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68 Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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f3283799e7 | Reworks lavaland tendrils into minibosses (#96186) | ||
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940d91bb62 |
[MDB IGNORE] Adds new features and tiles for lavaland biomes (#95955)
## About The Pull Request Adds new floor types and natural decor to both Siderite and Shale biomes, as well as makes flora and fauna spawns differ between said biomes. <img width="1216" height="997" alt="dreamseeker_uIv1OgVkpD" src="https://github.com/user-attachments/assets/327d9caa-a58c-4d70-acbe-477da69b4d71" /> --- Basalt biome now spawns more legions and goliaths, but less watchers and no brimdemons. You can rarely find new volcanic pore rocks which will spew out lava when destroyed. <img width="505" height="361" alt="dreamseeker_TA9rXzOgad" src="https://github.com/user-attachments/assets/fb19a60a-c927-441b-abad-161ce5022a60" /> Siderite biome has a lot of rock formations and may sometimes spawn new stalagmites. You can expect to see a ton of bileworms, raptors and watchers there. <img width="747" height="613" alt="dreamseeker_uZgRX8qqh3" src="https://github.com/user-attachments/assets/d356f1c6-371a-4b8b-899b-470edb0d2790" /> Shale is full of lobstrocities, goldgrubs and brimdemons, and home to a new glowgrowth "plant" - colony of bioluminescent fungi growing on natural air vents. <img width="274" height="220" alt="dreamseeker_EtxiS4X9M7" src="https://github.com/user-attachments/assets/cbefba67-b618-4a65-ad12-9ee5182b650c" /> While it cannot be planted by itself, it contains luminescent fluid inside which will grant whoever eats it minor night vision as long as it is inside their bloodstream (as well as cyan-glowing eyes) --- Ruins now properly respect their biome's rock (and now floor as well) type, since it was broken for some of them previously. <details> <summary>More images under the dropdown</summary> <img width="1216" height="997" alt="dreamseeker_fpXXV0Rt3D" src="https://github.com/user-attachments/assets/fa790ca1-7045-490e-bcb2-c1f9da9f277c" /> <img width="414" height="303" alt="dreamseeker_l6E8S2fzCe" src="https://github.com/user-attachments/assets/8b10dcca-c546-41ce-9363-a12b0f225881" /> <img width="784" height="587" alt="dreamseeker_RUWQo0unNp" src="https://github.com/user-attachments/assets/d7364abc-ec68-4daf-b3cb-a03b8ba7e5de" /> <img width="1216" height="997" alt="dreamseeker_zoltABvkBw" src="https://github.com/user-attachments/assets/324f50f8-83c9-4451-8eff-33ebf81c1d0d" /> <img width="1125" height="571" alt="dreamseeker_ky5qvl2XtC" src="https://github.com/user-attachments/assets/ff08d22f-fc15-4961-b76e-7c10d7814096" /> </details> Credit for original versions of new flora/feature sprites to SentryPrimis on the /tg/station discord ## Why It's Good For The Game Makes biomes more distinct and interesting, as well as gives them unique atmosphere, since right now they only differ in rock type and mineral distribution. ## Changelog 🆑 SmArtKar, SentryPrimis add: Siderite and Shale lavaland biomes now have unique floors, as well as flora, features and fauna! fix: Fixed some ruins generating with default basalt walls instead of their biome's walls /🆑 |
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2680aafa3f | [MDB IGNORE] Lavaland Mineral Rework: Yapmining 2026 (#95682) | ||
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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183c5af2e4 |
Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/90641 Fixes https://github.com/tgstation/tgstation/issues/88366 Eliminates worries over virtualspace currency being sent to real accounts. When I was looking into why there were no flags for bitrunning areas. Then I saw this mess: <img width="929" height="889" alt="Code_2we2QjDyFp" src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d" /> Not having enough space / being too lazy to refactor this is a silly reason to not include flags for something like these virtual areas where it can be quite helpful. Fortunately I am not too lazy ~~in this moment~~ so here we go: It was fairly logical to move over some of these to a separate flag, which I've called `area_flags_mapping` since they pertain to maploading things and terrain generation mostly. `area_flags` stays reserved for general properties and now has more room than it did before for you people to fill it with. In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA was kind of everywhere and now that it's implied by default less areas need to have it defined (or explicitly un-defined). <details> <summary> Working as intended </summary> <img width="787" height="448" alt="dreamseeker_p0Qts36tG1" src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db" /> <img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA" src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b" /> </details> ## Why It's Good For The Game Fixes an exploit, improves the area flags situation slightly. ## Changelog 🆑 fix: you can no longer send money from virtualspace to a real account code: adds a flag for virtual areas so they can easily be checked, as well as an easy helper proc, 'is_area_virtual(your_area)' /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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2d549e2945 |
Allow to hide Initialized mesages (#88681)
## About The Pull Request Adds `Debug` group to initialization messages ## Why It's Good For The Game You can finally hide those annoying messages, and leave it on special Logs/Debug tabs <details><summary>Video</summary> https://github.com/user-attachments/assets/0b0d5219-d420-4d49-aa90-069961dcdaeb </details> ## Changelog 🆑 qol: Now you can hide `Initialized some shit within 0s` messages, by unchecking `Debug Log` checkbox into the chat tabs settings /🆑 |
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23095a406a |
[MIRROR] Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! (#27996)
* Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! (#83138) ## About The Pull Request Implements biomes into the Cave Generator, using some adapted code from the biomes feature of the Jungle Generator. It's there as a tool for whomever would want to implement it on /tg/, I simply don't have the sprites, mobs and motivation to add biomes to anything at this current point in time, even though I'm fully open to helping anyone that would be interested in doing so. Here's how it works: You supply a 2D list of biomes based on the two arbitrary criteria 'heat' and 'humidity', you can treat these as simply two independent variables that would affect your biome distribution. There's three levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at `possible_biomes` for a good example of it. Here's what it looks like by default (yes, that's the default on the jungle generator as well, except here we use 3x3 instead of 4x4):  On the `/datum/biome`, you have three important stats, split into two each: flora, features and fauna. They are evaluated in this order, so if a flora spawns, no feature nor fauna will spawn. If a feature spawns, no fauna will spawn, and if fauna spawns, then that's cool. Each of these stats have a corresponding `density` (i.e. `flora_density`), which is simply the probability for that thing to be spawned if it's eligible, and a `types` list (i.e. `flora_types`), which is a weighted list that then gets expanded at runtime in order to make the `pick()` operation faster. The areas you want to have the biomes in also need to have their `area_flags` set up to include `FLORA_ALLOWED` for both flora and features, and `MOB_SPAWN_ALLOWED` for fauna to spawn. The fauna currently does just about every check that is done in `cave_generator`'s `populate_terrain()`, except for handling megafauna differently, or taking megafauna into account. If that's desired, it can be added easily, I simply chose not to add it because it felt like wasted processor time over something that would probably not be pertinent in the majority of cases. I've run a few tests, and keeping in mind that I've got a high-specs computer, generating the caves with biomes takes about 1 second for an entire z-level covered in biomes. For comparison, I compile the repo in about 36 seconds. ~~It may increase the amount of time spent initializing the atoms subsystem, however, I'll need to compare that, I'd really appreciate some help optimizing that if anyone knows how to.~~ It didn't seem to have an effect, I just had seen things a bit weird. I optimized things by moving rust-g calls outside of the for loop, and we gained about 0.3-0.4 seconds, which is pretty nice. ## Why It's Good For The Game Biomes are cool, and since we use mainly cave generators for z-level generation, I decided to add biomes to that, so that the biome code added by floyd lives on. Here's an example of ice box with jungle caves, just as a proof of concept, to prove that it works:  ## Changelog 🆑 GoldenAlpharex add: Added Biomes capabilities to the Cave Generator, to allow for procedurally-placed biomes to be introduced in cave generation. This feature is not currently used on any map, but the tools are all there for anyone with the motivation to add biomes to any cave-generating area, like Lavaland and Ice Box. code: Biomes can now affect features (which are usually structures), on top of flora and fauna. /🆑 * Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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234eb80c94 |
Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! (#83138)
## About The Pull Request Implements biomes into the Cave Generator, using some adapted code from the biomes feature of the Jungle Generator. It's there as a tool for whomever would want to implement it on /tg/, I simply don't have the sprites, mobs and motivation to add biomes to anything at this current point in time, even though I'm fully open to helping anyone that would be interested in doing so. Here's how it works: You supply a 2D list of biomes based on the two arbitrary criteria 'heat' and 'humidity', you can treat these as simply two independent variables that would affect your biome distribution. There's three levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at `possible_biomes` for a good example of it. Here's what it looks like by default (yes, that's the default on the jungle generator as well, except here we use 3x3 instead of 4x4):  On the `/datum/biome`, you have three important stats, split into two each: flora, features and fauna. They are evaluated in this order, so if a flora spawns, no feature nor fauna will spawn. If a feature spawns, no fauna will spawn, and if fauna spawns, then that's cool. Each of these stats have a corresponding `density` (i.e. `flora_density`), which is simply the probability for that thing to be spawned if it's eligible, and a `types` list (i.e. `flora_types`), which is a weighted list that then gets expanded at runtime in order to make the `pick()` operation faster. The areas you want to have the biomes in also need to have their `area_flags` set up to include `FLORA_ALLOWED` for both flora and features, and `MOB_SPAWN_ALLOWED` for fauna to spawn. The fauna currently does just about every check that is done in `cave_generator`'s `populate_terrain()`, except for handling megafauna differently, or taking megafauna into account. If that's desired, it can be added easily, I simply chose not to add it because it felt like wasted processor time over something that would probably not be pertinent in the majority of cases. I've run a few tests, and keeping in mind that I've got a high-specs computer, generating the caves with biomes takes about 1 second for an entire z-level covered in biomes. For comparison, I compile the repo in about 36 seconds. ~~It may increase the amount of time spent initializing the atoms subsystem, however, I'll need to compare that, I'd really appreciate some help optimizing that if anyone knows how to.~~ It didn't seem to have an effect, I just had seen things a bit weird. I optimized things by moving rust-g calls outside of the for loop, and we gained about 0.3-0.4 seconds, which is pretty nice. ## Why It's Good For The Game Biomes are cool, and since we use mainly cave generators for z-level generation, I decided to add biomes to that, so that the biome code added by floyd lives on. Here's an example of ice box with jungle caves, just as a proof of concept, to prove that it works:  ## Changelog 🆑 GoldenAlpharex add: Added Biomes capabilities to the Cave Generator, to allow for procedurally-placed biomes to be introduced in cave generation. This feature is not currently used on any map, but the tools are all there for anyone with the motivation to add biomes to any cave-generating area, like Lavaland and Ice Box. code: Biomes can now affect features (which are usually structures), on top of flora and fauna. /🆑 |
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9a2390ba7a |
Iceblock flora generation fixes (#83450)
Fixes #83438 🆑 ShizCalev fix: Trees will no longer be growing through railings on forest planets fix: Trees/plants will no longer grow through wood pathways on Icebox fix: Railings will no longer appear ontop of rock walls on icebox /🆑 Old:  Fixed:  |
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54f9ea034c |
Iceblock flora generation fixes (#83450)
Fixes #83438 🆑 ShizCalev fix: Trees will no longer be growing through railings on forest planets fix: Trees/plants will no longer grow through wood pathways on Icebox fix: Railings will no longer appear ontop of rock walls on icebox /🆑 Old:  Fixed:  |
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602ac52e9d |
[MIRROR] Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#26375)
* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103) ## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 * Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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ed31397cc4 |
Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 |
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5543a44882 |
[MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524) This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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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37a8f73ae3 |
[MIRROR] Basic Legion & Hivelord [MDB IGNORE] (#23964)
* Basic Legion & Hivelord * Update modular + fix diffs * Fixing diffs * More diffs * Adds an AI behavior to replace the 'wander = 0' varedit for the hivelord gate guardians --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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f861532d24 | Basic Legion & Hivelord (#78624) | ||
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5764954196 |
[MIRROR] Prevent things from the feature list generating on turfs with flora [MDB IGNORE] (#23950)
* Prevent things from the feature list generating on turfs with flora (#78558) ## About The Pull Request which basically means no geysers on the same turf as a plant turf. they're both structures but the for loop before this one checks for same-type structures in a radius. and bush geysers look stupid! and weird! and stupid! ## Changelog 🆑 fix: fixed geysers spawning on turfs with plants /🆑 * Prevent things from the feature list generating on turfs with flora --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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bc6ba40852 |
Prevent things from the feature list generating on turfs with flora (#78558)
## About The Pull Request which basically means no geysers on the same turf as a plant turf. they're both structures but the for loop before this one checks for same-type structures in a radius. and bush geysers look stupid! and weird! and stupid! ## Changelog 🆑 fix: fixed geysers spawning on turfs with plants /🆑 |
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9e68aac78c |
[MIRROR] fixes lavaland megafauna spawn rates [MDB IGNORE] (#23392)
* fixes lavaland megafauna spawn rates (#77977) ## About The Pull Request fixes megafauna spawn rates by making them ignore the presence of other mobs when deciding their ability to spawn closes tgstation/tgstation#77835 ## Why It's Good For The Game megafauna jumpscare ## Changelog 🆑 fix: Ash drakes, colossi, and Bubblegum spawn on Lavaland more often; a sharp increase from the previous bugged amount of "basically never". /🆑 Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> * fixes lavaland megafauna spawn rates --------- Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> |
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ec9c95d391 |
fixes lavaland megafauna spawn rates (#77977)
## About The Pull Request fixes megafauna spawn rates by making them ignore the presence of other mobs when deciding their ability to spawn closes tgstation/tgstation#77835 ## Why It's Good For The Game megafauna jumpscare ## Changelog 🆑 fix: Ash drakes, colossi, and Bubblegum spawn on Lavaland more often; a sharp increase from the previous bugged amount of "basically never". /🆑 Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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1258594041 |
[MIRROR] Goldgrub basic [MDB IGNORE] (#23255)
* Goldgrub basic * Update riding_mob.dm --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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81e59f7ff2 |
Goldgrub basic (#77733)
## About The Pull Request the goldgrub is now a basic monster. the goldgrub will now look for walls to mine and look for ores to eat. if he finds any nearby humans he will escape and dig away. also if he sense a storm is coming he will dig away and only come back out when the storm is gone. the goldgrub will escape from u but u can now befriend the goldgrub. if u feed him ores he will love u and become ur pet u can ride him or make him follow u. he will also help u mine, if u leave him to mine for a bit and come back to him later u can ask him to spit out all the materials he mined and he will give them to u. also if u feed him a bluespace ore, he will lay an egg and have a baby. the goldgrub is very protective over this egg he will drag it around with him. the goldgrub baby will follow his mom or dad until he grows up to be like his mom or dad ## Why It's Good For The Game give the goldgrub more character and now he can help miners to mine if they befriend him ## Changelog 🆑 refactor: the goldgrub has been refactored please report any bugs add: the goldgrub can now be tamed and he can have babys /🆑 |
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071b5fe938 |
[MIRROR] [no gbp] Lavaland should no longer spawn one million goliaths and watchers [MDB IGNORE] (#23185)
* [no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716) ## About The Pull Request Fixes #77709 I made a very smart and sensible and handsome change in a recent PR to replace `mob/goliath/random` and `mob/watcher/random` subtypes with spawner effects rather than mobs which qdel themselves on init sometimes however I neglected to account for how the lavaland map generation was reliant on those typepaths to space mobs apart resultingly the map generator would attempt to place lavaland mobs about 12 spaces apart _unless_ they were goliaths or watchers which it would spawn basically as much as it wanted wherever it wanted ## Why It's Good For The Game  ## Changelog 🆑 fix: the goliath and watcher mating season has ended and population has returned to normal levels /🆑 * [no gbp] Lavaland should no longer spawn one million goliaths and watchers --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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fca0a11904 |
[no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716)
## About The Pull Request Fixes #77709 I made a very smart and sensible and handsome change in a recent PR to replace `mob/goliath/random` and `mob/watcher/random` subtypes with spawner effects rather than mobs which qdel themselves on init sometimes however I neglected to account for how the lavaland map generation was reliant on those typepaths to space mobs apart resultingly the map generator would attempt to place lavaland mobs about 12 spaces apart _unless_ they were goliaths or watchers which it would spawn basically as much as it wanted wherever it wanted ## Why It's Good For The Game  ## Changelog 🆑 fix: the goliath and watcher mating season has ended and population has returned to normal levels /🆑 |
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57272c8d22 |
[MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630) ## About The Pull Request This one is a double feature because Watchers and Basilisks share the same typepath. You might see a couple more of those. As is tradition I decided to fuck with them rather than just port them. Here's what's up. **Basilisks**   - Have a new soulless sprite which looks less like a living blue hedge. - Walk at you and shoot you while you are not in range (just like before). - Become supercharged if they become "heated" by lava, lasers, or temperature weapons. This was a feature they also previously had but they would never encounter lava, so now it also works if you use the wrong gun on them. - Lose their supercharge if you cool them down. - Otherwise pretty normal mobs. **Watchers** https://www.youtube.com/watch?v=kOq_Bf78k5A Here's a traditional video of me intentionally getting hit by mechanics (trust me its definitely on purpose) - They glow emmissively a little bit so you can see them from further away. - Their eyes light up about 0.5 seconds before they are able to shoot at you. - No longer melee attack, instead try to stay out of melee. - Will occasionally put you into "Overwatch", meaning they will shoot you rapidly if you move or act while they're staring at you for a brief time period (after which you become immune for 12 seconds, and during which other watchers will play fair and stop shooting at you). - If they start taking damage they will also start using their "Gaze" attack, look away or suffer some kind of negative effect! - - Normal watcher gaze flashes and confuses you. - - Magmawing watcher gaze obviously burns (and briefly stuns) you. - - Icewing watcher gaze freezes you and throws you backwards. - Magnetically attract and eat diamonds. They also used to do this, but just if they happened to coincidentally walk past some. **Other accompanying changes** All basic mobs will now adopt the "stop gliding" trait if they get slowed down too much. I moved behaviour for "fire a projectile from this atom" into a helper proc because I was using it in three places and I will probably use it in more places. There are probably other places in the existing code which could be using this. I think I made the basic mob melee attack forecast default a little more forgiving, they were fucking me up too much and I am the playtester. ## Why It's Good For The Game Another one off the list. New tricks for old dogs. Framework for making mobs with ranged attacks "fairer" (you can see when they are ready to shoot you). More (hopefully) versatile AI behaviours which we will reuse later (I hope I'm not duplicating one someone already made). If our players "enjoy" them enough we can give more mobs "don't look at me" mechanics. Removes some soul sprites. ## Changelog 🆑 refactor: Basilisks and Watchers now use the basic mob framework. Please bug report any unusual behaviour. sprite: Basilisks have new sprites. add: Basilisks will go into a frenzy if heated by energy weapons or temperature beams as well as by lava. add: Watcher eyes will be illuminated briefly when they are ready to fire at you. add: Watchers can now briefly put you into "Overwatch" and penalise you for moving while they can see you. add: Wounded watchers will occasionally punish players who look at them. balance: Unusual watcher variants are more likely to appear. /🆑 * Basic Watchers & Basilisks * Modular paths --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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72174845f5 |
Basic Watchers & Basilisks (#77630)
## About The Pull Request This one is a double feature because Watchers and Basilisks share the same typepath. You might see a couple more of those. As is tradition I decided to fuck with them rather than just port them. Here's what's up. **Basilisks**   - Have a new soulless sprite which looks less like a living blue hedge. - Walk at you and shoot you while you are not in range (just like before). - Become supercharged if they become "heated" by lava, lasers, or temperature weapons. This was a feature they also previously had but they would never encounter lava, so now it also works if you use the wrong gun on them. - Lose their supercharge if you cool them down. - Otherwise pretty normal mobs. **Watchers** https://www.youtube.com/watch?v=kOq_Bf78k5A Here's a traditional video of me intentionally getting hit by mechanics (trust me its definitely on purpose) - They glow emmissively a little bit so you can see them from further away. - Their eyes light up about 0.5 seconds before they are able to shoot at you. - No longer melee attack, instead try to stay out of melee. - Will occasionally put you into "Overwatch", meaning they will shoot you rapidly if you move or act while they're staring at you for a brief time period (after which you become immune for 12 seconds, and during which other watchers will play fair and stop shooting at you). - If they start taking damage they will also start using their "Gaze" attack, look away or suffer some kind of negative effect! - - Normal watcher gaze flashes and confuses you. - - Magmawing watcher gaze obviously burns (and briefly stuns) you. - - Icewing watcher gaze freezes you and throws you backwards. - Magnetically attract and eat diamonds. They also used to do this, but just if they happened to coincidentally walk past some. **Other accompanying changes** All basic mobs will now adopt the "stop gliding" trait if they get slowed down too much. I moved behaviour for "fire a projectile from this atom" into a helper proc because I was using it in three places and I will probably use it in more places. There are probably other places in the existing code which could be using this. I think I made the basic mob melee attack forecast default a little more forgiving, they were fucking me up too much and I am the playtester. ## Why It's Good For The Game Another one off the list. New tricks for old dogs. Framework for making mobs with ranged attacks "fairer" (you can see when they are ready to shoot you). More (hopefully) versatile AI behaviours which we will reuse later (I hope I'm not duplicating one someone already made). If our players "enjoy" them enough we can give more mobs "don't look at me" mechanics. Removes some soul sprites. ## Changelog 🆑 refactor: Basilisks and Watchers now use the basic mob framework. Please bug report any unusual behaviour. sprite: Basilisks have new sprites. add: Basilisks will go into a frenzy if heated by energy weapons or temperature beams as well as by lava. add: Watcher eyes will be illuminated briefly when they are ready to fire at you. add: Watchers can now briefly put you into "Overwatch" and penalise you for moving while they can see you. add: Wounded watchers will occasionally punish players who look at them. balance: Unusual watcher variants are more likely to appear. /🆑 |
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4f48be9809 |
[MIRROR] Planetary station traits: Forever Storm and Forested [MDB IGNORE] (#22763)
* Planetary station traits: Forever Storm and Forested * Update CaveGenerator.dm * Update CaveGenerator.dm --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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61abab479b |
Planetary station traits: Forever Storm and Forested (#76957)
Adds two new station traits for Icebox: **Forever Storm** The storm on icebox never stops and is more intense. You can wear a coat and drink coffee and be fine **Forested** Icebox top exterior has a different terrain generator, including way more grass and trees. AND DEER. Natural chasms are replaced with plasma rivers <details> <summary>Outside</summary>    (the emissives on the trees have been fixed) </details> ## Why It's Good For The Game There are no icebox specific station traits, so I added them! The exterior is very static, samey and could honestly be a lot more interesting. Having the outside area be varied is something that freshens up icebox a little! (3x3 icebox is inevitable...) Forever Storm: I think storms are pretty spooky and cool, and having a permanent storm can change the ambience a bit and make everyone feel more isolated. Exploration is not recommended, but you can totally still go outside at increased risk. Pretty rare and can only happen on icebox Forested: Forests are dope. It's pretty common for a station trait, but factoring in that this only happens on icebox, I think it's fair I've also had to split apart turf and object generation so stuff doesn't spawn above rivers/chasms anymore. I tested it and I didn't seem to have broken anything, so that's pretty cool closes #75154 🆑 add: Adds a Forested planetary station trait! Icebox exterior is now a forest! add: Adds a Forever Storm planetary station trait! Sometimes, the storm never stops. Stay inside or get some coffee and warm clothes fix: fixes stuff spawning in rivers and above chasms fix: emissive blockers on random flora not updating code: Splits terrain generation and terrain population in SSmapping /🆑 |
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35e28a5b4a |
[MIRROR] Goliath basic mob [MDB IGNORE] (#22412)
* 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. /🆑 * Goliath basic mob * Update ash_rituals.dm * fixes icon diff --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.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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a863e7787d |
[MIRROR] Unit tests now catch decals in walls/space [MDB IGNORE] (#21862)
* Unit tests now catch decals in walls/space * the fuck * vr * vr --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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b5975bd915 |
Unit tests now catch decals in walls/space (#75189)
## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑 |
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c267799416 |
[MIRROR] Chasm Hell On Icebox - 300 Active Turfs on Prod Moment [MDB IGNORE] (#20260)
* Chasm Hell On Icebox - 300 Active Turfs on Prod Moment (#74410)
## About The Pull Request
Spontaneous regressions introduced by #74359
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e1221c986f |
Chasm Hell On Icebox - 300 Active Turfs on Prod Moment (#74410)
## About The Pull Request
Spontaneous regressions introduced by #74359
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4a7f0af0c9 |
[MIRROR] Made geysers easier to find [MDB IGNORE] (#17879)
Made geysers easier to find Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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5da871e271 |
Made geysers easier to find (#71608)
## About The Pull Request This PR raises the geyser spawn rate from 0.1 to 0.15 and increases the weight of wittel geysers to 10 which is the same as every other special geyser. (previously 6) Wittel shouldn't be any less difficult to find than other geysers as all of the special geysers are equally powerful. Hyper-plasmium oxide can be used to make extremely powerful explosives that can go beyond maxcaps and hollow water + protozine can create an infinite amount of strange reagent. I've subjected myself to going out of my way to visit lavaland/icemoon several times to get wittel and each time finding a single geyser takes about 5 minutes of my time. This, coupled with the fact you really don't have a lot of time to be wasting on looking for the geysers results in an unfun experience. I understand geysers are sort of a necessary evil, however, they shouldn't be THIS difficult to find. Out of the 10 or so geysers I've found, only 1 has had wittel in it and it was next to a whelp portal which ended both me and my miner escort. I've also hunted the entirety of lavaland with no luck. (Horrendous experience.) I've dedicated entire rounds to this, by the way. ## Why It's Good For The Game If you go out of your way to waste ages hunting for geysers, there should at least be a reward. That is, in the same round, not after 3 or more rounds as even megafauna gear isn't gatekept THAT hard. You shouldn't have to waste this much of a miner's time (who is also going for megafauna gear) to get something that is arguably less powerful than what they get for less effort. Megafauna gear is also available every round and is attained via predictable methods. This PR will also likely make geyser scanning a more comparable method of point gain to just mining. Oh and not to mention that penthrite is available almost roundstart via luxpens. (It's a wittel chem.) ## Changelog 🆑 balance: Geysers now spawn more often, especially wittel geysers. /🆑 |
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68d1a1cec3 |
[MIRROR] Bileworm Health Patch: Evolutionary Leap, Vileworms, Proximity Spawning Rules, Better Loot [MDB IGNORE] (#16821)
* Bileworm Health Patch: Evolutionary Leap, Vileworms, Proximity Spawning Rules, Better Loot * Feex Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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1ac2779ef8 |
Bileworm Health Patch: Evolutionary Leap, Vileworms, Proximity Spawning Rules, Better Loot (#70321)
* bileworm health patch - bileworms start off easier - vileworms are how they are now + a little tougher - fixes bileworms breaking proximity spawn rules - adds gold to bileworm loot * ssticker * diagonals readded to attacks\, map fix * d-delete this * Update evolutionary_leap.dm * DONE |
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c6de4c93b9 |
[MIRROR] Macro optimizes SSmapping saving 50% [MDB IGNORE] (#16375)
* Macro optimizes SSmapping saving 50% * fix merge issues, update to current turf_blacklist api Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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d34fa4c642 |
Macro optimizes SSmapping saving 50% (#69632)
* 'optimizes' space transitions by like 0.06 seconds, makes them easier to read tho, so that's an upside * ''''optimizes'''' parsed map loading I'm honestly not sure how big a difference this makes, looked like small percentage points if anything It's a bit more internally concistent at least, which is nice. Also I understand the system now. I'd like to think it helped but I think this is kinda a "do you think it's easier to read" sort of situation. if it did help it was by the skin of its teeth * Saves 0.6 seconds off loading meta and lavaland's map files This is just a lot of micro stuff. 1: Bound checks don't need to be inside for loops, we can instead bound the iteration counts 2: TGM and DMM are parsed differently. in dmm a grid_set is one z level, in tgm it's one collumn. Realizing this allows you to skip copytexts and other such silly in the tgm implemenentation, saving a good bit of time 3: Min/max bounds do not need to be checked inside for loops, and can instead be handled outside of them, because we know the order of x and y iteration. This saves 0.2 seconds I may or may not have made the code harder to read, if so let me know and I'll check it over. * Micro ops key caching significantly. Fixes macros bug inserting \ into a dmm with no valid target would just less then loop the string. Dumb Anyway, optimizations. I save a LOT of time by not needing to call find_next_delimiter_position for every entry and var set. (like maybe 0.5 seconds, not totally sure) I save this by using splittext, which is significantly faster. this would cause parsing issues if you could embed \n into dmms, but you can't, so I'm safe. Lemme see uh, lots of little things, stuff that's suboptimal or could be done cheaper. Some "hey you and I both know a \" is 2 chars long sort of stuff I removed trim_text because the quote trimming was never actually used, and the space trimming was slower then using the code in trim. I also micro'd trim to save a bit of time. this saves another maybe 0.5. Few other things, I think that's the main of it. Gives me the fuzzy feelings * Saves 50% of build_coordinate's time Micro optimizing go brrrrr I made turf_blacklist an assoc list rather then just a normal one, so lookups are O(log n) instead of O(n). Also it's faster for the base case of loading mostly space. Instead of toggling the map loader right before and right after New() calls, we toggle at the start of mapload, and disable then reenable if we check tick. This saves like 0.3 seconds Rather then tracking an area cache ourselves, and needing to pass it around, we use a locally static list to reference the global list of area -> type. This is much faster, if slightly fragile. Rather then checking for a null turf at every line, we do it at the start of the proc and not after. Faster this way, tho it can in theory drop area vvs. Avoids calling world.preloader_setup unless we actually have a unique set of attributes. We use another static list to make this comparison cheap. This saves another 0.3 Rather then checking for area paths in the turf logic, or vis versa, we assume we are creating the type implied by the index we're reading off. So only the last type entry will be loaded like a turf, etc. This is slightly unsafe but saves a good bit of time, and will properly error on fucked maps. Also, rather then using a datum to hold preloader vars, we use 2 global variables. This is faster. This marks the end of my optimizations for direct maploading. I've reduced the cost of loading a map by more then 50% now. Get owned. * Adds a define for maploading tick check * makes shuttles load again, removes some of the hard limits I had on the reader for profiling * Macro ops cave generation Cave generation was insanely more expensive then it had any right to be. Maybe 0.5 seconds was saved off not doing a range(12) for EVERY SPAWNED MOB. 0.14 was saved off using expanded weighted lists (A new idea of mine) This is useful because I can take a weighted list, and condense it into weight * path count. This is more memory heavy, and costs more to create, but is so much faster then the proc. I also added a naive implementation of gcd to make this a bit less bad. It's not great, but it'll do for this usecase. Oh and I changed some ChangeTurfs into New()s. I'm still not entirely sure what the core difference between the two is, but it seems to work fine. I believe it's safe because the turf below us hasn't init'd yet, there's nothing to take from them. It's like 3 seconds faster too so I'll be sad when it turns out I'm being dumb * Micros river spawning This uses the same sort of concepts as the last change, mostly New being preferable to ChangeTurf at this level of code. This bit isn't nearly as detailed as the last few, I honestly got a bit tired. It's still like 0.4 seconds saved tho * Micros ruin loading Turns out it saves time if you don't check area type for every tile on a ruin. Not a whole ton faster, like 0.03, but faster. Saves even more time (0.1) to not iterate all your ruin's turfs 3 times to clear away lavaland mobs, when you're IN SPACE who wrote this. Oh it also saves time to only pull your turf list once, rather then 3 times |
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7c2a649bf7 |
Familiar lobbyscreen (#13835)
* wew * e * e * ye * yes * e * wew * batch review, lobby > title * yeh * Update code/_onclick/hud/screen_objects.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update code/_onclick/hud/new_player.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update code/_onclick/hud/new_player.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * wew * wew * fixes changing title screen * yes * tes Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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38ad81aac6 |
[MIRROR] [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition [MDB IGNORE] (#12119)
* [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition * 123 * fixes more typepaths * typepaths * Update planet_turfs.dm Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Kat <53862927+KathrinBailey@users.noreply.github.com> |
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0e904f7032 |
[MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition (#65504)
About The Pull Request Alternative to #65354 Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff. Part of what we don't want them to have is "plateable" logic. I should not be able to put floor tiles on the snow and be fine. It's dumb. Instead, I've moved all non floor types down to a new type, called /misc. It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff. It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile. Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think. Moving on to commits, and minor changes Changes clf3 to try and burn any turfs it's exposed to, instead of just floors Moves break_tile down to the turf definition, alongside burn_tile If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not. Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine Moves the /floor update_icon -> update_visuals call to /open This change is horrificly old, dating back to |
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b7b6bd501f |
[MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols * Fixing conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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6c0aba5da4 |
removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols * found more |
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fa519bdde3 |
[MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files * Epbic Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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95c8e00af7 |
cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by: -Adding proper documentation and fixing existing one -Giving vars proper names -Procs now use snake case as per standard (many files that use those procs will be affected) |
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31b3a9331e |
[MIRROR] Replaced the lobby menu (with actual art) (#60953) (#7748)
* Replaced the lobby menu (with actual art) (#60953) * a * a * Update new_player.dm * Update new_player.dm * Update new_player.dm * a * a * Update new_player.dm Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |