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165 Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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db8e1b88ce | You can't dynamite fish from chest cavities (#96015) | ||
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550f9f435c | Fix fishing random portals not working correctly (#95737) | ||
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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81b99b85a1 | Adds a fishing log file. (#94828) | ||
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b942cec267 |
Audit dismemberment to make sure we don't forget it might fail (#94808)
## About The Pull Request Fixes #94778 There are a bunch of places where we dismember a limb (or head) and then do something with it assuming that we actually dismembered it, but that isn't actually true. Many of these places then move your not-actually-dismembered head somewhere else. If you have an unremovable limb (such as if you have TRAIT_NODISMEMBER) this means that it actually gets removed anyway because it's physically moved somewhere else. In all of these cases, if we failed to dismember the limb we should just leave it alone. I left anything where after dismembering the limb it immediately deletes it in though because those are generally supposed to be invariably fatal. ## Changelog 🆑 fix: Chainsaws can't behead people with unremovable heads. fix: You can only put your own head on a spear or into a box if it is possible to remove your head. fix: Heretic rifts can only remove your arms if your arms can be removed. fix: Paperwork can only cut off your head if your head can be cut off. fix: Smite being reflected can only blow off your arm if your arm can be removed. /🆑 |
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8348221b42 |
Fishing rods only apply materials to newly spawned fish. (#94745)
## About The Pull Request Material fishing rods apply their materials any time they catch a fish, even if that fish was fished from an aquarium. The math behind calculating fish weight from materials results in exponential weight growth, which becomes hyperexponential when you let the fish grow through feeding. This PR makes material rods only apply their materials to newly-spawned fish, preventing repeated material application and the downstream consequences thereof, including, but not limited to: - Exporting fish for absolutely absurd, potentially infinite amounts of money - Setting a mob's next click delay and/or next move delay arbitrarily far in the future - Creating an item with infinite force. This: - Instantly breaks any destructible structure - Sets a mob's health to `-nan`, making them immune to crit or death from damage due to how `nan` works with comparisons (at least until they receive any healing whatsoever) - `nan`-flood the station by burning a plasma fish with infinite mass - Freeze the server by putting a fish through a recycler, where it will spend the rest of eternity in the loop that ejects sheets from its material storage after recycling an item ## Why It's Good For The Game These are some *fucking* nasty things to have happen, and stopping them all with this one change is probably something that really needs done. ## Changelog 🆑 fix: A fishing rod's materials can only be applied to fish when they are initially spawned from a fishing spot. This means you cannot repeatedly apply a fishing rod's materials to the same single fish to increase its mass without limits. /🆑 |
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cf14dcfc1a |
Converts 3 components into elements (#94589)
## About The Pull Request `adjust_fishing_difficulty` is a good one to make into a bespoke element since a number of the same clothing item are created in the wardrobe system. climb_walkable is also good due to how prevalent it is, and it is a bit of a two for one since it also removes the need for the `/component/connect_loc_behalf` Also stops adding the on_climbable trait to literally everything in the turf, it now only applies it to atoms with density. So no more pipes and stuff getting trait lists created for no reason. <details><summary> Tested + things still work as before </summary> <img width="422" height="122" alt="image" src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc" /> </details> ## Why It's Good For The Game Lessens overhead, fixes a bug as well. ## Changelog 🆑 fix: fixes a pushed crate not removing on_climbable trait properly off the mob standing atop it /🆑 |
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bfdb237612 | Spooky Scary Supreme Surgery (Rework) (#93697) | ||
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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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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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a2c7c8e57b |
Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request Heretic has received a complete overhaul. This PR touches nearly every aspect of the antagonist. For readability's sake, not every change is going to be listed in this pull request. For the full list of changes please refer to the design doc: https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. Code by Me, @Xander3359 and @Arturlang TGUI by @Arturlang Sprites by OrcaCora and GregorDM Writing bits by @necromanceranne ### Core changes - Cross-pathing has been removed. Main knowledge spells are now exclusive to their path (for the most part). - For every main knowledge unlocked (save for the robes and the blade upgrade), Heretics can choose one option from a draft of 3 random side knowledges (this is a free point). - Heretics can now purchase side knowledges from a new tab, the "Knowledge Shop". Side-knowledges have been divided by tier (Stealth, Defense, Summons, Combat and Main). Tiers are unlocked as you progress toward your main path. - Heretics now gain the grasp and mark upgrade immediately, but their main knowledge choices cost twice as much (except for the first spell, the robes and the blade upgrade). - Path specific robes have been introduced! They come with their own set of quirks. - Each Path has received a passive ability. This passive is upgraded when you first create your robes, and again when you complete the Ritual of Knowledge. - Paths have been rebalanced as a result of the removal of cross-path progression. Cosmic and Moon paths have received soft reworks. - Upon unlocking the path 2nd level or reaching a total of 8 points worth of knowledge, Heretics will lose the ability to blade break (and the limit on blades all together). - Ascension now automatically calls the shuttle with no possibility of a recall. - Late join Heretic has been removed. ### New UI <img width="750" height="635" alt="moon path ui" src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990" /> ### Knowledge shop <img width="787" height="669" alt="Knowledge shop" src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7" /> ### Quality of life //General balance changes - Heretics will now gain X-ray vision for a few seconds when nearby an eldritch essence (this effect has a cooldown). - Ritual of knowledge now requires 1 uncommon item instead of 2. You may now use a stunprod instead of a baton to complete the ritual. Beartraps have been removed from the list of possible reagents. - The maximum number of possible sacrifices required to ascend has been reduced from 6 to 5 while the minimum has been upped to 4. - Codex Cicatrix no longer requires a special pen to be made. ### Passive abilities - Heretics now start with a passive ability. You can find what it does on the path info tab after a path has been selected, and what they gain when upgraded. - Crafting your first set of Eldritch robes will bump your passive to level 2. - Unlocking the 2nd level will subsequently unlock your "Ritual Of Knowledge" - Completing the ritual of knowledge or ascending will net you the final level. ### Path Specific Robes - Armorer's Ritual is no longer a side knowledge. Each path will have their own unique version of the ritual. This is placed after the 2nd spell in the tree. - Robes can no longer be destroyed by fire and acid, grant t4 flash protection (Moth Heretics stay winning) and protection against basic syringes, to bring them on par with other antagonist's armor sets. - The recipe to craft the robes is now a set of armor/vest, a mask (any mask will do now, not just gas masks), plus the unique reagent required for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so on) - Wearing the robes as a non-heretic may yield some unfortunate side-effects. ### Moon Path Rework Moon path rework. Moon Heretics gain immunity to brain traumas and slowly regenerate brain health. Equipping the moon amulette channels its effects through the moon blade; making it unblockable and cause sanity damage instead of brute. Ring leader's Rise now summons an army of harmless clones that explode when attacked; the explosion briefly stuns non-heretics and cause sanity and brain damage to them. Moon blade can also now be used when pacified and Moon spells are no longer blocked by regular anti magic, only mind magic protection. **Cosmic Path Rework** Cosmic path has received the biggest batch of changes alongside Moon. The path has been dead last in ascension and pickrate (less than 5%) for almost 2 years. It did gain some popularity over the last few months, reaching the highest ascension rate in the game (12%) while mantaining a relatively low pickrate. Cosmic sits in a weird spot, where pretty much every knowledge surrounding the path is either mediocre or, in the case of the ascension, dysfunctional. Yet it has maintained a smidge of relevancy due to how quickly Cosmic heretics can capture and sacrifice targets thanks to Star Touch. As a result, the best course of action would be to rebalance the entirety of the kit; granting the heretic more tools to manipulate space and dictate the flow of a fight, while lessening their ability to end a confrontation by instantly sleeping their opponents. lastly The Star Gazer is now ghost controlled ; And they shoot lazers! <img width="636" height="451" alt="gazer gag 3" src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b" /> ## Why It's Good For The Game ### Ok...but why do we want this? Again, if you want my full reasoning, please check my doc https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. To keep it short and concise; Heretic is too complex and unintuitive for its own good. Too impenetrable for new players and too abusable for experienced players. This can be chalked up to a lot of poor design decisions. But ultimately, what I believe being the biggest contributor to the current status of Heretic is the ability to move into different paths, also known as "Cross-Pathing". ### Cross Pathing my beloathed. Cross-pathing, while cool in theory, overcomplicates the antagonist and overloads them with power. Players dealing with the heretic are incapable of working out what a given heretic can do. This also leads to late game heretics having 3 rows Worth of action buttons and virtually no weakness. Over the last year, I've often received the understandable but also kind of unfair accusations of making Heretic too powerful without a clear aim or purpose. My goal with the paths I've reworked over the last year (Rust,Void and Blade) wasn't necessarily to just make them stronger (although that was also part of the goal, as they were paths that were underperforming), but for them to have more interactions with the sandbox and to better live up to the fantasy presented to the player. If an harbringer of frost gets countered by a cup of coffee, we probably messed something up. Unfortunately, the current incarnation of Heretic doesn't really allow for surgical balance changes to specific paths. Every time a knowledge gets buffed, we make every path that can easily tap onto that knowledge stronger by default. It doesn't take a genius to understand why this system is ultimately unsustainable. ### Blade Breaking I feel that after a heretic has reached the near peak of their power, they no longer need the ability to instantly escape any encounter. Check my doc for my full reasoning. ## Less versatile, more specialized paths. By removing cross-pathing, we remove a huge maintainability burden from the antagonist. Paths can now be designed around clearer strengths and weaknesses. They become easier to balance and less of an headache to understand for everyone. It also means we can give paths some needed quality of life quirks without having to worry how such a change might have a knock-on effect for other paths. Ash heretics can finally let loose without dying by their own flames. Cosmic Heretic can go to space without having to carry a modsuit. Moon Heretic can use their abilities without fear of one random trauma ruining their day, and so on. ### What a horrible night to have a curse...., wait how do I curse people again? As of right now the heretic tree has quite a hefty amount of trinkets that pretty much never see use. Partly because the tree itself is a nightmare to navigate. And partly because why would anyone set up an elaborate plan or scheme when they can unleash 2 rows of spell in the span of bunch of seconds. Heretics mostly gravitate towards powers that push them towards greater, more potent combat strength. If it doesn't contribute to killing people quicker, it isn't worth doing for most. And given the opportunity cost associated for taking those powers, they will remain that way so long as there are better choices to be poached. The new draft system encourages Heretics to play more with the tools at their disposal. If you want to go for a specific combo from the side path options, you may now do so by tapping into the knowledge shop. Yes, the shop does include a few knowledges from the other paths. But these are limited to 1 per path, are very expensive and can only be unlocked very late into the shift. ## Drip Of the Mansus The iconic heretic robe is actually sequestered to a side path that is most easily access by only two paths at a time. Since heretic paths are being made to be much more specialized, the most obvious way in which this can be showcased is through an easily identifiable outfit. By using the robes, we can both telegraph WHAT heretic you are looking at, and just how much power they've accumulated and when it is reasonable to take the kid gloves off and treat them as a genuine threat. If a heretic is in their robes, that heretic is now a significantly more prominent danger to the station. It also serves as a useful means for gating some of the more powerful effects of a heretic's path behind the robes, AND enable options for disarming them of that power should they be captured without making it something endemic to their mob. A major problem with heretics is a lack of certainty as to how powerful they have become. A heretics robes is one of the milestones to help players dealing with heretics identify that. ### Will this be 100% fair and balanced? This is a massive overhaul to a pretty complex and bloated antagonist. I've done my best to show the changes to several maintainers and other members of the community for their feedback. But at some point we'll have to see how this behave in the environment to get a feel if something is over or undertuned. (that's my way of saying, yes this is likely gonna require a testmerge or two). What I will say is that I'm not trying to change the core identity of Heretic. Heretics should have the upperhand in single encounters early on, be able to joust a small group of players after they unlock their final spell, and end the round when they ascend. They're a progression antagonist. They should retain their payoff as well as pose a danger as they grow stronger. But if more players feel like they are more reliably able to play the antagonist in more varied and interesting ways, rather than the antagonist largely existing as a measuring stick for 'robustness' due to its elitist design philosophy, then the rework has been a success. There should be something for everyone in the antagonist, as is true for all of our antagonist roles. |
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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750ca9d2ec | Two as anything greps (and some other cleanup) (#92974) | ||
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939f2fc9ac | Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync | ||
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02051fbf78 |
Fixes organ fishing blocking alternate material rod loot from spawning (#92794)
## About The Pull Request A bit absurd, but we allow for this to happen with other alternate pools (like mansus rifts or hydroponic trays), so I'd say we should let it slide. (Plus fishing out a second skeleton from someone sounds both hilarious and extremely cursed) Closes #92792 ## Changelog 🆑 fix: Fixed organ fishing blocking alternate material rod loot from spawning /🆑 |
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8b0d22d14b |
General maintenance for vending machines (#91987)
## About The Pull Request **1. Code Improvements** - Removed unused vars `coin`, `bill` & other stuff - Removed duplicate definition of `on_deconstruction()` - Autodoc for a lot of procs - Merged smaller procs into larger ones to avoid scrolling in the code editor & reduced overhead - Split the vending machine file into several smaller files for easy code management **2. Qol** - Implemented vending machine ads. They now display random stuff on the UI https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f - More error messages for custom & normal vendors as to why an item could not be loaded - Custom vending machines can be deconstructed safely via crowbar without any explosion only after unlinking your account from the machine else you get the same explosion. Upon deconstruction all loaded items are moved into its restock canister meaning the machine can be safely moved with all its products just like a regular vending machine to a new location **3. Fixes** - Fixes #81917. Any returned items in the vending machine now show up as free in the UI & won't cost credits to buy them - Fixes #87416. Custom & normal vendors now keep track of products removed via `Exited()` so the UI gets always updated - Fixes #83151. Items with different names & custom prices now show up in unique rows - Fixes #92170 Custom vendors now show the correct icon for inserted items - Closes #80010. From the above fix this situation is impossible so it's safe to close this as a duplicate - Closes #78016 same problem as above with `Exited()` duplicate - Custom vendors can now actually be used by players who are not the owner instead of locking down the UI - Vending machines keep track of `max_amount` of stocked items by hand as well & not just RPED **4. Refactor** - Separates custom vending machine code from normal vending machine code. This prime Marely focus on the `vending_machine_input` list which now only exists inside the custom vending machine - Compressed the UI code for vending machine so both custom & normal vending machines can send the same data instead of separating the 2. Overall less code - Moved attack chain from `attackby()` to `item_interaction()` for loading items ## Changelog 🆑 code: cleaned up vending machine code qol: vending machines now have more product slogans you never heard before qol: custom & normal vending machines now have more feedback on why an item could not be loaded qol: vending machines now display random ads on the UI qol: custom vending machines can be deconstructed via crowbar safely only after unlinking your account from the machine. qol: upon deconstructing a custom vendor all its products are moved into its refill canister & it will be restored when reconstructing the machine elsewhere fix: Returned items to the vending machine now show up as free in the UI and won't be greyed out if you don't have credits to get them back fix: items that leave the vending machine by any means will update the UI in all cases fix: loading items by hand to the vending machine now respects the max_amount for that category fix: custom vendors can now actually be used by players who are not the owner thus enabling them to transfer credits to the owner during purchases & basically they do their job again fix: custom vendors now show the correct icon for inserted items fix: Items with different names & custom prices now show up in unique rows in custom vendors refactor: separated custom & normal vending machine code. Reduced UI code & improved attack chain /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> # Conflicts: # code/modules/vending/_vending.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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0b6101a37e |
General maintenance for vending machines (#91987)
## About The Pull Request **1. Code Improvements** - Removed unused vars `coin`, `bill` & other stuff - Removed duplicate definition of `on_deconstruction()` - Autodoc for a lot of procs - Merged smaller procs into larger ones to avoid scrolling in the code editor & reduced overhead - Split the vending machine file into several smaller files for easy code management **2. Qol** - Implemented vending machine ads. They now display random stuff on the UI https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f - More error messages for custom & normal vendors as to why an item could not be loaded - Custom vending machines can be deconstructed safely via crowbar without any explosion only after unlinking your account from the machine else you get the same explosion. Upon deconstruction all loaded items are moved into its restock canister meaning the machine can be safely moved with all its products just like a regular vending machine to a new location **3. Fixes** - Fixes #81917. Any returned items in the vending machine now show up as free in the UI & won't cost credits to buy them - Fixes #87416. Custom & normal vendors now keep track of products removed via `Exited()` so the UI gets always updated - Fixes #83151. Items with different names & custom prices now show up in unique rows - Fixes #92170 Custom vendors now show the correct icon for inserted items - Closes #80010. From the above fix this situation is impossible so it's safe to close this as a duplicate - Closes #78016 same problem as above with `Exited()` duplicate - Custom vendors can now actually be used by players who are not the owner instead of locking down the UI - Vending machines keep track of `max_amount` of stocked items by hand as well & not just RPED **4. Refactor** - Separates custom vending machine code from normal vending machine code. This prime Marely focus on the `vending_machine_input` list which now only exists inside the custom vending machine - Compressed the UI code for vending machine so both custom & normal vending machines can send the same data instead of separating the 2. Overall less code - Moved attack chain from `attackby()` to `item_interaction()` for loading items ## Changelog 🆑 code: cleaned up vending machine code qol: vending machines now have more product slogans you never heard before qol: custom & normal vending machines now have more feedback on why an item could not be loaded qol: vending machines now display random ads on the UI qol: custom vending machines can be deconstructed via crowbar safely only after unlinking your account from the machine. qol: upon deconstructing a custom vendor all its products are moved into its refill canister & it will be restored when reconstructing the machine elsewhere fix: Returned items to the vending machine now show up as free in the UI and won't be greyed out if you don't have credits to get them back fix: items that leave the vending machine by any means will update the UI in all cases fix: loading items by hand to the vending machine now respects the max_amount for that category fix: custom vendors can now actually be used by players who are not the owner thus enabling them to transfer credits to the owner during purchases & basically they do their job again fix: custom vendors now show the correct icon for inserted items fix: Items with different names & custom prices now show up in unique rows in custom vendors refactor: separated custom & normal vending machine code. Reduced UI code & improved attack chain /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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43dc718942 |
Fishing Fixes - Explosive and NPC fishing relegated to only Industrial fishing (#90990)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Places a check to see if there is a fishing count regen list, and creates a new one if there is not. Then apply a 30 minutes regen on things that have no regen listed. Removes explosions and NPC's from fishing both message in a bottle and unique items. Adjust the tables of Lavaland and Icemoon maps. Made sure both fishing sources have skeleton keys, tendril chests and runite on both tables, to equalize the fishing experience a bit. Removes the failing conditions to the Unit Tests related to fishing, as they depended on this base npc behaviour. I dont have the knowledge to fix the UT beyond that. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> Fixes #90972 Unique Stuff is good to spawn only for players, not for soulless npc's and random explosions. If the rounds extend, is good for content to still exist instead of being lost forever. Gives the chance to players to persevere should the round last that long. We had a lot of duds on Lavaland compared to Icemoon, this just equalizes it. Adds Runite to fishing in Lavaland as its used to make Runite fishng rods, which are good for fishing, it also doesnt alter the balance of the game like adamantium does. Tendril Crates on the Icemoon equalizes the loot pool, and makes for an unique approach to artifacts, albeit slow and super rng based. Having Skeleton keys appear along with the crates means not only miners get some juice of the whole ordeal, which to be fair miners rarely sit down and fish if they want a tendril chest, they just go and get it. Tests: Been a test merge since Feb 20 with no issues reported on downstream: https://github.com/NovaSector/NovaSector/pull/4916 also local:  ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: To future proof and in case we get long rounds, all limited fishing items regenerate after 30 minutes if they dont have a regeneration time. add: Skeleton keys, Tendril chests, Runite can be found in Lava and Plasma lakes now, although they are rare! balance: Explosions and NPC's no longer nets you uniques from fishing... Fish if you want them! /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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0720e6493e |
Fishing Fixes - Explosive and NPC fishing relegated to only Industrial fishing (#90990)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Places a check to see if there is a fishing count regen list, and creates a new one if there is not. Then apply a 30 minutes regen on things that have no regen listed. Removes explosions and NPC's from fishing both message in a bottle and unique items. Adjust the tables of Lavaland and Icemoon maps. Made sure both fishing sources have skeleton keys, tendril chests and runite on both tables, to equalize the fishing experience a bit. Removes the failing conditions to the Unit Tests related to fishing, as they depended on this base npc behaviour. I dont have the knowledge to fix the UT beyond that. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> Fixes #90972 Unique Stuff is good to spawn only for players, not for soulless npc's and random explosions. If the rounds extend, is good for content to still exist instead of being lost forever. Gives the chance to players to persevere should the round last that long. We had a lot of duds on Lavaland compared to Icemoon, this just equalizes it. Adds Runite to fishing in Lavaland as its used to make Runite fishng rods, which are good for fishing, it also doesnt alter the balance of the game like adamantium does. Tendril Crates on the Icemoon equalizes the loot pool, and makes for an unique approach to artifacts, albeit slow and super rng based. Having Skeleton keys appear along with the crates means not only miners get some juice of the whole ordeal, which to be fair miners rarely sit down and fish if they want a tendril chest, they just go and get it. Tests: Been a test merge since Feb 20 with no issues reported on downstream: https://github.com/NovaSector/NovaSector/pull/4916 also local:  ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: To future proof and in case we get long rounds, all limited fishing items regenerate after 30 minutes if they dont have a regeneration time. add: Skeleton keys, Tendril chests, Runite can be found in Lava and Plasma lakes now, although they are rare! balance: Explosions and NPC's no longer nets you uniques from fishing... Fish if you want them! /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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9968f94721 |
Regal Rat cleanup & minor changes (#91012)
## About The Pull Request Since #90505 added another entry to it the Regal Rat Riot ability, which turns maintenance creatures into versions loyal to the rat, has become sort of unmanageable (and to be honest it was a bit gross to start with). Instead of having a big if/else list (which was making the same range check multiple times...) that sets stats on a bunch of mobs, I delegated it to the mobs themselves and instead of changing some stats of the existing mobs we just turn them into a new mob which can be spawned or placed separately by mappers or admins if they want. Other stuff I changed: Riot (the ability which transforms mobs into minions) no longer spawns a mouse if it fails to find anything. Instead you have a chance to fish mice out of disposals bins while digging out trash and items. Domain is now a toggle which activates itself every 6 seconds rather than a button you manually click every 6 seconds. Riot makes a visual effect when used. Rare Pepe randomisation is done via a random spawner instead of the mob modifying a bunch of its own properties in Initialise. A bunch of mobs now automatically follow you after being tamed. I wrote this assuming I was going to add it to the rioted mobs but then didn't end up doing that because you might want them to immediately attack someone. My rule of thumb is that if I think you'd want the mob to attack someone the moment it is befriended I didn't add this and if you wouldn't I did. I changed some of the regal rat minion names, and some of them can now spawn from gold slime which couldn't before. ## Why It's Good For The Game This proc sucked and now it's nicer. As for the other changes; - A tamed mob immediately following you is nice feedback and saves you a click as it's likely to be your first action. Also removes some admin panel shitcode I added. - I changed Domain to a toggle because you generally want to use it on cooldown and someone suggested it on this PR and it sounded like a good idea. - I saw someone in Discord complaining that the previous flow of recruiting rats by hitting Riot with nothing around to summon one, waiting, hitting it again to convert one rat, and waiting again was tedious and annoying which I agree with. This method improves the quality of life by separating these two actions but _also_ as a side effect reduces a regal rat's ability to secretly stockpile 50 rats in a hidden maintenance room because most disposal bins are in slightly more visible areas, they'll actually need to go and make a mess somewhere someone can see them. ## Changelog 🆑 balance: Regal Rats can now grab mice out of disposal bins, and no longer spawn them with the Riot ability. balance: The Riot ability no longer needs to be used once for each slightly different kind of mob in your radius. balance: The Regal Rat Domain ability is now toggled on and off. balance: Several kinds of mob will immediately start following you once tamed. balance: Rats, hostile frogs, and evil snails can be created via gold slime reaction. /🆑 |
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96976c0b9a |
Regal Rat cleanup & minor changes (#91012)
## About The Pull Request Since #90505 added another entry to it the Regal Rat Riot ability, which turns maintenance creatures into versions loyal to the rat, has become sort of unmanageable (and to be honest it was a bit gross to start with). Instead of having a big if/else list (which was making the same range check multiple times...) that sets stats on a bunch of mobs, I delegated it to the mobs themselves and instead of changing some stats of the existing mobs we just turn them into a new mob which can be spawned or placed separately by mappers or admins if they want. Other stuff I changed: Riot (the ability which transforms mobs into minions) no longer spawns a mouse if it fails to find anything. Instead you have a chance to fish mice out of disposals bins while digging out trash and items. Domain is now a toggle which activates itself every 6 seconds rather than a button you manually click every 6 seconds. Riot makes a visual effect when used. Rare Pepe randomisation is done via a random spawner instead of the mob modifying a bunch of its own properties in Initialise. A bunch of mobs now automatically follow you after being tamed. I wrote this assuming I was going to add it to the rioted mobs but then didn't end up doing that because you might want them to immediately attack someone. My rule of thumb is that if I think you'd want the mob to attack someone the moment it is befriended I didn't add this and if you wouldn't I did. I changed some of the regal rat minion names, and some of them can now spawn from gold slime which couldn't before. ## Why It's Good For The Game This proc sucked and now it's nicer. As for the other changes; - A tamed mob immediately following you is nice feedback and saves you a click as it's likely to be your first action. Also removes some admin panel shitcode I added. - I changed Domain to a toggle because you generally want to use it on cooldown and someone suggested it on this PR and it sounded like a good idea. - I saw someone in Discord complaining that the previous flow of recruiting rats by hitting Riot with nothing around to summon one, waiting, hitting it again to convert one rat, and waiting again was tedious and annoying which I agree with. This method improves the quality of life by separating these two actions but _also_ as a side effect reduces a regal rat's ability to secretly stockpile 50 rats in a hidden maintenance room because most disposal bins are in slightly more visible areas, they'll actually need to go and make a mess somewhere someone can see them. ## Changelog 🆑 balance: Regal Rats can now grab mice out of disposal bins, and no longer spawn them with the Riot ability. balance: The Riot ability no longer needs to be used once for each slightly different kind of mob in your radius. balance: The Regal Rat Domain ability is now toggled on and off. balance: Several kinds of mob will immediately start following you once tamed. balance: Rats, hostile frogs, and evil snails can be created via gold slime reaction. /🆑 |
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faff773959 | Fixes a small division by zero runtime with examining fishing spots (no it doesn't crash the server) (#90811) | ||
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323f57055d | Adds "deep water" that you can drown in (#90587) | ||
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b4d455e3c4 | Fixes a small division by zero runtime with examining fishing spots (no it doesn't crash the server) (#90811) | ||
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5c08ae27ed | Adds "deep water" that you can drown in (#90587) | ||
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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c9d4d83412 |
Fish no longer dies when flopping on safe water. (#90024)
## About The Pull Request I've been feeling for some time that fishes dying if placed on fishable water (or lava/plasma for a couple ones) to be kinda lakluster and counterintuitive. YakumoChen opening an issue about it proved I wasn't the only one thinking that, and I'm not feeling like starting with adding fishing stuff just yet. Not without improving the existing content first. The source_types file was also getting big and a bit bad to navigate through, so I've decided to split it into half a dozen distinct files: fishing portals, rifts, turfs, structures, mining/ruins and surgery. ## Why It's Good For The Game This fixes #89872. The files should also be bit more organized now. ## Changelog 🆑 fix: Fish will no longer drown if left half-submerged in a fishable turf on which it can normally be found. Instead it will disperse after a while or if starving. Note that this only happens if the fish is native to such turfs (eg. lavaloop on beach water will still die). /🆑 |
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36f8183d1a | [NO GBP] Fixes lobstrosities being able to fish other lobstrosities yet again. (#89580) | ||
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d3a56bf429 | [NO GBP] Fixes lobstrosities being able to fish other lobstrosities yet again. (#89580) | ||
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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6ae8906758 |
Stops fishing achievement cheese (#89319)
## About The Pull Request By putting bought/dead/evolving and fishing it out, you could get a fishing achievement for any type of fish, which kinda ruined the challenge of fishing out rare sorts of fishes like Mastadons. ## Why It's Good For The Game Fishing cheevos should be indicative of what cool fishes you've caught, not of how much you've cheesed the game. ## Changelog 🆑 balance: Removed an oversight which allowed you to farm fishing achievements /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3a97af3f6f |
Fishing UI resprite and bugfixes (#89267)
## About The Pull Request Fishing UI has received a major glowup: https://github.com/user-attachments/assets/e255822c-9c2c-4e09-843d-20ea70f470f5 All fishing rods now have unique frames (with material rods' frames' colors being based on their material), and most fishing sources now have unique backgrounds. Completion bar now uses alpha filters, making it much smoother, and bait bar is assembled from thin lines, which allows us to avoid stretching it when we need to resize the bar. Fixed experiments not unlinking after being completed, resulting in infinitely stacking examine lines on advanced fishing rods. Fish death messages now use more fitting span_warning. Removed devious SS_POST_FIRE_TIMING from the fishing SS, as it made sometimes the fishing SS only fire every ***two*** ticks instead of every tick, despite passing 0.05s (1 tick) into its process() calls - this flag only makes sense on heavy and costly subsystems, not on a subsystem dedicated mostly to fishing minigames. This is required as now instead of directly assigning coordinates (why???) fishing UI uses animate() to control the bait bar and fish icons, making it much smoother. Also gave blue dough its own bait overlay and mansus rift its own portal icon because why not. ## Why It's Good For The Game Fishing UI didn't look very nice, and removing the subsystem flag makes the game smoother. ## Changelog 🆑 qol: Fishing minigame should be smoother now fix: Fixed infinitely stacking examine lines on advanced fishing rods image: Resprited fishing UI image: Blue doughballs now have their own fishing rod overlay image: Resprited mansus rift fishing portal overlay /🆑 |
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876088b9a9 |
Expands (further) on Rift Fishing by adding two new fish & more (#88860)
## About The Pull Request I swear it's the last one  ### Added two new fishes to the rift pool:  #### The __mossglob__ is the Fisherman's Bane. The apex of evil. The be-all-end-all in fisher destruction. It is haunted. It deals toxic damage. It throws itself around. It's coated in a deadly and hallucinogenic compound. Its mossy coating is slippery. It revives itself. It throws itself out of aquariums. Best of all, it is extremely easy to catch. How do you deal with it? Well, probably by not fishing in a portal to hell. Otherwise... good luck? Suiciding into it empowers it by 15% and seals you inside. JOIN THE MOSS!  #### The __babbelfish__ is a strange sort of predator, a psychic fish. It casts a psychic aura near itself, ~~disturbing people~~ (nvm lol the demoralizer datum is bad), killing fish nearby and then eating their corpses. When it dies, it emits an awesome psychic wail, which will instantly kill all fish in audible range and severely incapacitate psy-sensitive humans: I can't play the ogg here but credits to grungus for it   There is also a secret, secondary function of the babbelfish: Splitting one in half (a terrible idea) and shoving it inside your ears will unlock your full psychic potential, granting you psychic resistance and grant you the ability to either understand or speak every single language, at a terrible cost. #### ARMS Failing the fishing minigame while fishing in a heretical rift will now cause the rift to tear your arm (and its fishing rod) off your joints and greedily slurp it up. The Mansus does not care for losers. (Getting bored and walking away while the minigame is up also counts as failure.) However, these missing items can, in fact, be fished back up, which also includes arms -and- heads lost normally to the rift! Not only that, but you're able to fish up random arms of any type, presumably from other fools across time and space. #### This PR probably shouldn't be merged until the bug that causes finite fish counts to not be finite is fixed. Infinite fire sharks are bad enough... Added ABSTRACT flag to profound_fisher fake rod. objectify() now works with instances of objects. Apparently snuck in a random-ass refactor to smoker lungs. Psychic resistance now prevents the instadeath from trying to telekinetically grasp at a opened rift. Hallucinogenic fish with a stinger now inject their hallucinogenic toxins. I woudl like to preemptively apologize to ghommie ## Why It's Good For The Game __Mossglob__ I think the game's missing a fish that's just extremely dangerous to be around, the piscine equivalent to radioactive waste. You can't bin or tank it, because it flies off. You can't kill it, because it's atmos-proof and revives itself anyway. Trying to keep it on a table to turn into disgusting mold 'slices' is a challenge in and of itself. This fish will (not) make people think twice about fishing in hell, and give another reason for security and command to give PSAs to not interact with the rifts across space and time around the station, which I think is wonderful. __Babbelfish__ This fish punishes sloppy fishermen who hold up their catch and then store it inside their bag for the poor fish to slowly asphixiate to death in. The fish griefing that will happen from it will be _wonderful_. The organ thing is a clear reference to HHG, but it has its own twist. You can speak all languages, or understand all languages... but rarely both. It'll make for some silly situations where people just 'make strange noises' at you or try to act as translator for, say, ashwalkers or xenomorphs while being completely clueless as to what anyone is actually saying. __ARMS__ Arms. Arms arms. Someone asked me if rifts let you fish up arms and i said ___IT DOES NOW___. ## Changelog 🆑 Ghommie, carlarc, grungus add: Added two new fish to heretic rift fishing. add: You can now fish up arms, heads, and other items lost to heretic rifts! admin: objectify() now works with instances of objects. Mark a player, then an object, and use those marks to call that global proc and you can turn people into pre-existing items. add: Psychic resistance now prevents the instadeath from trying to telekinetically grasp at a opened rift. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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29869bbcc4 | Makes chasms not spawn things when explosions happen again. (#89132) | ||
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be871d95f5 |
hopefully fix lobsters making armies of themselves (#2923)
## About The Pull Request removes juvenile lobsters from being fishable by lobsters ## Why It's Good For The Game lobster armies. Bad. ## Proof Of Testing Can't really reproduce locally, they just refuse to do anything much <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Profound fishers without ckeys can no longer fish out juvenile lobsters, this is to prevent lobster armies /🆑 --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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9d6f164501 |
You can now try to fish random products out of vending machines with a fishing rod and a few bucks. (#88290)
## About The Pull Request You can now use a fishing rod to fish random vending products from vending machines, using holochips, coins and spacecash as bait. The value of the money used as bait will positively influence the chance of getting the pricier vending items, while using less than the minimum paycheck (25 credits) will increase the minigame difficulty and carries an additional, small risk of getting a dud or even hurling the vending machine in your direction. This also warranted a slight refactor of how vending product prices are set. ## Why It's Good For The Game Expands the list of things you can do with a fishing rod. Like for the organ manipulation fishing PR. This is not about getting fish, but the unconventional things we can do along the way. Now tested, it works. ## Changelog 🆑 add: You can now try to fish random products out of vending machines with a fishing rod and a few bucks. fix: Fixing the 1000 cr holochip loot from exploration drones. /🆑 |
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4d84d0de9b |
Rift Fishing (#88619)
## About The Pull Request Adds rift fishing to the game.  Drained and undrained influences can be fished in, the latter only by heretics. Fishing in an undrained influence shows a bobber floating over nothing to other people, so don't be stupid! The loot pool includes the following: - Knowledge. Great for heretics, bad for crew. Only actually gives knowledge if fished up in an unopened rift, opening it. One of each heretic potion type. - A wild Fire Shark, hostile to all. - One of each heretic potion, and two flasks of eldritch essence. - Several new fish:  In order: 1. Chrystarfish Cosmostarfishe that snuck into the bluespace compartment of a shuttle engine. Teleports around when eaten. Can be cut into bluespace crystals. Very pointy. 2. Flumpulus Probably not an actual fish. Contains flumpuline, which is in many ways an upgrade to oculine. Except for it occasionally popping your eyes out and replacing them with fungus. It also gets flattened if you land on it, cushioning your fall.  3. Gullion This fish can be cut into two diamonds, and needs no mate to reproduce, making it an excellent way to replenish the station's diamond supply! However, it needs silicon in the fish tank to survive. 4. Walro-Dolphish Weird, amphibious creature. Amazing weapon - high damage, strong piercing wounds, decent block chances. However, it will bite you if you hold it for too long, so be careful! More fish are planned to be added. The PR was split in two to reduce review complexity as the latter half of the fish were increasingly convoluted. Any fishing rod will do for fishing, but heretics are now able to infuse their fishing rod with a grasp:  Infusing the rod will temporarily improve its fishing modifier and give it a unique trait that lets heretics gather 2 influence, rather than 1, from a fished-up rift. If crew fish up a glimpse of the Mansus, they will recieve the same effects as if they examined the rift, and a curse hand will shoot out at them. influences cannot be bombed for fish. ## Why It's Good For The Game Rifts are _extremely_ close to basically just being eldritch pools of liquid that some heretic spilled over the station. It's always stuck out like a sore thumb that we can't fish in them, but now we _can_. (Also, someone needs to PR fishing in a bucket for clowns and mimes.) Fishing in a rift is just one of those things you see some random, innocent assistant do while doing an errand, passively enhancing the round with the sheer ridiculousness of it. Coming back, it's likely you'll see them running from a wild Fire Shark they unwisely dug up from messing with eldritch influences. For Heretics, this is for the most part actively a worse alternative than just doing things normally. But sometimes you don't want to be optimal. Infusing their fishing rod is almost entirely an amusing twist on the blade infusion that blade path has, and they can even infuse other people's rods - make fish not war. Ghommie gave me the fish sprites, and I interpreted them the silliest and most interesting ways I could think of. > Chrystarfish Bluespace's technobabble has finally reached fish. Much like the Gullion, the intention here was primarily some additional, risky way to procure some amount of bluespace crystals and dust that doesn't depend on Mining to do their job, either for the station or for your own stupid plans. (Obviously mining is still the best way to get it, but it's not healthy for the game for them to be the ONLY way to do so!) >Flumpulus  Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out and are replaced with fungeyes. 10/10 >Gullion Diamonds are extremely scarce on the station and the only way to get more is by mining. I thought adding some rare, restricted way of getting more would be fun for the game, and encourage fish breeding. Parthenogenesis may be a bit much admittedly, but let's just see what happens > Walro-Dolphish The name for this thing kinda sucks. I like the idea of an amphibious fish-weapon like the pikes that actually kinda just hates being wielded around like a stick. It's also piercing to differentiate.  ## Changelog 🆑 Carlarc, Ghommie add: Adds rift fishing to the game. Includes new wacky fish! add: Drained and undrained influences can be fished in, the latter only by heretics. Fishing in an undrained influence shows a bobber floating over nothing to other people, so don't be stupid! add: influences cannot be bombed for fish. add: Heretics can now infuse their fishing rod, and fish for knowledge. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7d9386bdce |
Turtles (#87493)
## About The Pull Request adds turtles to the game! but these aren't your typical turtles.  these are flora-turtles, with giant trees growing on their shells. These trees can emit fields which affects nearby hydroponic plants. Initially, the trees start out as young buds, from there the tree can evolve into different types depending on what you feed the turtle. Feeding them pesticides causes the tree to blossom to be purple. this tree's fields will help kill some pests and weeds in nearby plants. Feeding them nutrients gives you the green tree, the fields will heal nearby plants Feeding them mutators like uranium or left 4 zed gives you the yellow tree. the fields increase instability of plants The turtle will emit these fields every once in a while, ONLY when its feeling happy. therefore you'll have to pet it, clean it and feed it every once in a while to keep it satisfied. You can view the turtle's happiness by shift clicking it. https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296 The turtle only eats seeds. after eating a seed, itll process it and spit out its corresponding fruit! (for example, feeding it an apple seed gives you an apple). itll also sometimes playfully headbutt your legs and it loves going around smelling the scent from nearby plants you can get these turtles by fishing the hydroponics tray or by ordering them through cargo. ## Why It's Good For The Game adds a new fun way for botanists to take care of their plants. While these turtles alone arent enough to fully replace plant dedicated nutrients, they add small extra support. ## Changelog 🆑 add: adds flora-turtles. obtainable through cargo or by fishing from the hydroponics tray /🆑 |
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5bb0b21d88 | Fixing remote/ghost alt-click on aquariums + missing plasma tetra (#88334) | ||
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d56e91f1d9 | [NO GBP] brings fishing difficulty of all fishing spots closer to their pre-refactor values (#88294) | ||
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1dff5f6de3 |
Aquariums are now potential fishing spots. (#88243)
## About The Pull Request You can now fish from aquariums if you wish to. This includes some backend changes to make it possible for the fish table from get_fish_table() to contain instances, and all that it entails up to spawn_reward(), which is a requirement for the gimmick to respect the various traits and other variables of the already instantiated fish rather than read from cached properties. ## Why It's Good For The Game The fish progress score/index had only little nasty flaw that has been nagging me since day one: Not all fish species can be caught. Skipping McGill, which is a peculiar case that for cheevo purposes should be considered a standard goldfish, there is the one, unsignificant yet rare purple sludgefish which can only be gotten as a rare evolution of the generic sludgefish. Talk about petty, but this may be a long-term nit I prefer to handle right now. Also why not? The 'unmarine mastodon' is near impossible to get unless you somehow find a oil well which is locked behind a specific ruin. ## Changelog 🆑 fix: Aquariums are now potential fishing spots. /🆑 |
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2e429ce988 |
Fixing/reworking explosive interactions with organ manip and fishing (#88232)
## About The Pull Request I have grown to dislike the previous implement of explosive fishing. It was particurly broken around fish sources that checked if the fishing spot was of a specific type, and the FISH_SOURCE_FLAG_EXPLOSIVE_MALUS flag only really worked around turfs because of the gap between pooling the spawn locations and spawning the loot, which would have made trying it on movables quite unsafe since they're moved to nullspace when deleted. This has lead me to rework how explosive fishing malus/exhaustion accumulates in a simplier and more effiient way. Fish are now spawned immediately, and the counter for the malus goes up by one each call, and decays over time at a rate of 1 every 5.5 seconds. This also fixes #88227. ## Why It's Good For The Game Easier implementation of explosive fishing and bugfix. ## Changelog 🆑 fix: Bombing someone during organ manipulation no longer summons new organs. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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8804f5595c | turfs now handle fishing more internally to save time on world initialization (#88092) | ||
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6272b3680c |
You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request This allows you to use a fishing rod during the "manipulate organs" step of the aforementioned surgery to snatch organs from a target. Unlike other fish sources, this one has a negative fishing difficulty of -20, which when summed with the default minigame difficulty should still result in a negative difficulty. In layman terms, this means the minigame is skipped here (unless you're wearing some clunky stuff like insulated or boxing gloves). It also has a wait time of 8 to 13 seconds versus the more random standard 3 to 25 seconds. A small side-effect of this is that explosions during the "manipulate organs" step will basically disembowel you, but it kinda fits anyway. By the by, because of this, there is a tiny chance bluespace fishing rods can yield you random organs. Worry not, they're newly generated, so you won't be snatching it from another player by accident (at least for now). ## Why It's Good For The Game It adds more possible weird and rare shenanigans involving surgery. ## Changelog 🆑 Add: You can use a fishing rod to snatch organs during organ manipulation surgery /🆑 |
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334589ad25 | Tendril chests and mystery boxes can now be fished multiple times with a 30 minutes cooldown. (#87944) | ||
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e4efe45868 | [NO GBP] You should now be able to fish from linked lava turfs while on station. (#87077) | ||
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cadf5668ca |
[NO GBP] Fixed bombing non-turfs fishing spots not spawning loot correctly. (#87819)
## About The Pull Request Found another small issue with fishing, this one pertaining explosive fishing spawning the loot inside objects. Also bottled messages should no longer spawn from explosions. They're one-time events and shouldn't be spent by explosive fishing, which can quickly empty the pool of stored messages and photos. ## Why It's Good For The Game Fixing issues with the feature. |