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3ad6bc25f2 | Map fixes for Yapmining 2026 (#95868) | ||
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7763db34a1 |
Basic beepskies and some ED209 additions (#95783)
## About The Pull Request this PR refactors beepskies and ED209s into basic mobs. ive also added a few features for the ed209 because i cant keep my hands to myself: ED bots can now wear hats! a few hats give them some new unique dialogue. Putting a cowboy's hat on an ED will have it acting like a town Sherrif EDs are now rideable when emagged. theyll still be shooting people while ridden. youll also have the ability to charge at people full throttle running them over ive also added a new Nukie variant, purchasable from the uplink. These versions come fitted with an LMG and will patrol the station and shoot all walks of life. If emagged, theyll blow up people with (weaker) rockets (im still working on balancing this). they are rideable but i highly suggest against it; youll be caught in the crossfire. (i understand if ud prefer i atomize this feature) ## Why It's Good For The Game gives some personality to EDs, as well as updating all these bots to the cool new ai system ## Changelog 🆑 refactor: beepskies, and ed209s have been refactored. please report any bugs add: ed209s can now wear hats! some hats give them new dialogue add: emagged ed209s are now rideable! add: added evil versions of the ed209s to the syndie uplink /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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2680aafa3f | [MDB IGNORE] Lavaland Mineral Rework: Yapmining 2026 (#95682) | ||
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baeb6e4fe2 |
Adds doppler radar towers with an anomaly core "upgrade" (#94893)
## About The Pull Request 1. Adds doppler radar towers to Lavaland and the Icemoon Weather radios now need a doppler radar on the target z-level to get an accurate reading. Without a radar tower, the expected timing of incoming storms will be off by a random factor. Lavaland and the Icemoon both have a few towers mapped into them. The towers themselves can be constructed with plasteel if they some how get destroyed. They also have an in built GPS. Each tower requires a cable connection to function. They need a pretty small amount of power to function. 2. Adds anomalous radar towers Attaching a weather anomaly core to a radar tower results in an anomalous radar tower. <img width="260" height="409" alt="image" src="https://github.com/user-attachments/assets/3430b0aa-0bbc-44df-ae75-67c2c3cca5a6" /> This allows you to cancel ongoing storms **or summon storms yourself**. Each cancellation and summon uses a percentage of the core's charge. After the charge runs dry, the core is destroyed, and the tower goes back to being normal. Yes, you can construct a radar tower on the station to summon storms on the station, *including* rad storms. All storms summoned abide by radstorm rules, meaning maint is safe. Summoning onto the station uses significantly more charge. 3. Limits weather anomaly cores to 5 Because they are charge based and spamming weather events all round would be annoying, slightly lowers the max core count. ## Why It's Good For The Game Weather manipulation seems super appropriate for weather anomaly cores. Initially it was just going to be the machine, but then I thought "what if I want the frame of the machine to be available roundstart on Lavaland to encourage cooperation with miners" and then I thought "what if it tied into the weather radios, which opens up rare sabotage methods" So that's how we got here. The towers exist to facilitate the anomaly use while also allowing enterprising traitors to sabotage, potentially leaving their target unaware in a storm. ## Changelog 🆑 Melbert add: Adds doppler radar towers to Lavaland and the Icemoon. These towers ensure weather radios have accurate readings. add: Adding a weather anomaly core to a radar tower upgrades it, giving you control of weather - allowing you to cancel storms or even spawn a weather event of your choice. However, the core will expire after use, requiring replacement. add: You can construct radar towers with plasteel. Even on the station. Yes, you can summon weather onto the station. balance: Limits weather anomaly cores to 5. /🆑 |
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50f25c5b9d |
[MDB IGNORE] Offstation piping & cabling lookover (#94445)
## About The Pull Request Looks over all offstation map files save for shuttles & bitrunning domains for piping & cabling defects, inefficiencies, & deviations from standard design. Any defects explainable as the result of damage have been ignored, obviously. As usual, no pieces of equipment other than piping & cabling were moved. A few gameplay-effecting issues were addressed: The Icebox Thing ruin's medical section had a scrubber disconnected from the main line. The Lavaland Beach Biodome had an injector for its scrubber line into the outdoors, but as the outdoors are unpowered it has been replaced with a passive vent. The Lavaland Surface Gas Station's oxygen tank was on the incorrect piping layer. This tank has also become an air tank, instead. The Lavaland Surface Gas Station's central air vent was disconnected. The Film Studio's crew's bedroom's vents were disconnected. The Haunted Trading Post(space donk co ruin with the AI chamber) was surrounded by electrical grille spawners, but these spawners spawn yellow cables while the ruin uses red cables. They have been replaced with a new layer 1 electrified grille spawner. The Waystation ruin was hotwired due to electrical grille spawners. The "Research" gateway's Dorms & Medbay APCs were disconnected. A few maps have an incredibly large amount of useless cables, these being the Icebox gas station & comms agent outpost, & the interdyne space ruin. These cables are being left in under presumption of intent. One map, the "the_outlet" space ruin, has air pipes leading to all of its air alarms, for an indiscernible reason. These pipes are also being left in under presumption of intent. ## Why It's Good For The Game Just because they're all dead or criminals doesn't mean they like wasting credits on piping, or that they don't have standards. Solves the issues mentioned above. ## Changelog 🆑 map: A great deal of offstation structures have been given more efficient piping & cabling. map: Several offstation structures have had piping & cabling issues resolved. /🆑 |
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e0827de4b5 |
[MDB Ignore] Unrestricted Airlocks - Door Delays (#94040)
## About The Pull Request This PR adds a change to a pretty prevalent feature that's been around since #66588 (April 28th, 2022). Although it has been controversial to some extent, I believe that it was a good change in principle for reasons I will later get into. For now, this is what the PR does: * All _station_ unrestricted door helpers (e.g. those in maintenance) have been replaced with a subtype that adds a random 2-3 second delay to opening the door, using a new "unrestricted latch" feature. **This does not occur if the user has regular access to that door.** * The unrestricted side will initiate a do_after and plays a distinct small hissing sound (because I presume you're disengaging some hydraulic lever on that side), after which the door will open as players have come to expect. * While you're engaging the lever, you will be resistant to pressure movements as you are presumably holding onto the lever or something. All other movements (e.g. voluntary, being shoved, etc.) will continue to function as expected. * We will statistically tabulate each time someone attempts to use the unrestricted "lever", and every time one successfully occurs. This is just for analysis to see player trends as we have lacked this over the last 3.5 years. Here's a link to the sound I added: https://freesound.org/people/Usernameis1337/sounds/632755, the version in this PR was converted using OGG Vorbis. https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201 ## Why It's Good For The Game Back in 2022, I was one of the major proponents for adding such a change to the game. This is for a few reasons: * It doesn't really make human sense for a station to have hallways/spaces that you can enter and then just get completely trapped in. The station is a deathtrap because of _who_ is on it, not because it _is_ a death trap. I have always maintained that we should assume that the station is competently made to give the hijinx a much more jarring background. To me, maintenance isn't old sections of a station (although it can have those elements), but vital side pathways in the event of emergencies, like having extra fire stairs in a building. The doors to those fire stairs are always unlocked because they need to ensure that people are able to efflux to save themselves from danger rather than die. * It was easily subvertable anyways. You can easily ask the HoP for maintenance access or AI to let you out of maintenance (although the latter was a bit harder to articulate). I don't find myself agreeing with this as much nowadays but I remember the frustration I felt waiting for minutes for someone to open the door had something occurred for me to have found myself in maintenance. It's simply not fun and doesn't make sense for a station to have this. * I thought that it added a unique element to antagonism. You can't drag someone in maintenance and then have the whole entire subsection of the station be your den. It's important for you to secure your base should you be dragging people in there instead of just always being able to win via dragging. * People tend to forget this point, but it actually did cause a lot _more_ deaths in situations where threats originate outside the station/in maintenance. It was much easier for the killy-stabby mass murderers to ingress into main hallways and get to killing faster. This is why the change felt "equal" in a way. ### Why not remove it outright? I believe that a lot of balance changes over the last 3.5 years (30000 issues ago!) have been weighting for these interactions, and I think removing it all cold-turkey like will cause a huge upturn in deadliness and just not be what players are looking for in the new game loop. To me, this was a vital step in getting more towards 90-minute rounds, and I think we would see a drop in that. I also have those above three reasons that I am still a firm believer in, but I am still interested in seeing what a different system might entail and how that could play out. I added stat gathering so after we get 4-6 weeks of data, we can determine to keep or shelve this feature. I will probably always be on the "blocking" side of removing it outright unless there's some severe data that can convince me (which will probably need it's own test-merged PR, while this is meant to be added into the game right now). ### Why are we changing it? I think not enough people are dying. I played a few rounds yesterday and while a decent chunk of people were dying, I saw a few follies in my original line of thought. Maintenance should be a bit creepier and not auxiliary hallways (in normal circumstances), I already thought we did a really good job of that but I noticed that it wasn't as good as memory served me. I think maintenance should have a little bit more difficulty to navigate (i.e. if you're being chased down by someone and it's taking 2.5 seconds to open, that would be an excellent heart-pounding tension moment) and would overall be more interesting than the status quo. It is a bit sillier to me but some IRL buildings do have to have you hold down the push bar for a few seconds until it disengages, so this is agreeable. I also don't think the unidirectional exit design flow standards are where they were due to drift in application, so this is also a better way to uniformly apply it. ## Changelog 🆑 balance: After noticing it was too easy for animals to crawl through maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced all unrestricted door sensors (like in maintenance) with a pull-down lever that should take around 2-3 seconds to engage. It has been designed to allow the employee to actuate it despite any pressure differentials within an area. balance: The above change does not apply to select doors in the medical section of the station, which will continue to use the "older" Ready-Exit system. sound: In order to ensure that staff in high-traffic areas don't go bonkers due to this new change, sound dampeners have been installed to prevent the hydraulics from being heard for super long distances. However, they skimped out on the quality for the ones in maintenance... /🆑 FYI Mappers/Tweakers: This PR replaces all station map unres mapping helpers with the new subtype. You are welcome to replace certain doors with the old helper (the base type) to get the old behavior as you see fit, just explain why that behavior is desired in that location. Otherwise, it would be appreciated if we have this new behavior >95% of the time. |
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39a196824a |
Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request Depends on #94064 for the unit test but offers a better method for finding an atom to mount on - Finding a mount now takes into consideration the objects pixel x & y offsets meaning diagonal mounting is now supported. Gives great flexibility for mappers - If you don't want to use pixel offsets but default back to using the objects direction that behaviour is still preserved. Useful if your object uses directional icon states(lights & cameras for now) AND don't use offsets - If no direction could be specified then as the last resort it defaults back to the objects local turf for mounting ## Changelog 🆑 fix: all mounted objects on tables, fences, windows & walls should fall of correctly when the atom it is placed on is destroyed fix: security telescreen now falls off when their mounted wall is destroyed fix: defib wall mount falls off when their mounted wall is destroyed fix: floor lights are mounted to the ground/catwalk/tram floor they are sitting on meaning destroying it will destroy the light fix: wall mounted plaques now fall off when their mounted wall is destroyed /🆑 |
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81427cd5cf |
Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request This 1st has to be PR'd so the integration tests can point out all wallmounts that could not find a support structure to mount on. I then will do many map edits to align them onto the closest atom Yes we no longer use wall mount but atom mounted component. All objects that are mounted on windows/tables & fences now also fall off when destroyed It'll probably be a WHILE before I can fix all wall mounts. Long day. Expect me to misalign many stuff to fix failing CI so make sure to provide suggestions when possible Improved wallmount code overall - Fixes #93793 ## Changelog 🆑 fix: fixes all incorrectly maploded wall mounts that aren't actually hanging on any support structure fix: objects mounted on tables, windows & fences also fall off now when destoryed qol: lights can be mounted on windows qol: cameras can be mounted on windows qol: buttons can be mounted on tables refactor: improved how wall mounts interact with objects as a whole report bugs on github /🆑 |
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0e533e4462 |
Replaces a few rocks on lavaland mining base with volcanic subtype (#93934)
## About The Pull Request Replaces the highchance rocks on the public mining path to raptors pens with correct subtype. ## Why It's Good For The Game Stops spacewind and pressure damage occureing to public miners looking to clear the way to the raptor pens, also no astroid turfs where there shouldnt be. ## Changelog 🆑 map: Replaces rocks on the public mining path on Lavaland with correct subtype. /🆑 |
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3e6793af18 |
Extends mining production area (#93826)
## About The Pull Request in pr #93564, which edited mining lounge a little, author forgot to edit areas aswell, so you had depowered airlock on east side. ## Why It's Good For The Game airlock should be powered methinks ## Changelog 🆑 map: Repowered mining lounge external airlock. /🆑 |
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1c6c506936 | Raptor Rework - Ranching and Companionship (#93564) | ||
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f74b725961 | Ore vent sizes are now divided up based on their distance to the mining base (#92943) | ||
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d78d3a5f4a |
Ore vents spawn a ring of platforms around themselves for the duration of wave defense. (#92978)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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985fac79eb | Boulders can now be used on lava turfs in order to create temporary, walkable platforms (#92877) | ||
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e7bd1c0e02 |
[MDB Ignore] Replaces MOST Emergency NanoMed vendors with new First Aid Stations. (Also reverts advanced medkits in bridge and buffs back nanomeds) (#92677)
## About The Pull Request ### Main changes Across all station maps, emergency shuttles, and arrivals shuttles, the Emergency NanoMeds (wall mounted medical supply vendors) have been replcaed with Deforest First Aid Stations. <img width="303" height="410" alt="image" src="https://github.com/user-attachments/assets/efc1133b-09d8-4a35-8690-d8b1ebae7cba" /> Deforest First Aid Station have an internal supply of healing which recharges slowly over time (1/10th of the pool is recharged every 30 seconds). To access this healing, users must insert their arm into the machine with left click. (Or you can mouse drop other people into it.) Once their arm is in place, some of the internal supply will be used up to heal the user. The internal supply can heal brute, burn, tox, and blood loss. This is straight, instant healing - so it doesn't trigger allergies or nothing. However, if you insert a robotic arm, it will refuse to heal you. Users are charged every time healing is dispensed - 2.5 credits per unit of damage healed. Payments go to the medical budget, same as kiosks. You can also right click the machine to dispense gauze for 16 credits. On **red alert** (or for medical staff, or on emergency shuttles), all charges are waived. (It's free) Also you can emag it so it causes damage instead. Funny. ### Other changes: Buffs the contents of emergency nanomeds Reverts bridge advanced medkits to normal medkits ## Why It's Good For The Game Wall vending changes: People want options to heal chip damage beyond visiting the bar but we also don't really want people to load up on boat loads of medical supplies. So here we are: A machine fully capable of healing minor injuries that you can carry along with you. If you're missing like 4-6 brute or toxin damage, you can visit a first aid station and pay 15 credits to top yourself off. This is of course on top of all the other options available to you, such as getting a hearty meal, some variety of drink from the bar, sleeping in dorms, water coolers, etc. The limited pool + cost requirement prevents you from going 0-100, so you still have to go to medbay if you are severely wounded or your ID was stolen. Nanomed changes: Now that they are considerably less common once again, they can have a decent stock. Advanced medkit changes: I don't really see the justification behind handing these out so freely, and given the medical stations will have adequate extra healing for the command staff, they don't need these. ## Changelog 🆑 Melber balance: Advanced first aid kits in the bridge are back to being normal first aid kids balance: Emergency Nanomed vendors have larger stocks and better supplies add: Replaces a majority of Emergency Nanomeds on stations and shuttles with Deforest First Aid Stations. Left clicking these stationary machines will heal minor damage and blood loss over time - at a (small) price. Right clicking them will provide gauze, also for a price. All costs are waived on shuttles, during red alert, or for medical staff. You can also click-drag to have other mobs use the machine. However, robotic limbs need not apply. /🆑 |
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e97a69a782 |
[DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
## About The Pull Request I would be very intrested to get this atleast testmerged, but anyhow. This PR reduces the amount of medkits in general available in maps (Mostly just public ones) This PR changes the contents of Nanomed Wallvendors to include just emergency stuff. This PR REMOVES medigels from wall med vendors This PR increases the sterilizine sprays amount in the drugs vendor from 1 to 3 to compensate the removal out the emergency vendors This PR adds a tactical lite medkit to traitor uplink for 4 tc this includes medicated suture/mesh health analyzer gauze and a atropine pen What this PR achieves to AIM is repurposing wallmed vendors into a more of a emergency type of vendor, while emergency lockers surgical kits are free and RNG, this is gauranteed and costs a little bit of money. Though i will need some help to see whats enough emergency med vendors, so far i have 1 for every department as baseline maybe 1 every hallway section aswell?, Pherhaps free and remove emergency medkits from emergency lockers in general? i would love to hear people's opinion on this ## Why It's Good For The Game Theres alot of medkits available, so trickling down a little bit to have medbay matter more, but in exchange there will be wall vendors to treat your wounds with so you can bring them to medbay or have a paramedic/doctor come to your location in time without the patient dying. This also removes one of the only imporant stuff in wall med vendors and thats medigels, medigels are very popular and usually is the most common way to treat damage (and space effecient) ## Changelog 🆑 Ezel balance: Removes some public medkits on every map balance: Changes the contents of wall med vendors to just have emergency stuff balance: Drugs vendor now includes 3 sterilizine medigels instead of 1 Balance: Tactical lite medkit added to traitor uplink for 4 tc, this includes medicated suture/mesh, atropine pen, gauze, advanced health analyzer map:Adds more wall med vendors to the map atleast 1 every department. /🆑 |
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46fe9e511b |
Metastation cargo maintenence (#88668)
## About The Pull Request For MetaStation: Removes a wire that went under a wall between Qm's office and maintence. Removes a redundent disconected scrubber in the Cargo office Moves a camera in science lobby so its not eaten by the Experimental Destructive Scanner when someone scans somthing. Lavaland: Connects scrubber in the mini hydroponics to network. ## Why It's Good For The Game Noticed most of these immeditaly after #87968 was merged just normal fixs to redundent wires and pipes. Not sure if AI get messaged when the camera is eaten by machinery but it probbaly shouldnt be. ## Changelog 🆑 map: Metastation Science lobby camera moved away form Experimental Destructive Scanner(It was geting eaten on scan) fix: Lavaland base hydroponics scrubber attached to its network with missing pipes map: Redundent disconnected scrubber in cargo office removed on Metastation map : Cable remove from under wall of Qm office on Metastation /🆑 |
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839aabe40d | Adds retool kits, a series of cosmetics for the protokinetic crusher (#87252) | ||
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8d9f1689ba |
Decouples free vending machine behavior from the 'onstation' var (#86548)
## About The Pull Request The `onstation` var was being used for too many things (AI brand intelligence + whether the products are free or not), and was overcomplicating the logic. On top of that it makes things like trying to make a vending machine that is considered offstation for purposes of the brand intelligence event but that still dispenses free goods needlessly difficult. This PR just decouples the two behaviors and gives the 'free' behavior its own var. As a result, the majority of the of `onstation` map varedits are no longer necessary Tested with various edge cases, all seem working as intended: <details><summary>arrivals (onstation, all_free_products = null / FALSE)</summary>  </details> <details><summary>arrivals (onstation, all_free_products = TRUE)</summary>  </details> <details><summary>spacehotel (not onstation, all_free_products = null)</summary>  </details> <details><summary>hauntedruins (not onstation, all_free_products = FALSE)</summary>  </details> <details><summary>silverscale shuttle (not onstation, all_free_products = TRUE)</summary>  </details> <details><summary>labor camp (not onstation, all_free_products = FALSE)</summary>  </details> ## Why It's Good For The Game Less complicated vending machines, less varedits in our maps. Less confusing code. Ability to spawn a vending machine and varedit it to be free without affecting any other systems. ## 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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+16 |
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> 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: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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e2753e0f04 |
Injector instead of passive in lavaland waste (#85247)
## About The Pull Request closes https://github.com/tgstation/tgstation/issues/78413 ## Changelog 🆑 grungussuss fix: lavaland no longer has roundstart atmos processing because of a passive vent /🆑 |
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c04af38744 |
Dehydrator, machine version of drying rack (#85141)
## About The Pull Request  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. ## Why It's Good For The Game We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. ## Changelog 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 |
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985b84d617 |
Lavaland raptor barn improvements (#84967)
## About The Pull Request This PR re-maps the lavaland raptor barn to: 1. Have bridge access from public and regular mining so people are not forced to build one themselves 2. Give the area a bit of spice to look more visually interesting 3. Gives anyone working on raptors less of a giant walk to go eat  <details><summary>In game screenshots</summary>      </details> ## Why It's Good For The Game It seems like a major oversight that there was no reliable walkway to and from the barn. Additionally, the barn currently looks out of place. This PR makes it a cohesive themed area, making it more comfortable and attractive to interact with while fitting better into the overall "on lavaland" theme. ## Changelog 🆑 Thedragmeme qol: re-maps the raptor barn to not stick out like a sore thumb fix: Miners and the public both can access the raptor barn without having to make a bridge themselves /🆑 |
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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 🤢. |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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7d6adad613 |
Toilet and urinal updates (flushing dead fish included) (#83490)
## About The Pull Request I split the water closets file into a folder for all the different structures and also did a few other things 1. Remakes https://github.com/tgstation/tgstation/pull/81914 2. Reworks toilets, it’s now Alt Click to open/close the cover, left click takes things out of the toilet and cistern, right click flushes 3. You can now put dead fish in the toilet to flush it 4. Adds context tips to toilets. ## Why It's Good For The Game When I was a 7 year old boy, I had a friend goldfish named Jeremy. He was my greatest friend until one day when my brother told me it’s for babies and flushed him alive down the toilet, and I’ve never seen it again. Closes https://github.com/tgstation/tgstation/issues/81903 Lets you flush down people’s fish in the toilet, and re-experience their loss. This was inspired by my lawyer fish PR, to add things more on the non-fishing side of fish. ## Changelog 🆑 add: You can now flush toilets. You can also put fish in the toilet. And flush them. fix: Urinals can no longer be used to delete items. fix: Urinals no longer grant infinite urinal cakes. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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56f881008d |
Unreverts the fixes from #82713; the mining station once again no longer rapidly loses power (#83319)
## About The Pull Request #82537 unfortunately reverted my fixes in #82713 because of how old that PR was when it was merged. So this restores those fixes. ## Why It's Good For The Game The bane of map prs that stay up for a really long time is that this happens a lot more than you would think. ## Changelog 🆑 fix: Miners can actually access and fix their engineering issues on the lavaland base via the engineering section of the base. AGAIN. fix: The gulag SMES unit is no longer needlessly draining the entire power grid of the main mining base. AGAIN. /🆑 |
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761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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e1ac6e43f8 |
Makes it so cargo security doesnt get stuck in mining station. (#83209)
By default, cargo security officers have "Mining" access (e.g. the mining dock) but not mining station access. This combined with the fact the mining station dock on lavaland are emergency access going in, but mining station access going out, can easily end up with a cargo security officer getting stuck down there. Why its good for the game: Being stuck in lavaland due to access jank is not fun. ## Changelog 🆑 Webcomicartist fix: The lavaland mining shuttle doors no longer trap cargo security on lavaland due to access weirdness. /🆑 |
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af8d69f889 |
Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request Creates a higher capacity version of the SMES unit that spawns in with super capacity cells, as well as a full version. Places the full version into all the AI sats (which all have independent grids for the most part), some remote space ruins and the mining base. These SMES units are intended for areas where players aren't expected or cannot reasonably be expected to constantly monitor power usage within the length of a standard round. Miners can access their power stations, telecommunications box and atmospheric station on the mining base. They're really the only people who care, after all. The gulag's SMES (also now upgraded) no longer saps power from the main base due to having its input terminal rigged to the main base power grid, and thus demanding all power from the grid greedily. To revert this in-game is a single power cable placed back east of the SMES unit. ## Why It's Good For The Game The power changes made some of the once largely low-maintenance areas much more likely to run out of power more quickly than you would expect. These aren't areas expected to be maintained or monitored by engineering (probably because they're not easily accessed), and they're just kind of troublesome to deal with on a round-to-round basis. Mining had this problem triple-fold. It had significant drain with no convenient method of installing power generation at all, miners couldn't access what power generation there was without using their 'skeleton key' to open the way (only engineers could, and they aren't expected to come down to mining at all), and even then, there was the gulag SMES just eating all the power anyway. I'm pretty sure that SMES unit was the biggest culprit of them all, but I think this conveniently future proofs these issues for the time being. ## Changelog 🆑 add: Adds a higher capacity SMES unit to lower maintenance areas and maps. fix: Miners can actually access and fix their engineering issues on the lavaland base via the engineering section of the base. fix: The gulag SMES unit is no longer needlessly draining the entire power grid of the main mining base. /🆑 |
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6596d75edc |
Gulag Adjustments Two (#82561)
## About The Pull Request I have received feedback that after the prior changes in #81971, the gulag is still a little bit too subject to RNG. The main culprit (as in my previous PR) is Iron being kind of cheap and the fact that unlike the old Gulag you no longer have any way of headhunting more valuable materials (everything appears as boulders on your ore scanner). My solution to this is wider than the last one of tweaking point values, but also much simpler: Just make every boulder you mine be worth the same amount of points regardless of what is inside of it. On the average test I made I could comfortably mine about 40-45 boulders in ten minutes. We'll make some adjustments to that rather than leaving 40 as the target number; Most players upon being teleported to the gulag are going to spend a few minutes whining and bemoaning their fate instead of getting straight to work. I had the benefit of being able to make sure my run started as soon as a storm ended so I wouldn't need any kind of midpoint break. I was also always the only person playing on my local instance, there hadn't been any other pesky prisoners before me who had already mined out all the nearest available deposits. And of course, let us not forget, I am an MLG master league ss13 player who was surely performing well above average. So we'll round that down to: Each boulder is worth 33 points, meaning you need to collect 31 boulders to complete a 1000 point (roughly ten minute) sentence. How do I ensure that every boulder is worth the same amount of points? Well it's pretty easy. One boulder = one material sheet. One material sheet = 33 points. Simple. "Now Jacquerel", I hear you not saying because you don't want me to know about this thing you would prefer to do instead of hitting rocks outside; "if I simply smash all of the tables and microwaves and botany trays and bed in the gulag I can easily get like 65 sheets of Iron, which is almost enough to buy the freedom for two entire people!" Unfortunately I knew you were going to try and do that and the prisoner point machine will only give you points for material sheets which have been printed from the material smelter (well, any material smelter actually but you should probably use the one in the gulag). You'll be able to tell because if you examine a valid material sheet it will mention a little maker's mark on it, which is absent in the beat-up iron that you get from smashing furniture to bits. Also glass is worth 0 points. Don't waste time digging up that shit. As glass has had all of its point value removed, I have added a "work pit" to the gulag to compensate. You can pull boulders out of this indefinitely via effort, however it also stamcrits you every time. It's not very fun to do this, but that's because I would prefer you to go find the rocks out in the field instead. This is a last resort. You can do this if there's no boulders left to mine or if you really really really hate mining and would rather very slowly click on one tile repeatedly to get your boulders instead. As a tiny bonus doing this gives workout experience. This isn't a totally ideal solution but I think it'll do for now. ## Why It's Good For The Game What we want out of the gulag is: - Something where officers can vaguely approximate an expected sentence duration. - A task that requires players to actually be spending that time doing something to get out of here. - Produces at least some amount of useful materials. In I think roughly that order. I hope this change accomplishes all three of these in a way that is somewhat predictable rather than throwing darts at a board. ## Changelog 🆑 balance: Gulag mining has been rebalanced so that every boulder is worth the same amount of points to mine for a prisoner regardless of what it contains, and should be more consistent. add: A vent which boulders can be hauled out of by hand has been added to the gulag which you can use if there's nothing left to mine. It is very slow, but at least it gives you a workout... /🆑 |
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5c31529dea |
[NO GBP]Fixes some mapped SMES starting with low energy. (#82203)
## About The Pull Request Scales them all by up to 20 to account for removing the dumb SMESRATE define. This isn't a 100% conversion for every SMES because it would go beyond their capacity (old SMES use to duplicate cell energy, so they had a higher capacity than their cell parts imply). Also removes instances of varediting their capacity to fucking 1e+600 and replaces them with magical SMES. ## Why It's Good For The Game So lavaland and crap don't instantly run out of power. Also I don't think we should be varediting anything to 1e+600. ## Changelog 🆑 fix: Fixes lavaland SMES and other crap from not starting with enough energy. fix: The pirate SMES are now magical instead of secretly infinite. /🆑 |
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002051a3d5 |
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.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request 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. ### Ore Vents 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 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. ### Boulder Processing 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 Borg Tweaks 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 Mech Tweaks 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. ### Golem Tweaks 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. ### Gulag Tweaks 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. ### Mining Point Changes 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. ### Rarities 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. ### Misc notes - 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** ## Why It's Good For The Game 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 #78346 ), we can make ore processing more meaningful by adding more 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. ## Changelog 🆑 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: 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> |
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0b8f4dc9ce |
adds boxes of bandages, and bandages to go in them (#78406)
## About The Pull Request have you ever walked into medbay, picked up a suture, and asked yourself "how do i know how to stitch myself up?" do you long for the simplicity of a bandage that can be popped on, no thought required? well, look no further! now introducing, the DeForest First Aid Bandage!  each box of bandages holds five each, which are all one time use items. using one heals up to 25 brute damage from a single part of the body. boxes of bandages will drain much faster than sutures, and are much less precise for healing specific increments of damage, but heal more in exchange. they are also worse at stopping blood loss, but not completely useless for it. they can be found in a handful of places: (some) high value medkits in paramedic's pockets some medbay lobbies some cargo holds all sec infirmaries in goodies on the cargo console maint loot and nanomeds! i considered making these replace brute kits, but those are used in a lot of old references, so it felt a bit passe. so i made a new item that is a bit more balanced, so they can be mapped in and added to vendors without much worry. ## Why It's Good For The Game cute item, heals the people who wouldn't really be going into medbay anyways, and is fairly flavorful. if it's a bit too strong as is i can tweak the number, but the goal is to not be powerful enough to outshine sutures, while still offering somewhat effective healing for rough housing assistants and antags ## Changelog 🆑 add: adds boxes of bandages, a quick healing item /🆑 |
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18d17d279e |
directional recyclers (#78323)
## About The Pull Request the recycler has sprites when facing any direction aside from west, also you can now actually rotate it ingame. ## Why It's Good For The Game It's strange how this machine that is dependent on directions can't be rotated. ## Changelog 🆑 qol: the recycler can now be rotated /🆑 |
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14f25241ad |
Fixes a lavaland camera's network (#78139)
## About The Pull Request Changes the network of the mining public storage room's camera from the gulag to mining ## Why It's Good For The Game It's a bug ## Changelog 🆑 fix: Public mining storage's camera is now on the mining network instead of the gulag. /🆑 |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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36274f2b62 |
Adds Mining Weather Radios (#76961)
## About The Pull Request Adds a new item, the mining weather radio, to the mining points vendor, QM locker, public mining docks, and lavaland. This item can be used as a radio to communicate over supply channel with other miners, cargo techs, or the QM. In addition to this, it has a screen that displays warnings depending on the time left until an ash storm or snow storm. there is a separate wallmount version that does not have supply channel access, but still displays updates on the weather. you can examine either device to get an accurate readout of the remaining time till the next storm.  ## Why It's Good For The Game letting miners know when a storm is coming allows them greater flexibility when interacting with the station, and advance warning if they are planning to head back to lavaland in the event of an ash storm. It also strengthens the link between miners and the rest of the cargo department by emphasizing use of the supply channel, and incentivizes using it with the radio's built in microphone. ## Changelog 🆑 CoiledLamb, Jacquerel add: Adds mining weather radio /🆑 |
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f21e88c225 |
Makes labor camp sustenance vendor cost labor points (#76976)
## About The Pull Request On the tin. Labor camp vendor is a subtype of the sustenance vendor, same stock, different currency. If a user doesn't have a prisoner ID, they won't be able to buy anything from that vendor.  ## Why It's Good For The Game Brings to a close the inconsistency of permabrig vendor costing money but the labor camp vendor being free... ...with the caveat that now it actually costs your freedom points. Which has been agreed upon to be equal parts fun and evil. Closes #40889  Keeping it as a fix but lmk ## Changelog 🆑 fix: Labor Camp Sustenance vendor is no longer free; instead, it takes your labor points that you'd otherwise use for paying off your point goal. /🆑 |
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41f20bc3ce |
[MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request Hello friends, I've been on a bit of a lighting kick recently, and I decided I clearly do not have enough things to work on as it is. This pr adds angle support to static lights, and a concepting/debug tool for playing with lights on a map. Let's start from first principles yeah? ### Why Angled Lights? Mappers, since they can't actually see a light's effect in editor, tend to go off gut. That gut is based more off what "makes sense" then how things actually work This means they'll overplace light sources, and also they tend to treat lights, particularly light "bars" (the bigger ones) as directional. So you'll have two lights on either sides of a pillar, lights inside a room with lights outside pointing out, etc.  This has annoying side effects. A lot of our map is overlit, to the point that knocking out a light does.... pretty much nothing. I find this sad, and would like to work to prevent it. I think dark and dim, while it does not suit the normal game, is amazing for vibes, and I want it to be easier to see that. Angled lights bring how lights work more in line with how mappers expect lights work, and avoids bleedover into rooms that shouldn't be bled into, working towards that goal of mine. ### How Angled Lights? This is more complex then you'd first think so we'll go step by step  Oh before we start, some catchup from the last time I touched lighting code. Instead of doing a lighting falloff calculation for each lighting corner (a block that represents the resolution of our lights) in view we instead generate cached lightsheets. These precalculate and store all possible falloffs for x and y distances from a source. This is very useful for angle work, since it makes it almost totally free. Atoms get 2 new values. light_angle and light_dir Light angle is the angle the light uses, and light_dir is a cardinal direction it displays in We take these values, and inside sheetbuilding do some optional angle work. getting the center angle, the angle of a pair of coords, and then the delta between them. This is then multiplied against the standard falloff formula, and job done. We do need some extra fenangling to make this all work nicely tho. We currently use a pixel turf var stored on the light source to do distance calculations. This is the turf we pretend the light source is on for visuals, most often used to make wall lights work nice. The trouble is it's not very granular, and doesn't always have the effect you might want. So, instead of generating and storing a pixel turf to do our distance calculations against, we store x and y offset variables. We use them to expand our working range and sheet size to ensure things visually make sense, and then offset any positions by them. I've added a way for sources to have opinions on their offsets too, and am using them for wall lights. This ensures the angle calculations don't make the wall behind a light fulldark, which would be silly. ### Debug Tool? In the interest of helping with that core problem, lights being complex to display, I've added a prototyping tool to the game. It's locked behind mapping verbs, and works about like this. Once the verb is activated, it iterates over all the sources in the world (except turfs because those are kinda silly), outlining and "freezing" them, preventing any future changes. Then, it adds 3 buttons to the owners of a light source.  The first button toggles the light on and off, as desired. The third allows you to move the source around, with a little targeting icon replacing your mouse The second tho, that's more interesting. The second button opens a debug menu for that light  There's a lot here, let's go through it. Bit on the left is a list of templates, which allow you to sample existing light types (No I have no idea why the background is fullwhite, need to work on that pre merge) You can choose one by clicking it, and hitting the upload button. This replaces your existing lighting values with the template's, alongside replacing its icon and icon state so it looks right. There are three types as of now, mostly for categorization. Bar, which are the larger typically stronger lights, Bulb, which are well, bulbs, and Misc which could be expanded, but currently just contains floor lights. Alongside that you can manually edit the power, range, color and angle of the focused light. I also have support for changing the direction of the light source, since anything that uses directional lighting would also tie light dir to it. This isn't *always* done tho, so I should maybe find a way to edit light dir too. My hope is this tool will allow for better concepting of a room's lights, and easier changing of individual object's light values to suit the right visuals. ### Lemon No Why What Ok so I applied angle lights to bars and bulbs, which means I am changing the lighting of pretty much every map in the codebase. I'm gonna uh, go check my work. Alongside this I intend to give lighting some depth. So if there's room to make a space warmer, or highlight light colors from other sources, I will do that. (Images as examples)  I also want to work on that other goal of mine, making breaking lights matter. So I'll be doing what I can to ensure you only need to break one light to make a meaningful change in the scene. This is semi complicated by one light source not ever actually reaching fullbright on its own, but we do what we must because we can.  I'm as I hope you know biased towards darker spaces, I think contrast has vibes. In particular I do not think strong lights really suit maintenance. Most of what is used there are bulbs, so I'm planning on replacing most uses with low power bulbs, to keep light impacts to rooms, alongside reducing the amount of lights placed in the main tunnels  **If you take issue with this methodology please do so NOW**, I don't want to have to do another pass over things. Oh also I'm saving station maps for last since ruins are less likely to get touched in mapping march and all. ### Misc + Finishing Thoughts Light templates support mirroring vars off typepaths using a subtype, which means all the templates added here do not require updating if the source type changes somehow. I'd like to expand the template list at some point, perhaps in future. I've opened this as a draft to make my intentions to make my changes to lights known, and to serve as motivation for all the map changes I need to do. ### Farish Future I'm unhappy with how we currently configure lights. I would like a system that more directly matches the idea of drawing falloff curves, along with allowing for different falloffs for different colors, alongside extending the idea to angle falloff. This would make out of engine lighting easier, allow for nicer looking lights (red to pink, blue to purple, etc), and improve accessibility by artists. This is slightly far off, because I have other obligations and it's kinda complicated, but I'd like to mention it cause it's one of my many pipedreams. ## Changelog 🆑 add: Added angle lighting, applies it to most wall lights! add: Adds a lighting prototyping tool, mappers go try it out (it's locked behind the mapping verb) /🆑 --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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16cecf864d |
Goliath basic mob (#76754)
## About The Pull Request Converts Goliaths to the basic mob framework and gives them some new moves because I can't leave things well enough alone. I am planning on touching all the lavaland fauna and then maybe even the icebox ones if I haven't got bored. The Golaith is the first because it is iconic. https://www.youtube.com/watch?v=JNcKvMwT4-Q Here's me getting killed by one as a demonstration. Despite my poor performance I would contend that they aren't a _lot_ more dangerous, but they are a little more dangerous. The chief difference here is that they have two new attacks which they will only use in response to being attacked. If fired at from range, they will target the attacker with a line of tentacles (it doesn't track you, so is easily sidestepped). If attacked in melee, they will surround _themselves_ with tentacles, on a longer cooldown. Something else you may notice in this video: I discovered that basic mobs are actually _too smart_ to be Lavaland fauna. Typically (unlike their old form) a mob on our new AI system is smart enough to attack someone _the moment they come into range_ rather than only checking on predictable ticks, which would make using the Crusher an essentially unviable prospect. To counteract this, Goliaths now have a delayed attack component which gives you a visual warning and short duration to get out of range before they swing at you. I will probably put this on all mining fauna that get reworked, it wouldn't be a terrible thing to put on other mobs to be honest. Other changes: The goliath stun is now a status effect with _buckles_ you to the tentacle as if grabbed, as well as its previous effects. While this seems purely worse, any nearby helpers can now help-click on you to instantly remove the debuff. Experiencing the effect of a Lobstrosity Rush Gland makes you immune to being grabbed by tentacles and an implanted one will automatically trigger and free you if you are hit, and the explosive effect of Brimdust also causes the tentacle to retract (although you'd need to take damage for this to happen). Using the tools of the land, you can make these creatures less threatening. The ability for a Goliath to chain-apply the ability has now also been reduced, it won't refresh its duration if you are hit when already buckled. When not occupied hounding miners, Goliaths will intermittently dig up the asteroid sand and eat any worms that this produces. I also made some new sprites for riding a Goliath because they've been broken since the Lavaland mob update and also kind of were ugly before then anyway:  Other code changes: - I made an element which only lets an attached object move every x seconds. This is because Goliaths are far too slow to use the speed system (the glide just looks bugged as hell) but one thing I am invested in when converting these is to make sure that they share the same behaviour when player or AI controlled. This is disabled while you're riding them because it was interminably slow. - The Goliath tentacle trail uses a supertype object now shared with the Meteor Heart which did something kind of similar. ## Why It's Good For The Game It begins the process of moving one of our larger subsets of NPCs onto the newer framework for NPC behaviour. It adds a little bit more life to an iconic but slightly uninteresting foe which mostly just walked at you slowly. This PR contains a few components I expect to apply more widely to other mobs in the future. ## Changelog 🆑 refactor: Goliaths now use the Basic Mob framework, please report any unusual behaviour. add: Goliaths learned a couple of new attacks which they will use in self-defence. balance: Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland. image: New sprites for the Goliath saddle. /🆑 |
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9107461ffb | Fixes accesses and onstation flag on the elite bar pod, revises bathroom a little (#75832) | ||
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cc854863d9 | Removes misplaced unrestricted access from Lavaland Shuttle Airlocks [2] (#75854) | ||
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be2b5f9e74 |
[MDB IGNORE] Adds a map lint against using non-dir helper posters (#75620)
## About The Pull Request Title. ## Why It's Good For The Game Similar to #75610. Gets our posters on the mapping directional helpers where needed. ## Changelog 🆑 Jolly code: The code for posters internally has been tweaked slightly. If you see posters floating in hallways, please report them ASAP!! /🆑 |
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127276b3b1 |
Fixes needless area placements on Lavaland (#75514)
We don't need cameras to be placed in the area as long as they're connected to a wall in the area, this was just an old workaround that never got cleaned up. |
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9b401a87be |
[MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency (#74517)
## About The Pull Request Title. ## Why It's Good For The Game 1. This nukes a lot of silly var edits, and cleans up maps 2. The south spawner *isn't* really needed, but having it is nice for consistency and clarity 3. Sometime ago I forget which map but one of them had var edited directional subtypes and that made me cry ## Changelog 🆑 Jolly fix: Maps internally had the code for the "directional" windows altered a bit. If you see stacked window panes or things look incorrectly, please file a bug report as that isn't intentional!! /🆑 |
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3156a0414e |
[MDB Ignore] Manifest Destiny - The Final Tile Flattening (#74169)
Alt Title: The End Of The 12 Month War ## About The Pull Request ### Hey! Listen! This PR _will_ cause a merge conflict with your PR! Please ensure that you have the knowledge on how to handle merge conflicts, found here: https://hackmd.io/@tgstation/ry4-gbKH5#Assured-Merge-Conflict-Resolution Supercedes #74023 entirely. Port of the tooling introduced in https://github.com/BeeStation/BeeStation-Hornet/pull/7970 (we already had everything else), modified to meet /tg/'s requisites and culling anything that was not entirely relevant (that I could see). It's not the end of the world if I missed something tbh. Some aspects were commented out since they may be relevant to downstreams who port this PR or to enable (what I see to be) un-necessary warnings. This is a culmination of a year's efforts, starting with _Red Rover, Four Corners_ (#65290) and later _Opposing Corners_ (#65455). If you don't understand why this PR exists or why it's necessary, I recommend reading both of those. Since then, several mappers (both in their own mapping as well as tailored PRs) have worked on "flattening" out these tile turfs, however I've continually wanted a function that would mass automate it (outlined here https://tgstation13.org/phpBB/viewtopic.php?t=31872 - This functionality might still be useful if added to UpdatePaths or another type of script thereof, but I no longer have reason to keep the bounty up). It's finally here! Yippie! A new python file, courtesy of itsmeow at BeeStation. Very awesome. As previously mentioned, a lot of alterations had to be made for our mapping desires, but the results are quite agreeable. There's a few assertions that this file makes that I had to address: * We have "colorless" tile decals. These are transparent, so they don't do anything. By default, bee would make these "white tiles", but we have no such thing. I decided to just add a maplint and an UpdatePaths to guard against this silliness (only Delta and Tram) had it. * For some reason, it labels already-converted decals with the default direction as an error state. I might touch this up in the coming hours, but for now I surpressed the error due to how many false warnings it was spitting out. There's a few ways this tool can be improved, but I lack the knowledge on how to do so: * Make it so that we can run the map merger to fix the keys of the map in the `update_map` function, rather than run the fixer-upper python file. We can live without this to be honest. It's actually slightly good because it forces you to look at all of the MapMerge Warnings, and you can ascertain any potential errors without it silently passing you by and hitting the repository (or at least those that we haven't linted for yet). * Be able to pass in any regex to "flatten" anything. That's way out of scope for what I want to do here though. ## How do you use this tool? I made a readme. https://github.com/tgstation/tgstation/blob/363852cb17fa46dad8fd20e261f8f665f3e008bb/tools/MapTileAggregator/readme.md ### Mapping March oh hey it's pretty neat that this PR came out in mapping march, what a nice qol for mappers as the month enters the home stretch. ckey is san7890 ## Why It's Good For The Game slimmer DMM files, better mapping practices. cool new tool. so nice. ## Changelog Nothing that really affects players, but a short summary for all those reading this PR: * All "corner" turf decals are flattened, and there's now a tool that we store that you can re-run to keep stuff flat in case you like mapping one way and want to fix it at the end. * We (should) now lint against useless uncolored turf decals since that was completely garbo as far as our codebase is concerned. * UpdatePaths for fixing up uncolored turf decals, yippie! If you want to review this PR, may I suggest the file filter. You don't need to look at any of the DMM files I already did:  --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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3e8fe1600a | Fixes a potential way of trapping yourself without access on the public lavaland base. (#73682) | ||
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53e940daab |
Removes a stacked roller bed on lavaland. (#73523)
## About The Pull Request Noticed this during a round earlier, there are 2 roller beds on the same tile on the lavaland base so I've removed one. ## Why It's Good For The Game Very likely unintentional. ## Changelog 🆑 fix: A accidently stacked roller bed on lavaland has been removed. /🆑 |