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Commits
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c50c88a82a |
Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple of puzzles, and a small amount of loot in the form of ~~3 total pairs of insulated gloves~~ a pair of insulated gloves, two adorable roros and a cool unique labcoat. Just don't ask where the gloves come from... Puzzles can of course be avoided/brute-forced by breaking down the walls but that's for chumps. <img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903" src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf" /> ## Why It's Good For The Game The upcoming 1x3 icebox surface calls for more ruin content to help fill that space. ## Changelog 🆑 add: A new insulated glove factory has popped up on the ice moon. add: Freezer floor tiles now come in the full range of shapes. /🆑 |
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b97f3779b2 |
Re-adds the Dragoon tomb ruin & Spear (#90781)
It was removed in https://github.com/tgstation/tgstation/pull/27799 because the spear was broken and the Flans' AI sucked with not-great sprites and was all just one big reference. Original addition: https://github.com/tgstation/tgstation/pull/22270 This re-adds it, updates the map (now using airless turfs) with extra ambiance, using ash whelps (lavaland variation of ice whelps) instead of Flans, re-adds the spear, and adds armor as well this time around. The spear gives you a jump ability to crash down upon a player below you, rather than teleporting to wherever you throw the spear at. You can't attack while mid-air, you can go through tables but not walls/doors, and you also can't un-dualwield or drop the spear mid-jump. Landing on a mob deals double damage to them (36 to unarmored people), while landing on objects deals 150 damage to them (taken from savannah's jump ability, which was in turn taken from hulk's punching) It's also got some extra throw force (24 compared to default spear's 20) The armor has basic security-level armor but covers your whole body. Does not include space protection, and can be worn by Ian. Video demonstration https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3 New sprites demonstration https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf Armor demonstration https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80 Map  With the changes in https://github.com/tgstation/tgstation/pull/90771 I had to mess with ash whelp abilities a bit, I decided to make them use cold fire instead of hardcoding blue color on top of the fire sprites, and it now acts accordingly too https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d The jump was taken from Savannah Ivanov, and Goof's bunny jumping. This Re-implements a old spear that got removed for its buggyness/bad mapping and on the authors request as well not wanting to deal with it. Re-introduces the SkyBulge as a space ruin, referencing Dragoons from Final Fantasy. this just like any normal spear, but using the savannah jump mechanic, this allows you to close distances with the spear avoiding ranged projectiles in the jump, and if you directly land on your target you will do double the damage. 🆑 Ezel/Improvedname, Toriate, JohnFulpWillard add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and Drachen armor. balance: Ice whelps now spit out cold fire. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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d315286ec3 | Readds Cloning (#90754) | ||
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34310e680e |
Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
Adds a space ruin revolving around a studio where ghost roles can provide entertainment to the station, the studio has a bunch of construction stuff and costume vendors to create any set and portray any character you'd want. Features 3 stages and a radio station (neutral aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors. 1 director.  Studio also has a sizable living quarters and a mini-medbay for basic provisions. a couple of paper fluff texts are strewn about on the noticeboards The cast:  In terms of things that can be balance-breaking, I can only name the gas masks and agent ID actors/directors spawns in. But I think its a necessary sacrifice for them to play "characters" I think too many of the ghost roles have too little interactions with the main station, this is for good reasons obviously, balance and metagrudges and all that. But, say. what if we can have a ghost role that interacts and give something to the station besides being their own little isolated game? it can't be anything material of course. so what if we have the ghost role centered around giving entertainment? which is how this PR came to be 🆑 add: After some light bit of restructuring, the local TV station, serving SPACE SECTOR 13 has opened up again! /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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92a585cb3a |
new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request <details> <summary> expand to spoil the fun of exploring something for yourself </summary> firstly, the new ruin: outpost 31 its layout is vaguely based off an official map of the Outpost 31 from the Thing movie but i ran out of space halfway  the boss drops a keycard for the storage room that you cant get in otherwise, containing its own special item, and other stuff probably useful for crew crusher loot: trophy that heals you on each hit the ruin is guarded by like 3 flesh blobs, very resilient (and slow) masses of flesh that deal 3 brute damage, not harmful in melee but WILL attempt to grab and devour/assimilate you which is FAR more lethal https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3 Boss: The Thing (with creative liberties otherwise this thing would instakill you if it was true to source material) difficulty: medium apparently idk mining jesus beat it with 400ms or so HP: 1800 It is a much higher ranking changeling than those infiltrating SS13 It has 3 phases, 600hp each. Depleting its phase health will turn it invincible and it will heal back half in 10 seconds. In order to prevent this, the two Molecular Accelerators must be overloaded by interacting with them to blast the changeling with deadly scifi magic or whatever they do, forcing it to shed its form further and go to the next phase. Not necessary for phase 3 because it literally just dies then it focuses mostly on meleeing you and making certain tiles impassable for you with 1hp tendrils, all attacks are telegraphed so theres no dumb instakills here it alternates between aoe abilities and abilities melee behavior: - if too far, charge at target (charges twice on phase 3) - too close, shriek (unavailable in phase 1) (technically AOE but its more like a melee ability you know??) - otherwise just try to melee Shriek: if the player is too close emit a confusing shriek that makes them confused and drop items aoe behavior (phase 2, 3 only): 1: Puts 4 tendrils in a line cardinally 2: Puts tendrils around itself 3. Puts a patch of tendrils around and under the target, 3x3 in phase 3 4. Phase 3 only - spits patches of acid into the air that hurt when stepped on _(crusher is hard ok)_ https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c unique megafauna loot for this boss is like 1 AI-Uplink brain its like a BORIS module but for humans i think you can figure out what that means while in a human shell they cannot roll non-malf midrounds and cannot be converted, and cannot be mindswapped the human MUST have all robotic organs (minus tongue because its not in the exosuit fab and that kinda sucks to get) will undeploy if polymorphed https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52 </details> ## Why It's Good For The Game icebox is severely lacking in actual good ruins (fuck that one fountain ruin) i feel that the loot given by megafauna has been and still apparently is exclusively to make the victor more powerful, which kinda sucks because thats just powergaming???? the loot of this boss is more crewsided, specifically aiding the AI in a VERY limited quantity (1), so its not anything good for powergamers, good for crew if the AI is not rogue ## Changelog 🆑 add: outpost 31, the icebox ruin. Also its associated mobs, and megafauna, and loot. Im not spoiling anything, find it yourself. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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8196190aa1 |
Removes a a at at be be of of and and have have (#89155)
## About The Pull Request I just had to one-up https://github.com/tgstation/tgstation/pull/89127. ## Why It's Good For The Game Removes a a at at be be of of and and have have ## Changelog N/A |
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8349f0bf86 |
Un-Skyrats Demonic Frost Miner Arena: AKA - The Mining Site / Observation Pit (#2789)
## About The Pull Request Did you know that Skyrat made a version of the Demonic Frost Miner's arena that was a singular z-level in 2021? Did you know it hasn't been maintained since? Did you know we've still been running that same edit even though Demonic Frost Miner's arena has been updated visually by TG in 2023? This PR fixes these Did You Knows by destroying the Skyrat variation entirely so that TG#78826 actually loads properly. This makes the ruin two z-levels again, a site above looking into the ice pit with entrances all around the edge (just jump, i dare you), and makes the pit far less of a solid flat ice plane and turns it into an actual mining site (the ruin is literally called Mining Site, I shit you not). _**There is a known issue from both testing and [TG proper](https://github.com/tgstation/tgstation/issues/78870) where the top ruin can generate without the bottom. This is due to how Multi-Z Ruins place. The top is placed before the bottom, and if a ruin is already placed where the bottom will go, the arena will not generate, but the upper pit will generate. An example of this would be [if it generates over the Hearthkin Camp](https://files.catbox.moe/skyte4.png). I am currently looking into a fix at the moment, however it's not needed at the time given Ice Moon progression regularly is broken with Wendigo or the Clockwork Defender not spawning their ruins either. As well, this does not seem to ruin the aesthetic of the top ruin itself as it still serves as an observation point for the pit.**_ _**As such, I've decided to call the whole ruin Mining Site, but only Observation Pit if only the top generates.**_ ### _**This issue is possibly solved thanks to Waterpig. However in the event it wasn’t and the maintainers so choose to avoid this issue, an updated version of the Skyrat variant can be made instead matching the bottom arena, but still having the portals to get in and out.**_ ## Why It's Good For The Game Actually keeps us on par with TG and removes an unmaintained ruin from the code. Changes the arena of Demonic Frost Miner so its not so stale (there's lore and a single wall to hide behind if you're scared and dead bodies wow) ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> ### Successful Placement (Mining Site)  ### Unsuccesful Placement (Observation Pit)  </details> ## Changelog 🆑 fix: The updated arena for Demonic Frost Miner actually loads now /🆑 |
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795c23a2b5 |
New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request **A Dangerous Ruin Approaches!** A new high-risk, high reward ruin for icebox! Featuring some very dangerous enemies for some goodies. Small puzzle element included find the keycard to open the research directors office to lift the lockdown on the security post, from there you can lift the lockdown on the surgical rooms, all the while encountering feral gorillas. ## Why It's Good For The Game Icebox lacks some dangerous ruins with decent loot. The loot here is a WIP and I'm hoping can be discussed. I know icebox still is in need of some ruins and I had some ideas and threw this together. The map size is 45x45. I made it so you also can't just bee-line and cheese it by adding indestructable shutters, windows, and walls, along with a noteleport area flag to prevent cheesing of the area. In-game rendered screenshots:   ![Uploading image.png…]() Editor Screenshots:   Notable loot Spawns:       ## Changelog 🆑 map: New Icebox Ruin "Syndicate Biodome" added. /🆑 |
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4e35ca4d2f |
Persistence Base (A new offstation syndicate map) (Should be ready for test merge) (Ready for review) (#2265)
<!-- 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 https://youtu.be/pPhfOGnLm08?si=QC2BPGd1pcLCXTc7 <- Updated as of 10/28 This pull request provides a replacement map for the interdyne and dauntless offstation syndicate maps. It is supposed to be themed as a landcrawler and features several new roles, (~~The comms operative was removed~~) and the morale officer (The finest of waffle co. here to enforce ~~managed democracy~~ syndicate interests. The icebox map is the same size as the former dauntless map, while the new lavaland version is slightly bigger to support the turrets and energy shielding. Speaking of, one major feature of the new maps is a double layer of energy shielding around the maps. This shielding does not recharge and is intended to take two hits. An explosion naturally can clear both layers at once and it is intended to prevent destruction by specific megafauna (colossus) while also stopping miners from getting shot if they accidentally find the ship. It does not cover the various entrances and exits so its still worth while to be careful and if need be it should be easy enough to attack the ship in a pinch. **Weapon and armor wise, the ship has the following additions and removals** - All makarovs in the armory have been removed. - One renostar shotgun has been removed from the armory - Each non command crew member and the comms operative starts out with a weapon selection beacon providing an option between a makrov, m1911, mini egun, or energy dagger - Each command officer barring the MAA starts with a weapon beacon offering a choice between an ansem pistol (on par with an m1911 iirc), a stechkin APS, or a c-20r. - The morale officer has an additional selection of a revolver (for executing dissidents) - The MAA has a selection between an m-90gl with only rubber grenades available, a bulldog shotgun, a c-20r, or a hos revolver - An infiltrator modsuit has been added minus the psi demoralizer for the corporate liason - A honkerative modsuit has been added for the morale officer, it comes preequipped with a waddle module. **Power supply** Per request, the ship now features a syndicate unique power source, FISH! Make sure to pet them. closes #2386 ## Why It's Good For The Game It has come to my attention that the interdyne offstation map which spawns on icebox has become outdated due to the fact that it only spawns on a single map. Rather than let this continue to be an issue I have elected to standardize the icemoon and lavaland maps to one single map, both to cut down further efforts of keeping up the offstation syndicate map, and to provide a map that going forward will have room for updates. Additionally, the new map will replace the icebox comms outpost, saving on space for new ruins while improving (hopefully) spawning off the offstation syndicate. On one final note, massive mining rigs are cool and the pumpkin spice must flow. <!-- 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 See the video linked above <!-- 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> <summary>Screenshots/Videos</summary> </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. --> 🆑 add: The Persistence land crawler has been deployed to local mineral rich areas. /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: nikothedude <simon.prouty@gmail.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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a32700854b |
New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request Adds a new icebox ruin. Below you can see some good pictures of it. A unique creature that can be found a "hatsune mi-go", a m1911 with a magazine, santa outfit w/ bag, and a jukebox. this is actually something I had planned for a torment nexus but chose to forego for an Icebox ruin instead. The map is 35x35.   ## Why It's Good For The Game Icebox is in need of some ruins, I was originally working on this for something else but decided to instead add it as a ruin in icebox. I added a subtype of the christmas tree that doesn't give presents. I felt like icebox lacked more dangerous ruins so I sprinkled in a few enemies and as a reward there is some notable stuff. ## Changelog :cl:ViralMilk22 map: Additional Icebox Ruin has been added "Hunters Lodge". /🆑 |
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6d24e69dac |
Adds 3 'Comms Buoy' Space Ruins (#86872)
## About The Pull Request https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md I was playing Starsector shortly before I read through this lore blurb and realized that simple Comms Buoys would be easy little ruins to make. Then I decided to make NT's extra-special because NT is always leading in tech innovation. Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just little fluff things): <details><summary>Kosmokomm Communications Buoy</summary> </details> <details><summary>Pirated Communications Buoy</summary> </details> The majority of the PR is the "high-tech" Nanotrasen Extraorbital Bluespace Communications Buoy <details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get it all in one screenshot)</summary>  </details> This is a medium ruin that's more lore heavy than loot heavy - though that doesn't mean there's no danger. NT wouldn't want you walking in and reading all their communication logs after all. <details><summary>SPOILERS INSIDE</summary> **Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off walls) **Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3 space suits, 1 of each tcomm component, 2 RTGs (can these even be taken) The majority of the sat is for lore. It has 3 paper notes and 5 consoles (1 broken, 1 dupe, so 3 unique consoles) All lore will be here to show how formatting appears in-game. <details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary> This one gives a quick summary of what to expect inside - consoles and defense turrets. Of course, players won't have the special ID (and couldn't use it anyways, the guys inside covered it in blood)  </details> <details><summary>Pinned Note: "Table of Contents: NT-EBCB Model 7"</summary> A page out of the manual. Rest of manual not included. (Names the different parts of the buoy)  </details> <details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection Report"</summary> An inspector left behind a few notes during pre-deployment. Sure hope no important security risks were missed!  </details> <details><summary>Console 1: "Satellite Dish Operations Terminal"</summary> This one's mostly just a tie-in with the "story", don't know how necessary it is but it filled the empty spaces. This console has a spare in the Main Dish (as its prone to breaking from the turrets)  </details> <details><summary>Console 2: "Blackbox Transcription Terminal"</summary> The "local" side of the story. This console monitors the Local-Space Comms, and managed to log the repair team's activity.  </details> <details><summary>Console 3: "Long-Range Interstellar Relay Operations Terminal"</summary> Here's the big lore thing for freaks like me who love lore being shown in-game. It's got a lot of random-made-up-science-bullwhizz relating to the ongoing NT research mentioned in the plasma_exposure lore blurb. Granted, the guy's a bit biased in his ex-partner's work.   </details> </details> ## Why It's Good For The Game A) Everybody loves new space ruins, even small fluff ones. I hope. B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a thing you can find', it also makes mention of the Gateway system/Port Ellis and a certain lore blurb involving plasma (albeit under more severe, and biased, testing) ## Changelog 🆑 add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT Bluespace Comms Buoy. Employees are asked not to touch vital components when nearby this critical infrastructure. /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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28f775a145 |
New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request **A Dangerous Ruin Approaches!** A new high-risk, high reward ruin for icebox! Featuring some very dangerous enemies for some goodies. Small puzzle element included find the keycard to open the research directors office to lift the lockdown on the security post, from there you can lift the lockdown on the surgical rooms, all the while encountering feral gorillas. ## Why It's Good For The Game Icebox lacks some dangerous ruins with decent loot. The loot here is a WIP and I'm hoping can be discussed. I know icebox still is in need of some ruins and I had some ideas and threw this together. The map size is 45x45. I made it so you also can't just bee-line and cheese it by adding indestructable shutters, windows, and walls, along with a noteleport area flag to prevent cheesing of the area. In-game rendered screenshots:   ![Uploading image.png…]() Editor Screenshots:   Notable loot Spawns:       ## Changelog 🆑 map: New Icebox Ruin "Syndicate Biodome" added. /🆑 |
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02ca23eaf0 |
Lizard Gas Redux - Now with Ghost Role (#2188)
<!-- 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 Remodels the interior of Lavaland and Icemoon Lizard Gas and adds a ghost role to all three stations! That's right! The space one has a spawner too! Lizard gas gets its own uniform! <details> <summary>Full change list</summary> - A locker with a pipe rifle and hunter rounds, as well as flatpack machines so you can actually survive. - A bathroom! - Adjusted stock to more fit a gas station - Lizard Gas has a purple uniform to match the plasma fueling station! (with digitigrade leg variant) </details> <details> <summary>Visual comparisons</summary> - Lavalands Gas Station  - Icemoon Gas Station  - Space Gas Station  </details> ## Why It's Good For The Game Was made for a suggestion by Gearsin on discord. https://discord.com/channels/1059199070016655462/1071095123145924679/1292324881962373191 ## Proof Of Testing   ## Changelog 🆑 add: Lizard Gas can actually be staffed now! /🆑 --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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679157d265 |
New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request Adds a new icebox ruin. Below you can see some good pictures of it. A unique creature that can be found a "hatsune mi-go", a m1911 with a magazine, santa outfit w/ bag, and a jukebox. this is actually something I had planned for a torment nexus but chose to forego for an Icebox ruin instead. The map is 35x35.   ## Why It's Good For The Game Icebox is in need of some ruins, I was originally working on this for something else but decided to instead add it as a ruin in icebox. I added a subtype of the christmas tree that doesn't give presents. I felt like icebox lacked more dangerous ruins so I sprinkled in a few enemies and as a reward there is some notable stuff. ## Changelog :cl:ViralMilk22 map: Additional Icebox Ruin has been added "Hunters Lodge". /🆑 |
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79db7bdfe5 |
Adds 3 'Comms Buoy' Space Ruins (#86872)
## About The Pull Request https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md I was playing Starsector shortly before I read through this lore blurb and realized that simple Comms Buoys would be easy little ruins to make. Then I decided to make NT's extra-special because NT is always leading in tech innovation. Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just little fluff things): <details><summary>Kosmokomm Communications Buoy</summary> </details> <details><summary>Pirated Communications Buoy</summary> </details> The majority of the PR is the "high-tech" Nanotrasen Extraorbital Bluespace Communications Buoy <details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get it all in one screenshot)</summary>  </details> This is a medium ruin that's more lore heavy than loot heavy - though that doesn't mean there's no danger. NT wouldn't want you walking in and reading all their communication logs after all. <details><summary>SPOILERS INSIDE</summary> **Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off walls) **Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3 space suits, 1 of each tcomm component, 2 RTGs (can these even be taken) The majority of the sat is for lore. It has 3 paper notes and 5 consoles (1 broken, 1 dupe, so 3 unique consoles) All lore will be here to show how formatting appears in-game. <details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary> This one gives a quick summary of what to expect inside - consoles and defense turrets. Of course, players won't have the special ID (and couldn't use it anyways, the guys inside covered it in blood)  </details> <details><summary>Pinned Note: "Table of Contents: NT-EBCB Model 7"</summary> A page out of the manual. Rest of manual not included. (Names the different parts of the buoy)  </details> <details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection Report"</summary> An inspector left behind a few notes during pre-deployment. Sure hope no important security risks were missed!  </details> <details><summary>Console 1: "Satellite Dish Operations Terminal"</summary> This one's mostly just a tie-in with the "story", don't know how necessary it is but it filled the empty spaces. This console has a spare in the Main Dish (as its prone to breaking from the turrets)  </details> <details><summary>Console 2: "Blackbox Transcription Terminal"</summary> The "local" side of the story. This console monitors the Local-Space Comms, and managed to log the repair team's activity.  </details> <details><summary>Console 3: "Long-Range Interstellar Relay Operations Terminal"</summary> Here's the big lore thing for freaks like me who love lore being shown in-game. It's got a lot of random-made-up-science-bullwhizz relating to the ongoing NT research mentioned in the plasma_exposure lore blurb. Granted, the guy's a bit biased in his ex-partner's work.   </details> </details> ## Why It's Good For The Game A) Everybody loves new space ruins, even small fluff ones. I hope. B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a thing you can find', it also makes mention of the Gateway system/Port Ellis and a certain lore blurb involving plasma (albeit under more severe, and biased, testing) ## Changelog 🆑 add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT Bluespace Comms Buoy. Employees are asked not to touch vital components when nearby this critical infrastructure. /🆑 |
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fb0284cee3 |
Adds Icemoon Ruin: Syndicate Lab (#86545)
## About The Pull Request Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on either the cave or deep cave layers. It's a fairly small ruin so it's easily missed, but it is packed full of danger and treasure.  The outside of the lab is mostly covered in snow. There are a few small gaps that may or may not be filled in by the cave generation algorithm. From most angles, it blends into the ice moon enviroment. However, meson glasses will reveal the structure at a glance. This lab has multiple hostiles to provide threat, there's a turret near the entrance (on the interior), a patrolling eviscerator, and two ranged syndicate agents with shotguns. The ruin is pressurised by default, so mining weapons are less effective. As loot, the lab contains a Donk Co musket (single-shot combat shotgun, like the old pipeguns), two syndicate explorer's suits, a syndeye disk, a syndicate toolbox and some small gimmick items. The agents blow up on death so you can't have their shotguns or gear. ## Why It's Good For The Game I collected feedback for a while on ruins and a common complaint is that Icebox's ruins are lacking in variety, especially in the loot and action departments. To address the loot issue, I've added a bunch of loot to this ruin that previously could not spawn on Icebox. Mostly this is the fluffy and gimmicky stuff currently exclusive to space ruins, like the Donk piñata and anomaly releasers. Nothing especially powerful or round defining, because the ruin can spawn close to the station and isn't particularly hard to clear. Threats are likewise all things that aren't usually avaliable on icebox. Prepare for lasers, buckshot, slashing damage and all relevant wounds. Without a syndicate card or agent ID the doors won't open and the ruin is powered, so miners can die to hacking the door open, then getting run over by a patrolling dedbot. Very funny. The ruin is designed not to be easily rolled by mining gear, but it remains a viable option. Lasers are designed to be particularly good here, to reward cooperation with security. ## Changelog 🆑 add: Adds the Syndicate Lab to the Icemoon ruin pool. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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330cf42ff9 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c | ||
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4f6afb4330 |
[MIRROR] Fixes icemoon comms agent map's template name (#29348)
* Fixes icemoon comms agent map's template name (#85593) ## About The Pull Request Adds "ice-ruin" to the start of the template name. This is the current convention to standardise ruin names. ## Why It's Good For The Game Makes map templates easier to read and search. See #81737 for details. ## Changelog no player facing change --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Fixes icemoon comms agent map's template name --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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7691f6df42 |
[MIRROR] Lavaland Crashed escape pod ruin (#29393)
* Lavaland Crashed escape pod ruin (#85266) ## About The Pull Request Lavaland ruin with FISH ## Why It's Good For The Game Lavaland fishing spot (FISH)   * Lavaland Crashed escape pod ruin --------- Co-authored-by: nyozzl <123180058+nyozzl@users.noreply.github.com> |
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123ab45b43 |
Lavaland Crashed escape pod ruin (#85266)
## About The Pull Request Lavaland ruin with FISH ## Why It's Good For The Game Lavaland fishing spot (FISH)   |
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26c3d3a408 |
Fixes icemoon comms agent map's template name (#85593)
## About The Pull Request Adds "ice-ruin" to the start of the template name. This is the current convention to standardise ruin names. ## Why It's Good For The Game Makes map templates easier to read and search. See #81737 for details. ## Changelog no player facing change --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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132f9363e4 |
Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into fuck-fuck-fuck
# Conflicts: # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # code/datums/status_effects/debuffs/debuffs.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/modules/cargo/packs/imports.dm # html/changelogs/archive/2024-07.yml |
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1fdf3d739a |
[MIRROR] Donk Co Interstellar Trading Post 6016 (#29007)
* Donk Co Interstellar Trading Post 6016 (#83075) ## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Donk Co Interstellar Trading Post 6016 * [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943) * Donk Co Interstellar Trading Post 6016 * i'd rather a pepsi --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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b748c455df |
Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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2bac385d4a |
[MIRROR] Updates icemoon_underground_lavaland.dmm (#28623)
* Updates icemoon_underground_lavaland.dmm (#84576) ## About The Pull Request Somebody pointed out that the Lavaland-on-Icebox ruin is basically a big square with a smaller square in the middle. I poked at it and found inspiration. I opted to lean more into an idea hinted at in a lore-note of the original ruin: the cult imprisoning The Last Drake brought about more creatures which they couldn't contain. Instead of just creatures though, I imagined the whole lavaland area as consequence of the occult. Their cult walls are broken by the rift from lavaland, the Necropolis' power corrupting and claiming it. The interior is mostly unchanged - just lavaland random gen, and the Prison in the middle. Breaking into it will release The Last Ash Drake. The entrances have more variety now, with one being controlled by legion and another entirely claimed by The Necropolis. Additionally, miners can simply dig through the ashen spikes that broke through during the ritual. - **Atmos interaction was tested as thoroughly as I could. Nothing occurs until a player causes it by breaking a wall/opening a door, the same as the current ruin** - Additionally created a mapfluff file for the ruin, with a cult outfit/corpse, legion that drops said corpse (because the cult got infected by them!), the lore notes, ~~and codeifies The Last Ash Drake rather than it being a mapedit~~ (NVM no more simplemobs can be coded). - Also renamed the map to Lavaland Incursion because that's so much cooler than Site  ## Why It's Good For The Game Ruins deserve love and care, including our big boxes. ## Changelog 🆑 add: updated Icebox's lavaland ruin. The incursion grows... /🆑 * Updates icemoon_underground_lavaland.dmm --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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e56136a0ec |
Updates icemoon_underground_lavaland.dmm (#84576)
## About The Pull Request Somebody pointed out that the Lavaland-on-Icebox ruin is basically a big square with a smaller square in the middle. I poked at it and found inspiration. I opted to lean more into an idea hinted at in a lore-note of the original ruin: the cult imprisoning The Last Drake brought about more creatures which they couldn't contain. Instead of just creatures though, I imagined the whole lavaland area as consequence of the occult. Their cult walls are broken by the rift from lavaland, the Necropolis' power corrupting and claiming it. The interior is mostly unchanged - just lavaland random gen, and the Prison in the middle. Breaking into it will release The Last Ash Drake. The entrances have more variety now, with one being controlled by legion and another entirely claimed by The Necropolis. Additionally, miners can simply dig through the ashen spikes that broke through during the ritual. - **Atmos interaction was tested as thoroughly as I could. Nothing occurs until a player causes it by breaking a wall/opening a door, the same as the current ruin** - Additionally created a mapfluff file for the ruin, with a cult outfit/corpse, legion that drops said corpse (because the cult got infected by them!), the lore notes, ~~and codeifies The Last Ash Drake rather than it being a mapedit~~ (NVM no more simplemobs can be coded). - Also renamed the map to Lavaland Incursion because that's so much cooler than Site  ## Why It's Good For The Game Ruins deserve love and care, including our big boxes. ## Changelog 🆑 add: updated Icebox's lavaland ruin. The incursion grows... /🆑 |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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ac33ec9189 |
[MIRROR] Adds some shuttle wreckage (Lavaland Ruin) (#28125)
* Adds some shuttle wreckage (Lavaland Ruin) (#83582) ## About The Pull Request To try and figure out the map-making process, I've made a little ruin to add to Lavaland and hopefully pique the interest of any passing shaft miners.  Currently, in-game it looks something like this  ## Why It's Good For The Game It's a nice bit of story for the shaft miners to come across while blasting their way across the wasteland, with a few potential prizes mixed with danger. At the very least, this should help increase the variety of ruins available. ## Changelog 🆑 add: Added another ruin to Lavaland /🆑 * Adds some shuttle wreckage (Lavaland Ruin) --------- Co-authored-by: r3dj4ck0424 <51569477+r3dj4ck0424@users.noreply.github.com> |
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6dba3ac9e3 |
Adds some shuttle wreckage (Lavaland Ruin) (#83582)
## About The Pull Request To try and figure out the map-making process, I've made a little ruin to add to Lavaland and hopefully pique the interest of any passing shaft miners.  Currently, in-game it looks something like this  ## Why It's Good For The Game It's a nice bit of story for the shaft miners to come across while blasting their way across the wasteland, with a few potential prizes mixed with danger. At the very least, this should help increase the variety of ruins available. ## Changelog 🆑 add: Added another ruin to Lavaland /🆑 |
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b18fa6dbcc |
[MIRROR] Icemoon Comms agent (#28053)
* Icemoon Comms agent * Update mining_roles.dm --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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57744f6622 |
Icemoon Comms agent (#83404)
<!-- 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 Adds a comms agent to icemoon, similar to the one that can spawn in space <details> <summary>Image (spoilers, kind of)</summary>  </details> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Icemoon is sorely lacking on ghost roles, this should help with that somewhat. <!-- 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. --> ## 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 it's 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. --> 🆑 add: NT reports indicate that the Syndicate have increased listening activities on Icemoon, crew is advised to watch out for possible communication interference. /🆑 <!-- 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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0df79089cd | Merge remote-tracking branch 'skrat/master' into new-bubbermaster | ||
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4563161b0d |
[MIRROR] Standardises name of The Lizard's Gas (Lava) (#27752)
* Standardises name of The Lizard's Gas (Lava) (#83250) ## About The Pull Request Renames the ruin to include the required prefix "Lava-Ruin". Removes the now unnecessary suffix. ## Why It's Good For The Game ## Changelog The names have this prefix system for easier string-searching. If they don't have the prefixes, they're harder to find and sort. 🆑 fix: adds missing prefix to name of The Lizard's Gas Lava land ruin. /🆑 * Standardises name of The Lizard's Gas (Lava) --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> |
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f0f026d82f |
Standardises name of The Lizard's Gas (Lava) (#83250)
## About The Pull Request Renames the ruin to include the required prefix "Lava-Ruin". Removes the now unnecessary suffix. ## Why It's Good For The Game ## Changelog The names have this prefix system for easier string-searching. If they don't have the prefixes, they're harder to find and sort. 🆑 fix: adds missing prefix to name of The Lizard's Gas Lava land ruin. /🆑 |
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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c72d1dcf48 |
[MIRROR] Replaces a number of deciseconds into SECONDS (#27188)
* Replaces a number of deciseconds into SECONDS * blep --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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53d1f4ada0 |
[MIRROR] Universalizing ruin names (#26750)
* Universalizing ruin names * Update code/datums/ruins/space.dm * Update space.dm * a * Update lavaland.dm --------- Co-authored-by: Zergspower <Griffinj88@yahoo.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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5035afa7ca |
[MIRROR] Lizard's Gas(LAVALAND EDITION) (#26847)
* Lizard's Gas(LAVALAND EDITION) (#81815) ## About The Pull Request Adds a new lavaland ruin from the Lizard's Gas franchise  ## Why It's Good For The Game Lore and also more ruin is good ## Changelog 🆑 add: New Lizard's Gas ruin, this time in lavaland /🆑 * Lizard's Gas(LAVALAND EDITION) --------- Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com> |
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e12cdb49b6 |
Lizard's Gas(LAVALAND EDITION) (#81815)
## About The Pull Request Adds a new lavaland ruin from the Lizard's Gas franchise  ## Why It's Good For The Game Lore and also more ruin is good ## Changelog 🆑 add: New Lizard's Gas ruin, this time in lavaland /🆑 |
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d68ef829ad |
Universalizing ruin names (#81737)
## About The Pull Request
This is not player-facing, however it's a good QOL that i made for
downstream modular ruins. The pick-list of maps makes it a bit..
annoying to really grab a ruin quickly - so all this does is add an ID
to the front of them for Space, Lava and Ice respectively.
## Why It's Good For The Game
## Changelog
:cl:Zergspower
admin: renames ruin names to have an identifier in front of it
refactor: converts map plate and jump to ruin to tguilist
/🆑
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4d8898fdef |
Merge remote-tracking branch 'skrat/master' into upstream-2024-02-03
# Conflicts: # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/KiloStation/KiloStation.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/controllers/subsystem/statpanel.dm # code/datums/chatmessage.dm # code/datums/quirks/negative_quirks/claustrophobia.dm # code/game/objects/items/tools/weldingtool.dm # code/modules/client/preferences/middleware/quirks.dm # code/modules/mob/living/carbon/carbon_defense.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/inventory.dm # code/modules/mob/living/living_say.dm # code/modules/modular_computers/file_system/programs/jobmanagement.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/research/designs/mechfabricator_designs.dm # code/modules/research/machinery/_production.dm # code/modules/surgery/organs/internal/_internal_organ.dm # html/changelogs/archive/2024-01.yml # modular_skyrat/modules/automapper/code/area_spawn_entries.dm # modular_skyrat/modules/jukebox/code/jukebox_subsystem.dm # modular_skyrat/modules/loadouts/loadout_items/loadout_datum_heads.dm # modular_skyrat/modules/loadouts/loadout_items/loadout_datum_suit.dm # modular_skyrat/modules/loadouts/loadout_items/under/loadout_datum_under.dm # modular_skyrat/modules/synths/code/bodyparts/power_cord.dm # tgstation.dme # tgui/packages/tgui/components/Dropdown.tsx # tgui/packages/tgui/components/Input.tsx # tgui/packages/tgui/interfaces/Fabrication/DesignBrowser.tsx # tgui/packages/tgui/interfaces/Jukebox.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/QuirksPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/data.ts # tgui/packages/tgui/interfaces/common/SearchBar.tsx |
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5543a44882 |
[MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524) This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |