #2 (#3348)
## About The Pull Request

This PR adds the Ashwalker Fortress from Novastation to all maps except
Icebox and Moon Station. In addition, this also adds a new primitive
cooking machine that serves the same function as a microwave: the
Cauldron!

## Why It's Good For The Game

If you would consult the design document 🤓
https://hackmd.io/@ashwalker/S1U-p3esJe

## Proof Of Testing


![image](https://github.com/user-attachments/assets/17fa4784-29d1-49c9-a214-6e2774be488e)

![image](https://github.com/user-attachments/assets/fc1750ac-7129-430c-9cfe-2c2731add19e)


## Changelog

🆑
add: Added Stone Cauldron, a new primitive cooking structure with a
microwave function.
map: Added sparring area, prison cell, dining area, revamped kitchen,
animal pens, revamped forge area, armory, revamped doctor's hut, and a
spare room to a new Ashwalker Nest map.
/🆑

---------

Co-authored-by: Jinshee <manastra2536@gmail.com>
2025-03-31 14:49:10 -04:00
69a16a028e Replaces Persistence Comms with Cybersun, also bug and mapping fixes (#3086)
## About The Pull Request

Persistence is supposed to be a cybersun front but it still uses
interdyne comms. Lets fix that and add interdyne comms as an emergency
comms chip.

Additionally, this PR disables the icemoon automapper as we have been
having consistent issues with missing roofs. This is hopefully a
temporary fix until a better solution can be found.

Lastly, reworks engineering a bit to add one more construction spot and
make the utilities room a bit easier to notice so water actually gets
set up. Also expands table space in the kitchen as that was one of the
more desired features.

## Why It's Good For The Game

I love not having holes in the roof. Also flavor on the comms as we are
supposed to be a cybersun front.

## Proof Of Testing

<details><summary>Screen caps from testing</summary>

![image](https://github.com/user-attachments/assets/a110e756-5ae5-4ddf-b5b2-f2bb56af29d5)


![image](https://github.com/user-attachments/assets/50c3c968-d2c4-4c6d-867b-1db1ac80c9b6)


![image](https://github.com/user-attachments/assets/d8a851e3-80ef-422a-b836-6c75b76b19f7)


![image](https://github.com/user-attachments/assets/16b9e74b-7105-48a2-998d-bb3d349ea154)


![image](https://github.com/user-attachments/assets/e47e2794-31bf-4a80-81ad-7c03c5530891)


![image](https://github.com/user-attachments/assets/36c4e595-c182-45ad-851c-64de760e988c)
</details>

## Changelog
🆑
add: Persistence now has cybersun comms (It's literally just renamed
persistence comms)
add: Persistence can now produce interdyne comms in an emergency using
an interdyne comms chips
fix: Persistence no longer has 4 safes on one tile
fix: Persistence no longer has a turret that shoots out a window in the
prison
fix: Persistence no longer has a null telecomms server, also atmos works
fix: Renamed syndicate_exofab to syndicate exofab in the circuit printer
fix: Renamed cybersun channel no longer outputs to the uplink channel
fix: Reverts automapper placement of persistence on icemoon and returns
to
map: slightly revamped the Persistence kitchen.
map: condensed the utility area of persistence and added a cycling
airlock plus one more 3x3 construction area.
map: toned down some of the roundstart persistence equipment that can be
acquired through other relatively easy means such as cargo.
/🆑

---------

Co-authored-by: Otome <darkwolfinsanity@gmail.com>
2025-03-24 10:55:43 -06:00
RoxyandGitHub 1d3351c15c Fix Nebulastation failing unit tests (#3326)
## About The Pull Request

ef3095bffc changed the wiring in the
nebula SM room and our automapper template needs to be updated to
accommodate this

## Why It's Good For The Game

I am hopelessly dependent on the green checkmark

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/6a14199c-faa5-458c-8033-e7afada07a23)

</details>
2025-03-16 19:22:42 -07:00
LT3andGitHub a69b931781 Disease outbreak incident display (#3148)
## About The Pull Request

Adds a disease outbreak counter for medbay.


![image](https://github.com/user-attachments/assets/4dd16aba-5752-40f1-9d37-5dd3d9b54b37)

## Why It's Good For The Game

More amusing counters the better. More useful in medbay than the delam
counter.

## Changelog

🆑 LT3
add: Added disease outbreak incident display
/🆑
2025-03-08 01:28:58 +00:00
2543d88548 Punch Clock PDA Application/Modular Console (#2900)
## About The Pull Request
Adds a new NTOS application to the game: "Plexagon Punch Clock", which
functions similarly to the time clock in cryo.
Using the app, crew members can clock out wherever they want. This will
also create a locked briefcase containing certain job-related items;
this can be unlocked by the player once they return to the shift, or by
a relevant Command member.
For later changes I'd like to be able to have this app be able to clock
in/out a user via their DNA imprint.
## Why It's Good For The Game
- It's easier to clock out before going for RP/ERP when done with work.
- Placing job items in an easily-accessible box means that it's less
annoying to return to work after finishing RP/ERP
- Convenience
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

![GIF 12-Jan-25 6-22-47
PM](https://github.com/user-attachments/assets/2b90ccb6-a175-4e2a-80c2-bfe717f99358)
</details>

## Changelog
🆑 ArrisFairburne, LT3
add: Added a new app to clock in and out from any NT OS-compatible
device (Plexagon Punch Clock)
qol: Your job items are now locked into a box instead of warped to cryo,
when clocking out
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2025-02-11 01:03:45 -08:00
xXPawnStarrXxandGitHub 7f916d3b1e Xenoarcheology and Triage pods (#2907)
## About The Pull Request

This PR aims to add two new pods along side adding two long existing
pods to departmental orders.

The two new pods, both 3x3 deployables; One contains; a stasis bed,
operating equipment for medical triage during dangerous situations. The
xenoarcheology pod is available one; carrying a suite of tools for
xenoarcheology and useful supplies for your expeditions.

I also applied a small fix to the large medical shelter, which actually
makes the robotic repair medkit actually have supplies, I'm shocked
no-one told me after this long!
## Why It's Good For The Game

Valued at 1,500cr the triage pod is also available on departmental
orders, a useful thing to keep for breaches, fires and blob/xeno
breakouts. The xenoarcheology pod is very useful; affordable (400cr) for
scientists and a reliable way of getting started. Most people didn't
even notice the medical and chemistry pods even existed; access on
departmental orders means parameds, chemists and doctors who wish to
operate on the planet can get what they want.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Xenoarch:


![image](https://github.com/user-attachments/assets/6e68e4f2-5246-4ac9-b9fb-13662957ea89)

Triage:


![image](https://github.com/user-attachments/assets/9031060b-315f-49d5-ba8a-bc9166f15396)


</details>

## Changelog
🆑
add: Added two new pods; Xenoarch and triage
fix: fixed the robotic repair kit in the large medical pod from being
empty.
/🆑
2025-02-03 23:01:40 +01:00
OtomeandGitHub 85a71a2fea Convert Persistence from Ruin to Automap (#2926)
## About The Pull Request

Converts Persistence from a ruin with a random location to an automap
with a persistent (kek) location.
Lavaland and Moonstation now have Persistence at the far Northwest
corner.
Icebox has Persistence in the far Southwest corner.
Locations were picked on Moff's input.

## Why It's Good For The Game

Was discussed in #coder-lounge to make Persistence so it doesn't spawn
next to the mining base on Lavaland, Moon, or Icebox so miners aren't at
risk of instantly being shot.

## Proof Of Testing

Wouldn't be making the PR if I didn't test it, as always.

## Changelog

🆑
qol: Persistence is now in a persistent location on Lavaland, Moon, and
Icebox.
/🆑
2025-01-20 20:35:05 -07:00
LT3andGitHub f7d58dafcb Fixes NebulaStation aux dock (#2810)
## About The Pull Request

Fixes NebulaStation Aux Dock missing a roof

## Why It's Good For The Game

People using the dock tend to enjoy being protected from the harsh
environment of space.

## Changelog

🆑 LT3
map: NebulaStation aux ship dock now has a roof, leading to 99% less
suffocation and freezing
/🆑
2024-12-29 23:33:18 +00:00
LT3andGitHub 3ece20ad38 Nebulastation ERT/aux docks (#2716)
## About The Pull Request

Closes https://github.com/Bubberstation/Bubberstation/issues/2703


![image](https://github.com/user-attachments/assets/41073a57-20f3-4882-a09b-ce921393ad83)

## Why It's Good For The Game

It's good to be able to send ERTs to the station

## Changelog

🆑 LT3
map: Nebulastation now has docks for the ERT shuttle and aux shuttles
/🆑
2024-12-19 13:24:52 -08:00
WaterpigandGitHub fedabb394c Various ashwalker fixes (#2669)
## About The Pull Request

This does not fix the goliaths pushing doors issue. That one is being
fixed on tg though.

Fixes ashie rituals taking whole stacks, making them correctly take 1
single piece from the stack.
Fixes the ashie template name
Fixes ashies somehow getting a powered area as all the primitive
machines seem to correctly not need power now

## Why It's Good For The Game

Fixes a few minor gripes I have with ashie code. There's more but these
directly affect players

## Proof Of Testing

I didnt grab the runes working but they did take single items and stacks
correctly.

Here's the burner still working though

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/dc9297e5-dbd5-451f-bdc0-17d3ab28efa2)

</details>

## Changelog

🆑
fix: ashie rituals now take only 1 from the stack
fix: Ashie area is no longer magically powered
/🆑
2024-12-17 10:48:58 +01:00
f252224451 Nebulastation (#2585)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation".
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/eba8e315-6b04-41fe-aada-e72e20549776)


![image](https://github.com/user-attachments/assets/a61ecd22-2342-4ff1-bec0-81c378c3384b)

</details>

## Changelog

🆑 LT3, tgstation
add: NebulaStation: a nice, new station map
/🆑

---------

Co-authored-by: Kiko Wen <143291881+KikoWen0@users.noreply.github.com>
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2024-12-07 16:17:34 -07:00
9900c205cd Interlink Office 3 - Community Suggestion Edition (#2559)
## About The Pull Request

Takes some community suggestions for the Interlink Office and adds them
in, as well as fixing some things I wanted to but didn't in the second
go.

- Replaces the Captain's Fountain with the new Nanotrasen "Greer"
Fountain
- A bust of the CEO? In this economy?
- Makes sure the APC is actually charged, because it seemed to start
empty. This would make the switches non-functional if turned off on
accident. Also cuts the AI wire. Just in case.
- Various offset adjustments for things to better fit the room, making
it look bigger
- Filing cabinets are labeled for the employment records
- A small selection of items added to the cabinet: PDA, toolbox,
multitool, and a bin of regular paper

![strongdmm-v2 11 0
alpha-x86_64-pc-windows-gnu_2024-11-26_02-54-54](https://github.com/user-attachments/assets/32b04e42-8b40-466b-bc6b-b8c6aeeff0af)


## Why It's Good For The Game

🤷 

## Proof Of Testing

Map changes for an existing map (actually with the latest from Main this
time), doesn't need testing

## Changelog

🆑
fix: Small changes to the Interlink Office again based on community
suggestions
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2024-12-07 16:17:18 -07:00
OtomeandGitHub dab019fadd Fix for #2328 (#2342)
## About The Pull Request

Wrong boozeomat, just hard merge this.

## Why It's Good For The Game

Fix

## Proof Of Testing

it's the right objpath this time
2024-11-05 20:15:49 +00:00
d82ab5e4d3 Roselia's Small Fixes and Changes Part 2 (#2328)
## About The Pull Request

Small map edits of previous PRs of mine that don't need PRs of their
own.

- The Interlink Administrative Office now has: a photocopier, a
boozeomat and beer dispenser, a commandrobe, an actual pet in the form
of Pengy The Mighty Empress Penguin, a couple folders, a feather (cause
you're fancy), and a chalkboard. A single camera has been added (on the
secret network) so holopad calls can see the interior of the room, and
for AIs to verify the identity of any occupants.
- Lizard Gas stations all around now stock the fabled Gas Station Sushi
(but it's edible and not spiked). The pipe gun has also been replaced
with a much more reliable (or unreliable since they're used against
fauna) laser musket. The weird double-wall bathroom is now single wall
since I finally figured out how to have vending machines in the walls
properly.

## Why It's Good For The Game

Cause some stuff needs adjustments or fixing to feel more proper, or be
less obtuse.

## Proof Of Testing

It's just map edits of already working maps. No code changes. It'll
work.

## Changelog

🆑
qol: The Interlink Administrative Office has had new equipment brought
in and installed.
balance: Lizard Gas now has slightly better but still shoddy weaponry
for its employee.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-11-04 19:05:27 +00:00
StrangeWeirdKitten a671970dbb update paths 2024-10-24 08:51:45 -06:00
b5912162fb More deployable pods! (#1695)
## About The Pull Request

I got caught in a rhythm ~~send me help, please, I can't stop making
pods, they're so neato...~~, I've made a bunch of pods which are
available via the NRI vendor, Izm-, Ish-, Izh- NRI guys... I can't
remember the name... There are a few variants, but most of them are
designed to be in sizes of 3, so they connect in a fairly modular
fashion.

Let's start at the top; 6x6, 3x3, Kitchen, Botany control, Botany trays,
O2 harvester, fan and comfort cabin.


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/a77a1777-a9fd-4039-b6f7-ef08288f0007)
The 6x6, Just primarily a large space for you to build in. 200cr


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/192d86b3-0ae5-405d-9e4a-cd48166a6de9)
The 3x3, A smaller space for building and maybe making corridors to
connect your pod base. 100cr.


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/cb01d7af-4803-4055-96e7-096b8200cfc0)
The kitchen! A useful little deployable, let's you really start to make
a home of it. 3x6. (the deploying tile will be between the oven and
condimaster) 400cr.


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/39909a62-8965-4dc3-b32d-629a0ed878a9)
The botany control capsule, this pod comes with a free tray capsule, as
well as a set of basic farming tools and the machines you'll need to get
yourself going. (Buy your own seeds though, we're not giving you
everything) 400cr


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/e356c35d-90af-4cec-8995-917bf88d0603)
Botany trays; This pod contains four trays. All basic, standard
unupgraded trays and a light... That's about it. 200cr.


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/f3be2604-db3d-4277-ad0a-db8cc1659132)
Here we have the O2 harvester. One of the only two pods with a fan to
secure the atmosphere. This will pull O2 out of the atmosphere, filter
it into a pump for your internals to be refilled from. 400cr.


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/0523daf0-1009-41f7-9df7-b70294bc951f)
The smallest of all of the pods. The Fan, this is designed to be an
airlock, place it outside of the doors if you want to keep the pressure
inside. Coming at a cost of 100cr each, they're not cheap, but not
expensive.


![image](https://github.com/Bubberstation/Bubberstation/assets/53197594/7326ac6a-2b96-4074-88f3-05a9d60b261a)
The cabin, a nice, cosy cabin designed for NRI officers made of cheap
wood but aesthetically pleasing enough. 200cr.

## Why It's Good For The Game

I wanted accessable pods for people besides miners or medical, you want
to have a nice little pod-glass base, you now can!

## Proof Of Testing

Screenshots in description.

## Changelog

🆑
add: Added new pods!
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-07-14 15:08:58 +00:00
e2bee4ab8b Wawastation automapper templates (#1611)
## About The Pull Request

Automapper templates for Wawastation.
https://github.com/Bubberstation/Bubberstation/pull/1602

## How This Contributes To Bubberstation

A new, shiny map for all to enjoy, courtesy of TG.

## Proof of Testing

<details>
<summary>Screenshots/Videos</summary>
  
</details>

## Changelog

🆑 LT3
fix: Wawastation barber and NT rep office are no longer blocked off by a
wall
fix: Wawastation NT rep office moved to command hallway
fix: Various minor Wawastation fixes and updates
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-07-09 15:38:09 +02:00