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187 Commits
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0c91535120 | Arcmining: Chemical Boosting (#95530) | ||
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d6d74517fa |
fix: ERT commander id (#94769)
## About The Pull Request ERT Commanders id cards now separated from Emergency Responce Team Intern one, also changed some code where probably should be commander cards(debug map, ert commander ofc and ert join button) ## Changelog 🆑 fix: ert commander card properly appear in game, no longer overriding basetype ert card /🆑 |
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36dc39053a |
Medical larp: Adds vitals monitors to medbay (#94704)
## About The Pull Request Adds vitals monitors to medbay <img width="368" height="292" alt="image" src="https://github.com/user-attachments/assets/af32ef4b-5d20-4d9d-bb0d-bec554dd4dbc" /> These are wall mounted monitors that display a patient's state visually: - The doll on the left shows bodypart damage + missing bodyparts - The droplet next to the head shows blood level, from a bright red to a grey - The top bar shows heart rate (an approximation - stops when dead, speeds up in hard crit), as well as overall health - The second to the top shows respiration (stops when not breathing) - Second from the bottom bar shows oxyloss level - Bottom bar shows toxloss level You can **examine** a vitals display to get a condensed health analyzer output to your chat. (This lets the AI see health scans as well) They beep as patient conditions betters or worsens, though I didn't add any sound FX to it (yet), it's just a runechat message. They can link to most machines that accept an occupant - such as cryo cells and stasis beds - as well as operating tables. They are printable in two forms - basic and advanced, the latter requiring tech and does advanced scans on examine, rather than basic scans. The displays are mapped in every surgical theatre, as well as over most stasis beds and by a few cryo cells. ## Why It's Good For The Game I made these to cut down on juggling the health analyzer when trying to determine how a patient is faring. (And also to add to medical larp.) Currently while monitoring a patient's state you have to spam click them with your scanner and fill up your chat. This is cumbersome and distracts you from the rest of chat. The vitals display provides a visual feedback for how a patient is doing, no spam clicking needed unless you need specific details like... organ health. Some other benefits: - AI can now monitor patient health without a shell. - Other doctors don't need to crowd around a patient, they can step back to watch the screen instead. - Visitors don't need to rush in and print an analyzer to see how a patient is doing either. ## Changelog 🆑 Melbert add: Adds vitals monitors, mapped into the medbay treatment center, cryogenics, and every surgical theatre. They act as wall mounted health scanners, providing visual feedback for a patient's health. /🆑 |
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b03fc39287 |
Replacing objects with their mapping directional helpers Part 3 (#94315)
## About The Pull Request Continuation of #94059. Replaces the following signs with their directional helpers - `/obj/structure/sign/departments/cargo : /obj/structure/sign/departments/cargo/directional` - `/obj/structure/sign/warning/vacuum/external : /obj/structure/sign/warning/vacuum/external/directional` ## Changelog 🆑 qol: added mapping directional helper for cargo & vacuum signs allowing them to interact with fire/acid on their mounted turf /🆑 |
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be1f231869 |
Lock R&D console boards by default (#94114)
## About The Pull Request This PR makes all R&D console boards that are either printed or sourced from tech storage start out locked. They can be unlocked by swiping them with an ID that has research access. R&D consoles can also be unlocked with an emag, but doing so will break their comms circuit as well, making all researched nodes broadcast over public comms. You can still emag the console itself after it's been constructed without breaking it in any way, while also silencing announcements instead. (that's definitely a noob trap, but it's out of scope for this PR) The reason why the tech storage board is locked as well is because the goal of this PR is to stop engineers from making R&D consoles, and engineers have access to tech storage. Leaving the board unlocked and moving it to secure tech storage would make engineers break in there every shift. The changelog basically has a FAQ for "Okay, so what do I do instead?", because I know people will be confused about what route they're intended to take when science closes their desk shutters for the umpteenth time this week. ## Why It's Good For The Game Engineering has a habit of making an R&D console every round to bypass having to ask science or a head of staff to research things. Locking the consoles at least makes engineers consider asking science to do science's job. Note that this doesn't solve the issue entirely, it just removes the easiest and most convenient way of bypassing science. Engineers can still break into R&D extremely easily using their wire knowledge, and do so regularly. More importantly though, this might shine some light on the fact that heads of department like the CE have remote access to the research network via their PDAs. This means engineers can ask the CE to research things for them. Asking people with access to the research network to research things is a lot better for roleplay and immersion than having engineering construct R&D consoles every shift. ## Changelog 🆑 balance: R&D console boards sourced from printing or tech storage are now locked by default. It's recommended to ask your respective head of department or the science department to complete research for you. Heads of department can remotely access the research network using their PDAs. /🆑 |
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5bde3d863c |
Replaces CE's belt with powertools for debugging (#94126)
## About The Pull Request Replaces the CE's belt with the powertools belt in the admin outfit, debug outfit, runtime station and multiztesting ## Why It's Good For The Game Useful in these locations ## Changelog 🆑 admin: Admins get powertool belts in their special outfits. /🆑 |
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6c71a7724f |
Change Runtimestation pistol ammo (#94086)
## About The Pull Request The pistol on the table is a Makarov that takes 9mm ammo but there's a 10mm box on the table ## Why It's Good For The Game Correct ammo ## Changelog N/A |
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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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1513f779ad |
Repaths oxygen jetpacks and "removes" fake empty jetpack (#93676)
## About The Pull Request removes oxygen jetpack subtype and makes empty jetpack actual oxygen ## Why It's Good For The Game because our empty jetpack wasnt actually empty and we infact had two oxygen jetpacks? ## Changelog N/A |
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680f02c45b |
absolute minimum compile flag (#93255)
loads a smaller centcomm and map, this reduces init time to like 10 seconds. ## Why It's Good For The Game for when you want to test something real quick and you don't need a full environment |
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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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d2b92afe55 |
Plant Analyzer UX Revamp (#92667)
## About The Pull Request <img width="1300" height="706" alt="image" src="https://github.com/user-attachments/assets/c7971eab-6af3-4fea-94f5-b76104696b73" /> 1. Chems are no longer hidden in an icon's tooltip. There is a separate tab for chems. Right clicking to do a chem scan will pull up the chem tab, but you can also just use the two buttons at the top - Closes #91172 2. You no longer need to repeatedly scan a tray to update the UI. Standing adjacent to a scanned tray will update it regularly. 3. Units have been redefined from pure seconds to minutes/seconds where applicable. 4. The report has been swapped around, with tray on top and plant on bottom. 5. The nutrient bar is now colored based on contents of the tray. It no longer has a tooltip listing the tray's contents, that's now in the chemicals tab. 6. Auto-grow, pollinating, and yield modifier icons have been brought center below the tray, instead of in the top right section. They now change color to make it more apparent at a glance. 7. Traits have been moved from icons to a collapsible list at the bottom of the UI, and are now printed entirely. They still have tooltips explaining what they do. 8. Grafted gene was moved center below the plant, and is now printed entirely. 9. Mutations have been moved to a collapsible list center below the plant. 10. Plants now indicate if they are dead in the UI. 11. Scanning produce now lists all the chemicals inside it on top of all the chemicals it produces. - Closes #89443, Closes #90793 12. Restores lost behavior of seed unique data - Closes #90706 Also 13. Added Hydroponics to Runtime station 14. Added screentip for dumping reagents from hydro-trays ## Why It's Good For The Game While I was initially supportive of the move to a plant analyzer UI it was undeniable it was a huge UX stepdown from printing results to chat. This PR aims to bring back some of those lost UX features by making more information visible at a glance (instead of requiring memorization of mystery meat icons or hovering over many elements to find information hidden in tooltips) I know it's a little bit of a mess with the colors and layout, I planned on doing a whole custom css and layout and such but I kinda just wanted to get it out. ## Changelog 🆑 Melbert qol: Plant analyzer: Scanning a tray will regularly update the UI with the tray's information while you stand adjacent to it, no longer requiring you re-scan the tray to update it. qol: Plant analyzer: UI is now split between chems and stats - RMB will open directly to the chem tab. qol: Plant analyzer: UI received several UX changes - listing out more information at a glance, rather than behind tooltips or icons fix: Plant analyzer: Chem scanning plants now shows the plant's current chemical contents once again (on top of their genes) fix: Plant analyzer: Unique seed data (kudzu mutation, replica pod dna) is shown again qol: Added hydroponics to runtime station qol: Added screentip to hydroponic trays for clearing reagents /🆑 |
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2f932ccc88 |
[MDB Ignore] Converts all mapped space turfs into space/basic (#92385)
## About The Pull Request an update paths to convert `/turf/open/space : /turf/open/space/basic` ## Why It's Good For The Game From what i can tell there is 0 reason to use non-basic space turfs in maps and this should be a free <sub><sup>*micro micro micro micro*</sub></sup> optimization. consistency and avoiding confusion on which one to use ## Changelog 🆑 map: converts all non-basic space turfs to space/basic /🆑 |
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af45bab672 | Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) | ||
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14fb86e3e8 |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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6b3a31e060 |
Add CI map linter for window and electrified grille spawners (#91090)
## About The Pull Request Remake of: - #79867 This adds a new map linter that checks that there are no walls spawning inside of windows and vice versa. This also checks to make sure there are no grilles spawning twice due to a mapper using the electrified grille spawner with windows. I had to modify the python files to handle new linter rules for an `ignore` section that has been included in the README. There were about two dozen mapping issues where these lints fail that have now been fixed. ## Why It's Good For The Game Better mapping and consistent mapping. ## Changelog 🆑 qol: Add CI map linter for window and electrified grille spawners map: Fix many duplicate windows, walls, and grilles spawning together or inside each other on a bunch of maps. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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cae514da8d |
Adds a recording set up to the Captain's office on all maps, Adds "The Captain Cast" (#89358)
## About The Pull Request On all maps, the captain will find a brand new green screen and camera set up in their quarters This is used to cast the captain's (or anyone's who breaks in) face to all status displays across the station (It will also relay your voice to them)  NOTE: Some maps have a stunning lack of evac displays Noticeably **Wawa** has like 10. So these will be less effective on those maps. ## Why It's Good For The Game Gives Captains a more personable way of addressing the crew for impromptu announcements rather than resorting to the announcement computer. Also opens up shenanigans. ## Changelog 🆑 Melbert, Wallem add: Adds recording setups to the Captain's office on all maps, allowing them to project their face to all status displays on the station add: Centcom now has a soundstage for broadcasting to the station. It's besides the Thunderdome. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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07af87e47e |
Swaps box/material for a bag (#89393)
## About The Pull Request Removes `box/material`, and instead turns it into `bag/debug`. Replaces the box in the debug toolkit box, and places a bag in the little science room of runtimestation. ## Why It's Good For The Game Manually putting sheets into runtimestation's ore silo--or having to spawn in a sheet snatcher to do it for me--is really annoying, Now instead we can just pick up the bag and shove it in and be done with it. ## Changelog Not player facing |
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624328de65 | Gives Runtimestation a bounty pad and event spawnpoints (#87839) | ||
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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feb474550f |
Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request Once upon a time, vending machines were access locked I guess? It's been so many years since that has been the case that most people don't remember (including myself). This just removes all the old unused req_access lists that reside on the various vending machines. ## Why It's Good For The Game Less chance of cargo culting something that serves no purpose anymore. ## Changelog Nothing player facing I should hope --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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061d2a1204 |
Re-adds the Runtime station delivery/navigation beacons (#86455)
## About The Pull Request This re-adds the navbeacons and delivery beacons to Runtime station. ## Why It's Good For The Game Reintroduces #85988, an innocent casualty of the 2564 Wallening Wars. ## Changelog 🆑 Rhials fix: Runtime station has delivery beacons and navbeacons again. /🆑 |
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c8b962a45c |
restore lost to wallening revert runtime map edit (#86440)
## About The Pull Request restores https://github.com/tgstation/tgstation/pull/85255 |
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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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c01044a7ba |
Installs bot pathing/delivery nodes on Runtimestation (#85988)
## About The Pull Request This adds some cargo delivery/simplebot pathing nodes to the center of Runtimestation.  The bot pathing goes clockwise, with the first node being at the bottom left. ## Why It's Good For The Game Helpful for testing out bots and delivery pathing. Manually setting up these nodes is a pain. ## Changelog 🆑 Rhials qol: Delivery/Bot pathing nodes have been added to the middle room of Runtime station. /🆑 |
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5ca2dd93ff |
Moved grav gen on runtime station (#85255)
## About The Pull Request This mfer keeps buzzing when I'm trying to demo my sounds, so I moved him. Added a pod testing area in the hallway to the grav gen I know I could just move to a different room but the main experimentation room is affected to it so I'd say better move it. ## Why It's Good For The Game I'd like to showcase my sounds without the grav gen buzzing. ## Changelog no player facing changes. |
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9ef722ca61 |
Rewires the runtime APC on the map [NO GBP] (#85922)
## About The Pull Request Oops! A minor mapping change made it's way through on runtime unwiring the APC on runtime as a consequence of some directional wallmount changes I did. This moves the APC back to the top left corner with a wire connection yet again.  ## Why It's Good For The Game Prevents runtime station from running out of power during standard testing. ## Changelog 🆑 fix: Runtimestation's APC is now connected to the grid again. /🆑 |
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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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8233d67bbd |
Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request We have an ID authorisation panel machine used for things like red alert, where you need to swipe a card in two different places to validate it. _Normally_ this is mounted on a wall in an office, but sometimes it is on a table. We use the same machine code and sprite for both, This _mostly_ works but is going to become problematic after the Wallening. Resultingly, I've added a sprite and typepath for a desktop version.  Wow! (We need desktop buttons too now that I look at this, I hope the wallening branch already has that!) This sprite is secretly the wall-mounted version from the Wallening (made by Imaginos), but flipped upside down so it looks like it is on a table not a wall. Delightfully devious (and proposed by "Kok0nut" on discord). Also as a result of doing this, I've made wallmounted ID card auth devices _actually_ attach to the wall in terms of "If the wall goes, they go too". This may or may not be a good idea given that as far as I can tell they aren't constructible (and probably shouldn't be given that then you'd just activate both with one ID card all the time) but seems broadly sensible to me? ## Why It's Good For The Game Wallmounted devices should generally deconstruct when associated walls are destroyed. Tablemounted devices are going to need different visuals to the wall-mounted versions. ## Changelog 🆑 Jacquerel, Kok0nut, Imaginos image: Wall-mounted and Table-mounted ID card authorisation machines now use different sprites fix: Wall-mounted ID card authorisation devices will now be destroyed if their wall is destroyed /🆑 |
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5ce9482011 |
Compact Airlock Pump (#84365)
## About The Pull Request Adds a craftable airlock pump that is an atmos device with distro & waste nodes on a single side. When wrenched down, looks for airlocks and sets up a cycling airlock chamber. A more compact and flexible alternative to the current binary DP Vent Pumps. https://github.com/tgstation/tgstation/assets/3625094/a799b3e8-3425-43fc-9c17-2bdde63ec194 Can also skip cycling when a shuttle is docked with one of the external airlocks: https://github.com/tgstation/tgstation/assets/3625094/37054bc0-b8c5-4556-aa2c-0fa5bc3c7c5b **Set up from scratch**: https://youtu.be/22PDfmJKC7g ## Why It's Good For The Game Provides an easy to map and setup alternative to DP Vents that doesn't require any map helpers, var editing and can even be crafted in the game.  You just need to extend the disto/waste pipes to the place where you want your airlock to be. When built, it automatically considers the first found airlock in the direction of incoming pipes as an internal one, and the opposite - external. Cycling is controlled by the airlocks. When you click/bump an internal airlock, it starts pressurizing. When external one - depressurizing. When unable to complete the cycle in 10 seconds, unbolts the door automatically to avoid stucking due to issues with pipes or slow atmos. TODO: - [x] Hook up to the power and figure out the logic when unpowered - [x] ~Make it work with a directly connected layer manifold~ - [x] Make unwrenching require unpowered state and forbid mapspawn pump unwrenching - [x] Support airlock arrays and double airlocks - [x] An option to open airlocks instead of just bolts - [x] Check for the presence of airlocks and crash if not set up properly on map ## Changelog 🆑 add: Added airlock pump atmos device to create cycling airlocks /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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663f17c44f |
Added the subtype vendor and it and omnitools to runtime station (#84540)
## About The Pull Request Added the subtype vendor which lets admins and coders vend subtypes of a path Added the vendor and both varieties of omnitool to runtime station ## Why It's Good For The Game Better and faster testing environment. Runtimestation is horribly inefficient rn but this will help a bit ## Changelog 🆑 code: Added the subtype vendor which lets admins and coders vend subtypes of a path code: Added the vendor and both varieties of omnitool to runtime station /🆑 |
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b6234d2c13 |
[MDB IGNORE] Map lints the layer var and scrubs it off our maps (#84385)
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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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053ae55c3a |
Adds debug dna disk to runtimestation (#83013)
## About The Pull Request Title || Puts it next to the dna scanner ## Why It's Good For The Game Easier debugging genetics / dna ui |
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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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99ca59271a |
Makes the Bitrunning Den area a cargo subtype (#79907)
## About The Pull Request Converts the bitrunning areas from a station area subtype to a cargo area subtype. `/area/station/bitrunning -> /area/station/cargo/bitrunning` `/area/station/bitrunning/den -> /area/station/cargo/bitrunning/den` This includes an updatepaths script. Neat! ## Why It's Good For The Game It's a cargo role, and it's always located within cargo. I think it's a cargo area. Unity for _all_ jobs under the great Cargonian umbrella! ## Changelog 🆑 Rhials code: Bitrunning/Bitrunning Den areas are now cargo area subtypes, rather than station area subtypes. /🆑 |
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ba5ae73dac |
Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request Reopened #78997 Larger patch for bitrunning that addresses a few issues. - Two new antagonists: cyber tac and netguardian - Quantum server emag opportunity - Modular mob packs: Like random spawners, but for groups - Antag spawning fixed: vdom antags now have up to a 10% chance to spawn based on domains loaded - Virtual domains are no longer all fullbright by default, only the outdoorsy ones - Actually deletes legion map file, since it was removed in #79424 <details> <summary>images</summary> The netguardian prime   The glitch effect - this mob is being mutated  Cyber tac (t2 antagonist)  </details> ## Why It's Good For The Game - Bitrunning antagonists are so incredibly rare that it's underwhelming to play as one for the solid second they offer if you even get the role - Bitrunners had basically no traitor route to follow, they became assistants with black outfits Fixes #79465 <details> <summary>More info</summary> Bitrunners don't have any type of traitor options. If they're made into traitors, there's nothing bitrunner related they can do, and their access is particularly bad so it's like they're a worse assistant. I've coupled this with the bitrunning antagonist system, which is now fixed.\. Bitrunners can now attempt to coax these entities to come onto the station, however they are not given any form of allegiance for doing so (and are quite counterable). Previously, vdom antagonists relied on so many factors to spawn that it basically wouldn't happen. Now, it runs on the server each time there is a map loaded, with increasing probability as the round progresses. This builds up the list of spawnable antagonists, of which two are new, including an entirely new giant mech megafauna. This is the first "megafauna-esque" basic mob in the game. Its AI is bad, it's really only meant to be player controlled, but this does mean an admin can spawn them. Being mech, they are very counterable with ion rifles and the like. Several refactors, rewrites, and overall bug fixes are included in this PR. Lastly, I added a framework for making bitrunner maps more random, the modular mob spawning system, which works in conjunction with random crate locations. </details> ## Changelog jlsnow301, infraredbaron 🆑 add: Bitrunning Patch 1 features a host of changes! add: Added randomized mobs to virtual domains, which will be indicated with a unique icon. add: New emag interaction with the quantum server. Antags will spawn more frequently, and they can hack themselves onto the station. You have been warned. add: Both living and dead players can now see which mob is going to spawn an antagonist in the vdom. add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These unlock at specific thresholds. balance: You can no longer stack copies of the same ability with bitrunning disks. balance: Some of the disk items have been replaced with stronger versions. fix: You can no longer spy on crew using the advanced camera console on syndicate assault. fix: Fixed the spawning mechanism of virtual domain antagonists. You should now have a chance of playing as one. This chance increases as more domains are completed. fix: Vdom antagonists shouldn't spawn at the end of the run any longer. fix: The preference for vdom antagonists has been changed to factor in the new types. Check your preferences! fix: The quantum server will now show its balloon alerts to all observers. fix: Random domains should be fully random again. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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9bb75adc5c |
literally just maps in human spawner wands to runtimestation (#79039)
## About The Pull Request adds like two human spawner wands to runtimestation ## Why It's Good For The Game its more convenient than spawning humans or a wand for it when you need to test with more than 3 dummies ## Changelog runtimestation is not playerfacing |
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7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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235ebba7e0 |
Bitrunning hotfix 3 (#78818)
## About The Pull Request The next round of small changes to how bitrunning works - mostly from feedback, bug reports etc. - The loot crate delivery spot is now a buildable machine (the byteforge), making it replaceable in the event of a disaster - Same for netpods and quantum consoles. These boards are now researchable and buildable. - New icons for the byteforge and the health monitor - Some bug fixes around despawning avatars - Reimplements one of the bitrunning unit tests <details> <summary>Pictures ⬇️</summary> Host monitor  Byteforge  Spawning a crate  </details> ## Why It's Good For The Game Bitrunning bug fixes and personal requests Fixes #78571 Fixes an issue reported in discord - players stuck as gondola spawn ## Changelog 🆑 fix: Added extra checks to bitrunning domain cleanup so avatars are deleted properly. add: Quantum servers now look for a new machine called a byteforge to spawn loot on- no longer on an invisible landmark. This should make the rooms rebuildable after disasters. add: *Most* bitrunning machinery is now researchable and buildable via circuits in the engineering protolathe. /🆑 |
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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a446ac7166 |
Adds craftable surgery trays. (#78364)
## About The Pull Request Surgery trays can now be crafted in the crafting menu for two rods and one silver, while having a screwdriver. (Same cost as a table.) Out of necessity, the preloaded variants of surgery trays have been re-pathed to a full subtype, though maps have already been updated to use the preloaded variant. The morgue tray and the (new!) advanced trays have been re-pathed to `.../full/morgue` and `.../full/advanced`, respectively Additionally, surgery trays can now be deconstructed by secondary click with a screwdriver. Woo! ## Why It's Good For The Game If you want more surgery trays, build 'em! If you want less surgery trays, unbuild 'em! ## Changelog 🆑 qol: Surgery trays can now be crafted via the crafting menu (two rods, one silver), and deconstructed via secondary click with a screwdriver! /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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3d7afea123 |
Adds surgery tray to Runtime Station (#78290)
## About The Pull Request Replaces syndicate surgical bag on Runtime Station with Advanced Surgery Tray which contains all the advanced tools (no syndicate MMI or straightjacket but im going to go out on a limb and say you dont need it when debugging surgery) Allows medigel containers to be placed in surgery tray (I didnt add an overlay sorry) Moved the debug disk slightly to the right so its not under the tray/bag  ## Why It's Good For The Game Unzipping the duffel bag is annoying me Want to add autotool functionality to the tray when next to a surgery bed at some point so I'd want this then anyway ## Changelog not player facing |
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755fa4db6d |
Loads Away Missions for Unit Testing (#76245)
## About The Pull Request
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (
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4de3df461e |
[MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
## About The Pull Request Inspired by #74967 and #68459 , and the fact that Tramstation regresses very often - Adds a unit test, `required_map_items`, which ensures that certain typepaths which should definitely be mapped onto every map is mapped onto every map It can also be used to ensure that items which should not be mapped in multiple times are not, among other things. I included a few examples - - Min 1, max inf of each head of staff stamps - Min 1, max 1 departmental order consoles - Min 1, max inf comms console - Min 1, max 1 Pun Pun - Min 1, max 1 Poly - Min 1, max 1 Ian If, in the future, a mapper decides they (for some reason) do not want a certain previously-required item on their map, the test can be adjusted such that it allows excluding or something, but currently it should be for items which require conscious thought about. #### QA: Why not make this a linter? I attempted to make this a linter before realizing two things 1. Someone might make a spawner which spawns the items, or they might get placed in a locker, in any case this accounts for everything on init 2. Linters run on every map, non-station maps included So I went with a test ## Why It's Good For The Game #50468 #61013 #74967 Why is it always the CMO stamp? ## Changelog Not necessary (unless I find a map missing something, then this will be updated) |
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6fa298fc5b |
Air alarm helpers (#74997)
## About The Pull Request Replaces air alarm variants with directional alarms and corresponding helper overlays, similar to APCs.  ## Why It's Good For The Game Less var edits, easier management. ## Changelog 🆑 qol: Mapping: Air alarm variants replaced with corresponding helpers /🆑 |
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35ad0ab502 |
Elevator machinery changes/fixes (#74190)
## About The Pull Request - Any type of door can now operate as an elevator door - emag action is linked to elevator panel - Cargo elevator access fixed, lost in a skew somewhere - Engineers can override safety controls - Elevators near tram are connected to tram APC - Creates a global list of elevator doors so that elevator procs don't have to go through all of GLOB.machines ## Why It's Good For The Game Elevator doors have their own controller, don't use the blast door controller, have no similarities to poddoors. Emag works as expected, some access issues fixed, and avoids searching GLOB.machines. |
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2d088480e6 |
Unit Test connected station areas (#74367)
## About The Pull Request Ensures that we don't get station areas which are disconnected ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game "Drake, why is this room depressurized?" ## Changelog |
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a42765a3a2 |
[MDB Ignore] Fixes Tiles On All Maps (mea culpa edition) (#74250)
## About The Pull Request  I actually noticed this in my testing and fixed it, but the changes somehow disappeared and I continued to assume that they were fixed without checking. fuck. It's all good now. ## Why It's Good For The Game  yeah this was fucked everywhere. all good now though promise. ## Changelog 🆑 fix: Tile decals are no longer fucked on all stations. /🆑 The diff might seem a bit weird but I reverted all of the maps to a state before the script was ran, and then re-ran the fixed script. Makes sense to me. |