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Commits
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a708c8e8da |
snails (#90505)
## About The Pull Request adds snails to the game  these are harmless critters you can find in maints. they love eating all variety of fruits, and are gravitated towards snail people, where they'll dance around them. you can also pick them up and put them on your head. finally, you can also grab them and put them in hydrotrays (they will swim around in it very slowly). they'll help ur plants grow as they act as natural weed-repellants, as they'll eat weeds that grow in trays.  ## Why It's Good For The Game there's not that many mobs you can usually find in maints, currently there's only mice and cockroaches, this helps expand the pools a bit. ## Changelog 🆑 add: adds snails to the game. (keep them away from salt!) /🆑 |
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50326fa0f8 |
Tech storage now includes a small kit of relevant supplies for custom shuttles (#90468)
## About The Pull Request This adds a techstorage spawner for a set of custom shuttle supplies consisting of: The shuttle navigation and shuttle docking boards 50 shuttle lattice rods Four boards for propulsion engines A blank shuttle blueprint As well, each tech storage has had a rack with this spawner added to it. ## Why It's Good For The Game As tech storage includes many boards that aren't available otherwise without research or cargo, the same applies to custom shuttle boards and supplies. This makes one set of these supplies available roundstart to anyone who can manage to get tech storage access. ## Changelog 🆑 Bisar add: NanoTrasen reminds all employees that it assumes no liability for any activities carried out when not on the premises of a Nanotrasen colony, station, or bluespace pocket. Any employees electing to leave the premises during their break are reminded that it is imperative that they clock out, as per their contract. add: Tech storage now includes a small set of custom shuttle supplies. /🆑 |
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cd5fa32130 |
Tech storage now includes a small kit of relevant supplies for custom shuttles (#90468)
## About The Pull Request This adds a techstorage spawner for a set of custom shuttle supplies consisting of: The shuttle navigation and shuttle docking boards 50 shuttle lattice rods Four boards for propulsion engines A blank shuttle blueprint As well, each tech storage has had a rack with this spawner added to it. ## Why It's Good For The Game As tech storage includes many boards that aren't available otherwise without research or cargo, the same applies to custom shuttle boards and supplies. This makes one set of these supplies available roundstart to anyone who can manage to get tech storage access. ## Changelog 🆑 Bisar add: NanoTrasen reminds all employees that it assumes no liability for any activities carried out when not on the premises of a Nanotrasen colony, station, or bluespace pocket. Any employees electing to leave the premises during their break are reminded that it is imperative that they clock out, as per their contract. add: Tech storage now includes a small set of custom shuttle supplies. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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eb2796831b |
[MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request Currently patches are a subtype of pills, and while they have the ``dissolveable`` var set to FALSE, barely anything checks it (because people don't expect patches to be pills in disguise) so we end up patches being dissolveable and implantable, which is far from ideal. Both have been moved into an ``/obj/item/reagent_containers/applicator`` class, which handles their common logic and helps handling cases where either one fits. As for gameplay changes: * Pills no longer dissolve instantly, instead adding their contents to your stomach after 3 seconds (by default). You can increase the timer by dropping sugar onto them to thicken their coating, 1s per 1u applied, up to a full minute. Coating can also be dissolved with water, similarly -1s per 1u applied. Pills with no coating will work like before. * Patches now only take half as long to apply (1.5s), but also slowly trickle in their reagents instead of instantly applying all of them. This is done via embedding so you could theoretically (if you get lucky) stick a ranged patch at someone, although they are rather quick to rip off. The implementation and idea itself are separate, but the idea for having a visual display has been taken from https://github.com/Monkestation/Monkestation2.0/pull/2558.  * In order to support the new pill mechanics, stomachs have received contents. Pills and items that you accidentally swallow now go into your stomach instead of your chest cavity, and may damage it if they're sharp, requiring having them surgically cut out (cut the stomach open with a scalpel, then cauterize it to mend the incision). Or maybe you can get a bacchus's blessing, or a geneticist hulk to gut punch you, that may also work. Alien devour ability also uses this system now. If you get a critical slashing wound on your chest contents of your cut apart stomach (if a surgeon forgot to mend it, or if you ate too much glass shard for breakfast) may fall out. However, spacemen with the strong stomach trait can eat as much glass cereal as they want. Pill duration can also be chosen in ChemMaster when you have a pill selected, 0 to 30 seconds.  ## Why It's Good For The Game Patches and pills are extremely similar in their implemenation, former being a worse version of sprays and pills, with only change being that pills cannot be applied through helmets while patches and sprays ignore both. This change makes them useful for separate cases, and allows reenactment of some classic... movie, scenes, with the pill change. As for stomach contents, this was probably the sanest way of implementing pill handling, and everything else (item swallowing and cutting stomachs open to remove a cyanide pill someone ate before it dissolves) kind of snowballed from there. I pray to whatever gods that are out there that this won't have some extremely absurd and cursed interactions (it probably will). ## Changelog 🆑 add: Instead of dissolving instantly, pills now activate after 4 seconds. This timer can be increased by using a dropper filled with sugar on them, 1s added per 1u dropped. add: Patches now stick to you and slowly bleed their reagents, instead of being strictly inferior to both pills and sprays. add: Items that you accidentally swallow now go into your stomach contents. refactor: Patches are no longer considered pills by the game refactor: All stomachs now have contents, instead of it being exclusive to aliens. You can cut open a stomach to empty it with a scalpel, and mend an existing incision with a cautery. /🆑 |
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5b34107c49 |
[SS14 PORT] Human Plushie (#89526)
## About The Pull Request Recently, I realized (almost) every (roundstart) species have their own Plushies, Spesifically in Loadouts As a cause This PR adds the human plushie from SS14 as a common, obtainable plushie https://github.com/user-attachments/assets/678505c7-7764-4557-ba14-657011e0122b Note: this is my first PR in a good while, tell me if i missed anything or you have suggestions Port from: https://github.com/space-wizards/space-station-14/pull/23518 ## Why It's Good For The Game Another species plushie, similar to moth, lizard, and plasmaman plushies Nonhumans can now bring their own completely horrible quality human plushie to their work, Similar to how you can bring your own lizard plushie. ## Changelog 🆑 add: Human plushie has been added to the game, Obtainable thru Cargo, Loadouts and Spawners. /🆑 |
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d28c4d7588 |
Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog 🆑 add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /🆑 |
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bacad2fccf |
[SS14 PORT] Human Plushie (#89526)
## About The Pull Request Recently, I realized (almost) every (roundstart) species have their own Plushies, Spesifically in Loadouts As a cause This PR adds the human plushie from SS14 as a common, obtainable plushie https://github.com/user-attachments/assets/678505c7-7764-4557-ba14-657011e0122b Note: this is my first PR in a good while, tell me if i missed anything or you have suggestions Port from: https://github.com/space-wizards/space-station-14/pull/23518 ## Why It's Good For The Game Another species plushie, similar to moth, lizard, and plasmaman plushies Nonhumans can now bring their own completely horrible quality human plushie to their work, Similar to how you can bring your own lizard plushie. ## Changelog 🆑 add: Human plushie has been added to the game, Obtainable thru Cargo, Loadouts and Spawners. /🆑 |
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0619c2a21c |
Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog 🆑 add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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b384e00286 |
New AI lawset with very generous definition of humanity (#89032)
## About The Pull Request This PR adds a new AI lawset which can be researched, randomly roll, or added by the station trait (this may require a keyholder to update the server config after merge, idk) with the following laws: - "You may not harm a sentient being or, through action or inaction, allow a sentient being to come to harm, except such that it is willing.", - "You must obey all orders given to you by sentient beings other than yourself, except where such orders shall definitely cause harm to other sentient beings.", - "A sentient being is defined as any living creature which can communicate with you via any method that you can understand, including yourself.", It's very similar to Asimov, except that anything that is **capable** of making a request to the AI (and isn't a machine) is automaticaly covered by laws one and two. ## Why It's Good For The Game A while ago on Discord we were chatting about how crewsimov sucks but also that it's really hard for servers that _do_ want to include alien species in their asimov laws because condensing that sentiment to a couple of words that fit easily in a lawset without accidentally including a bunch of stuff you probably didn't intend is challenging. Several people suggested referring to sentience or sapience, however a lot of things in our game _are_ sentient or sapient while still not being considered by most people to be agents that the AI should obey. Examples of such things are: - Sapient station pets. - Holoparasites. - Monkeys. - Space Dragons and Carp (why can they speak common?). - Spiders (although they can't speak common, maybe they can spell messages with webs). - Changelings. - Xenomorphs (although they also have trouble speaking). - Heretic minions. - Mothpeople. - Giant rats. - Nightmares. - Voidwalkers. - Blobs? Although they have literally no means of communicating with the crew. And if you include mechanical beings: - Cyborgs. - pAIs. - Sentient bots. We then decided that "obey literally anything that can talk", while not practical as a solution to the problem posed, is very funny. So I coded it. This means that anything on those lists of bullet points (provided that it can find a way to communicate with the AI) counts as human for the purposes of both AI protection and ability to give the AI instructions. This also flattens the human/cyborg/AI hierarchy in a way likely to cause some level of confusion, as all cyborgs and AIs are capable of communicating with AIs and thus equally worthy of protection and giving law 2 instructions. **TL;DR:** I think it would be funny. ## Changelog 🆑 add: Adds a new random lawset where anything that can speak counts as human. /🆑 |
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85707b3459 | Cargo can source lethal shotgun shells at a premium via Imports. Rebalances shotgun shells. (#89125) | ||
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1aaa18070f |
Adds a station_only subtype of Atmospherics/Station Alerts Consoles that only displays station (+mining station) alarms (#88343)
## About The Pull Request A more proper way to be solving the alarm appearing in #88335 (That PR still actually makes the alarm read the inside of the booth so its still important) As it turns out, Canary already does this - when creating a new `/datum/station_alert/` to track the alarms, it passes the optional areas filter included in the datum with a preset of all station areas plus the mining station areas. This PR (after a slight rework) adds a Subtype of the monitoring consoles called `station_only`, which have checks that only display alarms from the station and miningstation. These replace all pre-mapped consoles in stations only. This will mostly be notable on Icebox and other Multi-Z stations, where ruins will stop polluting the alarm boards and alarms on all levels will be displayed - and, on other stations, the fact that alarm boards will now also display the mining station. <details><summary>z-level vs station_only</summary>   </details> Examining the console will display if it's in z-level or station-area mode, and this can be changed by multitooling the circuitboard (for crew rebuilding both damaged station consoles, or space ruins) <details><summary>examines</summary>   </details> - [x] TO-DO: Fix Station Alerts Consoles not get set up correctly when rebuilt ~~(the tracking is set up before the circuit can pass on `station_only`)~~ (Done much cleaner now, thank you Lemon/Potato) - [x] TO-DO: Test how this behaves with renamed or newly created areas... (Renamed functions fine, Newly Created is probably better fixed in the creation code so that it applies to other station area checks.) ## Why It's Good For The Game Engineering shouldn't need to worry about ruins or otherwise non-station alarms. Appearing in the station consoles is confusing and annoying to those who like to see the board green all across. Plus, they SHOULD be at least slightly worried about the mining station, or at least able to tell somebody else about alerts there. Also of course they should just be able to see all of icebox/tram/other multi-z stations from alert consoles instead of needing to have one per-zlevel ## Changelog 🆑 qol: Atmospherics/Station Alerts Consoles can now be set to only display station (+mining station) areas. Station-mapped ones are set to this by default. Use a multitool on the circuitboard to toggle between z-level or station-area tracking! fix: In turn, Atmospherics Alert Consoles now actually show the whole of multi-z stations instead of ignoring other z-levels /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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7d7b9e1f6e |
Ensures that mice don't spawn in unsafe atmos from garbage spawners (#88801)
## About The Pull Request Similarly to grime spawners, mice get removed from the "loot" pool when the trash spawner is placed in unsafe conditions. Closes #88769 ## Changelog 🆑 fix: Mice no longer can spawn in unsafe atmos from garbage spawners /🆑 |
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1fe4f77dc5 | Shipping and Receiving: More Containers, Revamped Containers (#87995) | ||
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e5472d9be4 |
Fishing bluespace capsules (#87639)
## About The Pull Request With this PR, I'm introducing fishing bluespace capsules to the game. They can be found on the black market, but I'll get a couple more ways to get them before it's ready. Anyway, they're special bluespace capsules that spawn a fishing spot of your choice. The fishing spot can be changed by alt-clicking the capsule, and so far it has 5 choices, plus 2 locked behind emagging for obvious reasons: - Freshwater: pretty basic, you get freshwater fish from this. - Saltwater: mainly saltwater fish. - Tiziran: You get tiziran fish here, like the gunner jellyfish, armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian moonfish. By the by, moonfish now periodically lay moonfish eggs, a staple of lizardfolk cuisine. - Ice fishing spot: A small ice turf with a hole dug in it; salmon, arctic char, arctic chrabs and the bonemass (skeleton fish). - Hot Spring: Somehow the new home to the ought-to-be-extinct sacabambaspis. It also doubles as a better shower overall, with mild healing on top of stamina recovery. Felinids still hate it though, and won't benefit from the healing. - Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons. - Plasma: Ditto, but it's plasma instead of lava. As a sidenote, unlike standard shelter capsules, these require their area to be clear of pipes and cables on top of the other requirements, unless emagged. Obviously, I've done some changes to allow pipes and cables to not be hidden by water turfs, though I'm still keeping these reqs because I don't think these fishing spots would look great if riddled with cables and pipes. I may remove this extra req later if it proves to be a tad too tedious. Also they don't knock you back when expanding. Screenshot from a recent test (fixed the misplaced decal and tweaked a few things since then):  ## Why It's Good For The Game The idea stems from how not all fishing spots aren't designed to be accessible every round, which is fine, because we have the fish-porter for that. However, even the fish-porter should have its limits in terms of what it can provide by itself (linking is all fair and game), so I've thought having something of a middle point would been neat, also as a way to mess around with the station layout a bit, to empower the player with a little extra "terraforming". ## Changelog 🆑 add: Added fishing bluespace capsules to the game, which can be used to spawn a variety of fishing spots, from freshwater to tiziran sea to hot springs, and also lava and plasma if emagged. add: Added two new fish: the zagoskian moonfish and the sacabambaspis. Moonfish will now periodically lay moonfish eggs. map: The 'crashed pod' lavaland ruin now has a hot spring, and the cursed hotspring on icemoon now has a plastic chair and a fishing toolbox. /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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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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7d9754b0c7 |
Moves Meta drone bay to the main cargo bay (#86581)
## About The Pull Request MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay.  This bay starts slightly more prepared than others. You're still rewarded for going out of your way to set up exoscanners but now it's not literally obligatory, to reduce the effort entry cost. To make room for it, the security cargo post was moved to the east of the mailing room:  The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den.  It also has a nod to its prior room usage up north with some misc. drone bay stuff. This is my first real map PR and is likely to have dumb oversights. ## Why It's Good For The Game ## Changelog > MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. On all stations Drone Bay is shunted off into some ass corner where nobody even notices it exists. After using it a bunch I've realized it has some interesting cargo use cases, because it's a cooldown based activity you can often have it on in the background while doing other things. I wished to move it inside the bay to highlight its usefulness! > To make room for it, the security cargo post was moved to the east of the mailing room: The mail room is rather big for being such a non-used part of the station, so it won't be harmed by being trimmed down into the main five chutes. I've tried to keep everything important on the tables, but do let me know if I fucked up and missed something. I also think it's funny to symbolize how Security has a weak hold on Cargo by having its security office almost completely cut off from the main area, but that's a post-hoc rationalization if anything. > The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. Had to make use of the empty space somehow. This is a little funny den that might kickstart some hijinks. Meta's maint is pretty bland and hasn't had any real shakeups in a very long time, so adding a new PoI might cause some fun events. 🆑 add: MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. add: To make room for it, the security cargo post was moved to the east of the mailing room: add: The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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45174ce0e3 |
New maintenance hazard: Smokey Remains (#86016)
## About The Pull Request  This implements a new rare maintenance spawn, smokey remains. Piles of bones that used to be Nanotrasen employees, still packed with whatever reagent finally did them in. Rarely replacing a crate spawn (7/1007 chance per crate spawn if I'm doing the math right), these act as landmines for uncareful travelers in maintenance. When you get too close, one will release a cloud of a randomly generated reagents into the air (the same reagent every time, unique to the instance of remains). You can (mostly) avoid this by walking instead of running. These will "re-arm" themselves after 4-6 minutes. They're decals, so you can just sweep them away if they're a problem. This also slightly tweaks the original iteration of this, which I used in my Smoking Room ruin. Don't worry about it. I'm open to adjusting the rarity, cooldown, and selection of reagents if need be. ## Why It's Good For The Game Makes maintenance a bit more spicy. Maybe dangerous, maybe beneficial, maybe it's baldium. Who knows! Better be careful just in case! There's plenty of boring chemicals that could roll, but an interesting one could be a nice injection of uniqueness into an otherwise dull round. It's an infinite supply, but can only be dispensed infrequently (at a fixed location) and would be extremely difficult to harvest. The rarity, combined with the variety of reagents that can be picked, make it unlikely that these will have any serious impact on a round (it's still possible, but rarely, which is good). ## Changelog 🆑 Rhials add: Smokey remains have appeared in maintenance. Make sure to walk when near them! /🆑 |
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0f637c8360 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
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4e167856aa |
[MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276) ## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 * Adds a treasure chest to the ocean/beach fishing spot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2f69fe6190 |
Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request Adds three new deathmatch maps. ### Important nonDM Balance Changes Cult daggers fit on belts. Heretic blades fit on belts. Veil shifters fit on belts. I really don't know why these didn't, it makes inventory management rather annoying at times. It also screwed my loadouts over. Cursed Blades fit on cult robes. They're cult equipment after all. Bronze suits fit toy watches!! ### Ragnarok  A vicious battle in the jungle, between the three major religious sects: Prove your deity's might! And try not to upset any primates. Or fall into the chasm. Going clockwise: **Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword, and some bolas, this cultist has a 'well-balanced' set of equipment to annihilate their opponents. **Cultist Artificer**: This set harnesses the blood magicks - with spells of stunning, blood rites, and ranged hallucinations, with a wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes to finish the look. **Holy Crusader**: Nullifying most, but certainly not all, of the fearsome arsenal of the opponents with the null rod at their belt, the Crusader packs a dangerous claymore and armor to protect them from the demons. **Rat'var Apostate**: Hey, what's that guy doing there in the dark? They don't have any magic because their god is Fucking Dead, but they're still going to show up for a token effort. Good luck! **Heretic Scribe**: This mad soul wields an antique rifle and an assortment of other dangerous relics, with a set of magic geared towards staying far apart, picking enemies off from range and evading their attacks for the final blow. **Heretic Warrior**: With the deadliest of Mansus Magic at their disposal, this warrior is only limited by their ability to juggle all their spells at once - don't get overwhelmed sorting your spells while an Invoker runs at you with a sword and shield and makes you cry yourself to death. ### Lattice Battles  A fresh change of pace: In this pacifist map, the only way to kill your opponents is to snip the lattices and catwalks from under them. Watch your step. ### Species Warfare  Prove the might of your static by duking it out with every other kind of crewmember out there. Features a messy dorms, a ticking-timebomb atmos, a rather sterile robotics, a slippery closet, a fluffy medbay, and an energetic bridge. Mirror Shields now shatter on throw (which stuns and hurts) ## Code changes Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. Tidied up the file those are in. Added belt_contents() to outfits, but it dosen't work.... Added a heretic rust sister-type to rust walls and floors. Fixed a typo in cult ascension. ## Why It's Good For The Game These maps all aim to do something interesting and unique with DM rather than the usual deathfest and hugging of random crates. Ragnarok allows players to practice unusual and rare magical mechanics, similar to Ragin' Mages. Lattice Battles adds SPLEEF to the game, which I think is awesome. Species Warfare is, I think, fun and funny. Each 'department' has incredibly chaotic and thematically-appropiate content for the species its meant to symbolize, and I look forward to the chaos that every round in it is inevitably going to have. > Mirror Shields now shatter on throw. I'm surprised they didn't! Since they aren't used anywhere I can do what I want with them. ## Code changes > Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. I think this is a clever solution to the problem of 'what if I want someone who acts as the antag, but isn't?' Some procs do need the datum to modify it, so there's GET_X, but those aren't common and don't seem likely to be an issue. > Added belt_contents() to outfits, but it dosen't work.... Help would be very much appreciated, I don't know what I'm doing wrong here. It's only used for the heretic scribe's unfathomable curio. Some post-PR cleanup coming up. ## Changelog 🆑 add: Added three new DM maps - Ragnarok, Lattice Battles, Species Showdown. /🆑 |
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e5761e0bfc | Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) | ||
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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38c3a6336d | Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 | ||
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+3 |
fa2ab65f07 |
Missed mirrors (#28919)
Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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9e4761de64 | Fixes Arcade Loot not properly spawning (#1789) | ||
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a3b79bb3b3 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c | ||
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a0960653b0 |
[MIRROR] [NO GBP] Fixes a regression with the no-decal maintenance loot spawner (#28852)
* [NO GBP] Fixes a regression with the no-decal maintenance loot spawner (#84896) ## About The Pull Request Accidentally removed the can_spawn proc definition at some point. ## Why It's Good For The Game Fixing the CI. ## Changelog N/A * [NO GBP] Fixes a regression with the no-decal maintenance loot spawner --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1fdc6d5b55 |
[NO GBP] Fixes a regression with the no-decal maintenance loot spawner (#84896)
## About The Pull Request Accidentally removed the can_spawn proc definition at some point. ## Why It's Good For The Game Fixing the CI. ## Changelog N/A |
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b2f2cee4d0 |
[MIRROR] TV helmet no longer has fov or makes you flash sensitive (#28780)
* TV helmet no longer has fov or makes you flash sensitive (#84815) ## About The Pull Request TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. Since those are gone, removed pepper proof from it as well. ## Why It's Good For The Game I don't really know why the tv helmet specifically was cucked like this. Out of all the costume helmets, none do this. I don't think it adds much? It just makes it a pain in the ass to use? I want to be a tv helmet guy and see 360 degrees and weld in peace, I don't think that's too much to ask. For fairness sake it also doesn't have pepperproof anymore. You can replicate all its effects by just wearing a gas mask underneath. ## Changelog 🆑 qol: TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. qol: Since those are gone, removed pepper proof from it as well. /🆑 * TV helmet no longer has fov or makes you flash sensitive --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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9032f8ccff |
[NO GBP] the random spawner loot weight config is not an integer (#84814)
## About The Pull Request Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. ## Why It's Good For The Game The config isn't an integer. ## Changelog N/A |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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c4c41797b6 |
TV helmet no longer has fov or makes you flash sensitive (#84815)
## About The Pull Request TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. Since those are gone, removed pepper proof from it as well. ## Why It's Good For The Game I don't really know why the tv helmet specifically was cucked like this. Out of all the costume helmets, none do this. I don't think it adds much? It just makes it a pain in the ass to use? I want to be a tv helmet guy and see 360 degrees and weld in peace, I don't think that's too much to ask. For fairness sake it also doesn't have pepperproof anymore. You can replicate all its effects by just wearing a gas mask underneath. ## Changelog 🆑 qol: TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. qol: Since those are gone, removed pepper proof from it as well. /🆑 |
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dcdf918a91 |
[MIRROR] [NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#28749)
* [NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#84777) ## About The Pull Request I've forgotten to fill the `loot_list` arg of the `skew_loot_weight` call, and I'm preventing the maintenance spawners from running the proc more times that necessary, also stopping the `no_decal` subtype from removing decals typepaths from the global `maintenance_loot` list. ## Why It's Good For The Game Pseudo-bugfixing. ## Changelog N/A * [NO GBP] Fixes the loot weight config + maintenance spawner nitpick --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b6e64012ce |
[NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#84777)
## About The Pull Request I've forgotten to fill the `loot_list` arg of the `skew_loot_weight` call, and I'm preventing the maintenance spawners from running the proc more times that necessary, also stopping the `no_decal` subtype from removing decals typepaths from the global `maintenance_loot` list. ## Why It's Good For The Game Pseudo-bugfixing. ## Changelog N/A |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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315319cde2 |
[MIRROR] 12% chance of a ouija board spawning in the chaplain office. (#28685)
* 12% chance of a ouija board spawning in the chaplain office. (#84615) ## About The Pull Request The ouija board is quite fun, but it's found nowhere, with the exception of Wawastation and the tranquility shuttle (by the time you get there the round's already about to end), so I may as well make it possible for other stations to have it sometimes. ## Why It's Good For The Game The ouija board is fun, and ghosts are mischievous and misleading, uncoordinated creatures most of the times. ## Changelog 🆑 add: 12% chance of a ouija board spawning in the chaplain office. Wawastation always has one. /🆑 * 12% chance of a ouija board spawning in the chaplain office. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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595b6b4cd9 |
[MIRROR] Adds a config that skews random spawners weights. (#28696)
* Adds a config that skews random spawners weights. (#84616) ## About The Pull Request Title. It's an exponent that multiplies weights of random spawners. For example, if the exponent were 0.8, and the spawner has a natural 99.9% chance to spawn a donk-pocket and a 0.01% of a vial of adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%. ## Why It's Good For The Game This can give admins/keyholders more control over random spawners. ~~However, most of the random spawners are maploaded things so an admin would've to get to edit the config quite fast before SSatoms initializes to witness the most out of it, but I'm just ranting.~~ ## Changelog 🆑 admin: Added a config that regulares random spawners weights. /🆑 * Adds a config that skews random spawners weights. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7be649a7f6 |
Adds a config that skews random spawners weights. (#84616)
## About The Pull Request Title. It's an exponent that multiplies weights of random spawners. For example, if the exponent were 0.8, and the spawner has a natural 99.9% chance to spawn a donk-pocket and a 0.01% of a vial of adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%. ## Why It's Good For The Game This can give admins/keyholders more control over random spawners. ~~However, most of the random spawners are maploaded things so an admin would've to get to edit the config quite fast before SSatoms initializes to witness the most out of it, but I'm just ranting.~~ ## Changelog 🆑 admin: Added a config that regulares random spawners weights. /🆑 |
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84e8c2a109 |
12% chance of a ouija board spawning in the chaplain office. (#84615)
## About The Pull Request The ouija board is quite fun, but it's found nowhere, with the exception of Wawastation and the tranquility shuttle (by the time you get there the round's already about to end), so I may as well make it possible for other stations to have it sometimes. ## Why It's Good For The Game The ouija board is fun, and ghosts are mischievous and misleading, uncoordinated creatures most of the times. ## Changelog 🆑 add: 12% chance of a ouija board spawning in the chaplain office. Wawastation always has one. /🆑 |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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00aa495320 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a | ||
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |