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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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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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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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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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b4d455e3c4 | Fixes a small division by zero runtime with examining fishing spots (no it doesn't crash the server) (#90811) | ||
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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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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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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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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. |
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58b9009ae5 | Space dragons can now catch and eat fish (plus shark form and rift fishing) (#86582) | ||
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e5472d9be4 |
Fishing bluespace capsules (#87639)
## About The Pull Request With this PR, I'm introducing fishing bluespace capsules to the game. They can be found on the black market, but I'll get a couple more ways to get them before it's ready. Anyway, they're special bluespace capsules that spawn a fishing spot of your choice. The fishing spot can be changed by alt-clicking the capsule, and so far it has 5 choices, plus 2 locked behind emagging for obvious reasons: - Freshwater: pretty basic, you get freshwater fish from this. - Saltwater: mainly saltwater fish. - Tiziran: You get tiziran fish here, like the gunner jellyfish, armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian moonfish. By the by, moonfish now periodically lay moonfish eggs, a staple of lizardfolk cuisine. - Ice fishing spot: A small ice turf with a hole dug in it; salmon, arctic char, arctic chrabs and the bonemass (skeleton fish). - Hot Spring: Somehow the new home to the ought-to-be-extinct sacabambaspis. It also doubles as a better shower overall, with mild healing on top of stamina recovery. Felinids still hate it though, and won't benefit from the healing. - Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons. - Plasma: Ditto, but it's plasma instead of lava. As a sidenote, unlike standard shelter capsules, these require their area to be clear of pipes and cables on top of the other requirements, unless emagged. Obviously, I've done some changes to allow pipes and cables to not be hidden by water turfs, though I'm still keeping these reqs because I don't think these fishing spots would look great if riddled with cables and pipes. I may remove this extra req later if it proves to be a tad too tedious. Also they don't knock you back when expanding. Screenshot from a recent test (fixed the misplaced decal and tweaked a few things since then):  ## Why It's Good For The Game The idea stems from how not all fishing spots aren't designed to be accessible every round, which is fine, because we have the fish-porter for that. However, even the fish-porter should have its limits in terms of what it can provide by itself (linking is all fair and game), so I've thought having something of a middle point would been neat, also as a way to mess around with the station layout a bit, to empower the player with a little extra "terraforming". ## Changelog 🆑 add: Added fishing bluespace capsules to the game, which can be used to spawn a variety of fishing spots, from freshwater to tiziran sea to hot springs, and also lava and plasma if emagged. add: Added two new fish: the zagoskian moonfish and the sacabambaspis. Moonfish will now periodically lay moonfish eggs. map: The 'crashed pod' lavaland ruin now has a hot spring, and the cursed hotspring on icemoon now has a plastic chair and a fishing toolbox. /🆑 |
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e6253c7812 |
Adds a score for all species of fish that you've caught. (#86049)
## About The Pull Request I'm adding a score that tracks which types of fish you've caught across multiple rounds. To do so, I had to add a new score subtype that manages the score value not being a number. Thankfully the achievement code is fairly flexible so not a whole lot had to be done, although I've to add a new column to the achievements table in the DB, because the 'value' is for integers, while we need one for text strings ~~(the contents of the list are converted to text with a delimiter before being saved cuz I'm not sure if and how our DM slash SQL integration handles using lists directly and I don't want to waste time finding it out)~~. EDIT: It's mostly done beside the reviews that are going to point out things that need to be changed. The UI changes are done. It's time for reviews. Here are screenshots of the UI with all fish still uncatched beside one (I've since then the typo on its name and removed an extra zero from the index number, as well as a nit with the spacing between cells):   ## Why It's Good For The Game We have about dozens over dozens of different fish in the game now, many of which are just fluff anyway. It's getting to the point it's perhaps doable to add a score or something to be a braggard about. ## Changelog 🆑 add: Added a new score that keeps track of all different fish that you've caught between shifts. server: Added a new schema table to store the aforementioned entries and the ckeys associated to them, with an additional timestamp column. /🆑 |
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2d7b8a5ff6 |
material fishing rods and material fish. (#87108)
## About The Pull Request The reason why I refactored material effects code is here. In this PR I add the possibility of printing fishing rods from different materials at your nearest autolathe, though it doesn't stop there. Each material has different values for (so far) fishing difficulty, casting range, experience gained and foremost the chance of catching fish made of the same material as the fishing rod used to catch it. The material the fish is made from can either increase or decrease the weight of the fish. In a many cases, material rods can also have other small effects on fishing, like removing the chances of duds even without a bait, or attracting shiny-loving fish, or passing some other fish trait checks. In a few cases, these fishing rods can have bigger, more impactful effects on fishing. That said, here's a list of more or less the effects (skipping very minor ones and those inherited from being items) and modifiers across materials so far, a few things will be added later: <details> <summary>Huge-ass list (out-fucking-dated now that I've added 5 more variables 😢)</summary> - Iron: +30% fish weight, 8% chance of material fish - Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of material fish - Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5% chance of material fish - Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5% material fish, +1 casting range - Diamond: +40% fish weight, -13 difficulty, -30% experience, 23% material fish, -1 casting range - Uranium: +100% fish weight, 8% material fish - Plasma: +30% fish weight, 8% material fish - Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23% material fish, +5 range - - 33% chance of selecting a reward from (almost) any fishing source instead of the current one. - Bananium +20 difficulty, +60% experience, 38% material fish, +3 casting range - - 20% chance of fishing either a clownfish, lubefish, donkfish, soulfish or skin crab instead - Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range - Runite: +50% fish weight, -18 difficulty, +220% experience, 38% material fish, +1 range - Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material fish, +2 range - Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material fish, -1 range - Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33% material fish, +1 range - Mythril: +40% fish weight, -25 difficulty, -50% experience, 43% material fish, +2 range - Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18% material fish, +1 range - Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23% material, +4 range - Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2 range - Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Runed Metal: +50% weight, -12 diff, -10% experience, 38% material - Bronze, +40% weight, 13% material - Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range - - Has a 20% chance of fishing up an aggressive stickman - Cardboard: Same as above, but without the stickmen - Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range - - 20% chance of fishing up either a unmarine bonemass, a unmarine mastodon, a hostile skellie or rarely a single-use spectral instrument that can turn you or someone else into a spooky scary skeleton. - Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1 range - Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material - Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material - Plastitanium: +10% weight, -10 difficulty, -5% experience, 8% material, +1 range - Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material - Titanium Glass: +25% weight, -5 difficulty, +25% experience 8% material - Plastitanium Glass: +20% weight, +50% experience, 8% material - Alien Alloy: +140% weight, -25 difficulty, 33% material, -40% experience, +2 range - Hauntium (good luck using it): +40% weight, -30 difficulty, +50% experience, 38% material, +2 range - Meat: +13 difficulty, -20% experience, 28% material, -2 range - Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2 range </details> ## Why It's Good For The Game I think it's nice to have two features interact with each other (fishing and materials), and it adds a layer of interesting uses to some materials. ## Changelog 🆑 add: Autolathes can now print fishing rods of different materials, which can increase or decrease fishing difficulty, casting range, and experience gained, and can have other interesting effects. /🆑 |
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e52c31bf59 |
Wraps detailed examine descriptions in an examine block (#87510)
## About The Pull Request Now extended descriptions look like this  ## Why It's Good For The Game This does not look good  ## Changelog 🆑 qol: Detailed examine descriptions are prettier now. /🆑 |
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115711ee37 | Fixing several fish-related issues. (#87199) | ||
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9d4014c361 | Space dragons can now catch and eat fish (plus shark form and rift fishing) (#86582) | ||
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1aad3e118c |
You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request You can now interact with the fishing portal generator with a multitool to load it in the buffer and subsequently link fishing spots to it by tapping them with the same multitool. The maximum number of fishing spots that can be linked at once depends on the tier of the matter bins of the machinery. Normally, while you can link fishing spots from other z-levels, they can only be activated if they're on the same z-level as the machinery (or if both are on station for multi-z stations). This limitation can be bypassed by upgrading the machinery with a tier 3 or higher capacitator. While it's possible, I'm not spriting new fishing portal overlays and icons for the radial menu for every fish source out there (yet). The code is enough work for now. This also comes with a unit test, because there is no such thing as too many unit tests for fishing. ## Why It's Good For The Game Fish portal generators are designed to let players fish a different bunch of things while being able to be moved wherever you like, unlike a lake or an ocean, with all the comfort of being able to able to catch fish from distant locations. Allowing players to link other fishing spots to it fits its design. It also means that you can go out and explore, find more fishing spots and then return to the station without having to detach yourself from the ongoing round for several more minutes. ## Changelog 🆑 add: You can now link fishing portal generators to other fishing spots with a multitool. The number of fishing spots that can be linked at once and whether the link can be activated from different z levels depends on the tier of the stock parts it's built with. /🆑 --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
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bb3629bcdc |
[NO GBP] Fixing a runtime with examining fishing spots while wielding a rod (#86689)
## About The Pull Request Well, it seems examining a fishing spot (with sufficient skill) while wielding a rod is borked because of a bad line. It should be `init_name` and not `reward`. Thanks to vinylspider for informing me about it. ## Why It's Good For The Game Fixing stuff I made and then broke. ## Changelog 🆑 fix: examining fishing spots while wielding a rod (with sufficient skill) now works. /🆑 |
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ab222330ef |
Squashs four fish boolean vars into a bitfield (plus VV support) (#86623)
## About The Pull Request this is a very marginal code improvement to fish. One bitfield is better than a bunch of booleans, and it lets me add more TRUE/FALSE settings in the future without having to make new vars for it. Also VV support for several vars (fish_traits will have to wait), if me or someone else wants to var-edit fish for testing purposes or whatsnot. ## Why It's Good For The Game Slight code improvement and var-edititing support. ## Changelog N/A |
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adc47b42ee |
You can release fish after catching it (#86126)
## About The Pull Request This PR nerfs the mood event from fishing from 5 to 4. In exchange, after catching a fish, you can release it in the appropriate fishing spot for a minor positive mood event (if it's alive, or if the user has either the morbid or naive traits). It also counts towards fish population for fish that are limited in the amount of times they can be catched. Mobs with the naive trait (clowns) get the positive mood event even if the fish is dead or being released in a bad place like lava Some fishing spots like toilets and moisture traps don't have this option, but that's because they've their own interactions with fish that'd otherwise be overridden by it. This PR also fixes mobs with the morbid trait (coroners) not enjoying aquarium in their own morbid ways and add a few touches pertaining the naive trait like alternative chat messages when interacting with the fish. ## Why It's Good For The Game This gives players a way to get rid of unwanted fish without leaving it to die on the floor, also it's in the spirit of recreational fishing. ## Changelog 🆑 fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums in their own weird ways. add: You an now release fish after catching it for a positive moodlet (or to repopulate certain fishing spot with rare fish). /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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d832da7c0a |
[NO GBP] Fixes a line in fish sources code. (#86633)
## About The Pull Request We ned to set the `leveling_exponent` here, not the `weight_leveling_exponents` static variable itself. ## Why It's Good For The Game Fixing fishing with baits. I should improve the unit tests later... ## Changelog 🆑 fix: Fishing with baits works again. /🆑 |
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9a3dceda26 |
Fishing in a virtual domain doesn't deplete limited loot anymore (also the treasure chest is no longer anchored) (#86625)
## About The Pull Request I've recently realized that bitrunning fishing spots can steal the limited loot from outside the virtual reality, which sucks. Also Livrah asked me why the treasure chest is anchored, to which I said it's actually an oversight. ## Why It's Good For The Game Fixing stuff. ## Changelog 🆑 fix: Bitrunning fishing spots no longer deplete limited loot from outside the virtual reality. fix: The treasure chest from the beach is no longer anchored to the floor. /🆑 |
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7a28a34986 |
[NO GBP] Fixing fishing code not caring whether a reward is limited or not. (#86125)
## About The Pull Request At some point, I must have removed the check for limited items from `get_modified_fish_table()` and never replaced the `fish_table.Copy()` call with `get_fish_table()` (which has it), causing limited rewards to be yet `again` unlimited. This extends to explosive and lobstrosities (clientless mobs with the profound fisher comp) once the associated value of the reward in the `fish_counts` list (the list of keeps track of these limited rewards) reaches a negative value, because the code only checks if the value is equal to zero where it frankly it should check if the value is equal or less than zero. Also I've set `explosion_malus` to true for a few fish sources that cover multiple turfs, revisited a few comments and a redundant UnregisterSignal call in lazy_fishing_spot ## Why It's Good For The Game Fixing an oversight. ## Changelog 🆑 fix: Fixing fishing not caring whether a reward is limited or not. /🆑 |
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59e3f1a240 |
Fishing rewards are now chosen once the minigame starts, not beforehand (feat. Crushing the difficulty now skips the minigame) (#86175)
## About The Pull Request Rolling the reward up to 30 seconds before the minigame starts leaves ample room for conditions to mutate and unforeseeable events to happen, which can lead to more frequent issues. Furthermore, it makes more sense this way, since you aren't pulling a carp until it bites the hook. Also TIL that the difficulty of the fishing sources is added to the default difficulty of the minigame, which is 15 and doesn't replace it, which means most fishing spots have a default difficulty of 35 to 40, so I thought it'd be nice if you somehow were able to skip the minigame if you reduce the difficulty to 0 or less, which is totally possible with some prep. IIRC, using the athletics fishing gloves at maximum fitness level (21) + max fishing level (10) + settler quirk (5) + a favorite bait (5) can lower the difficulty by a whooping 41 points, so it's totally possible to achieve the skips on many fishing spots. Doing this however won't train your fishing skill. ## Why It's Good For The Game More stability. Also we skip the minigame entirely if it gets so easy it becomes another waiting phase with little to no input. ## Changelog 🆑 balance: With enough preparation, good skills and equipment, you can manage to skip the minigame phase of fishing by reducing the difficulty all the way down to 0. /🆑 |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |
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34da6fa88a |
Stop clientless lobstrosities from fishing other lobstrosities and the necropolis chest (#85365)
## About The Pull Request So, I've heard something funny happened on a downstream. A lobstrosity fished out another lobstrosity from the plasma river. And later another couple lobstrosities joined the fry, then again and again until it became a gang of over 50 lobstrosities that would absolutely terminate anyone that dared to interrupt their fishing party, as well as their FPS.  I've also blacklisted the single necropolis chest the lava fishing spot has, because it kinda sucks to get that chance to fish it up stolen by some random lobstrosity god-knows-where around the map. ## Why It's Good For The Game Yes, this is very funny. However, getting your FPS butchered by dozens upon dozens of lobstrosities is not, and that's an honest issue. ## Changelog 🆑 fix: Stop clientless lobstrosities from fishing other lobstrosities, which in turn can fish other lobstrosities and so on. balance: Stop clientless lobstrosities from fishing the lavaland fishing spot chest. /🆑 |
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a89673b68d |
Making fishing a bit more bearable. (#85326)
## About The Pull Request Ok, I've had a bit of false memories about fishing being easy. It's actually tough. It also has some issues that I didn't completely understand until very recently. First of all, I thought anything that count as a bait would be good enough for fishing, but it turns attaching a raw meatball doesn't remove dud chances from fishing spots. Having finally played with the feature enough, I came to realize it's quite dumb to have something like that IF you have a bait regardless of quality. We have other ways to handle bait related stuff. Second, I've lowered the time to raise a lobstrosity slightly. Waiting 20 minutes to get an adult one is a tad much if you add in all the prep needed for it. Conversely, I've also increased their feeding frequency. I think they should eat a bit more than once every 15 minutes to survive. 10 should be ok. I've also halved the reproduction timeout for the sludgefish. When I first added it. I didn't take in consideration I'd have later have made it so newly spawned fish would be on cooldown for double the standard duration. The abstract fishing rod that "profound fisher" mobs use now comes with the same omni-bait advanced fishing rods use, so that they can catch all kind of fish with less bad RNG. Buffed the fishing skill a bit. Aquariums that unanchored (except pre-filled ones) and do not auto-connect to plumbing; ferer issues if you were to build one near the toilets. They alo have the 'enable breeding' enabled by default. I've also re-increased the deceleration of the minigame bait. Making the controls less slippery. ## Why It's Good For The Game I've been suffering from some Mandela effect about fishing. It's definitely more challenging when the server isn't shitting the bed. ## Changelog 🆑 qol: Aquariums start unanchored and don't autoconnect to plumbing. Their reproduction prevention is also disabled by default. balance: Made it a tad easier to control the bait during the minigame. Buffed the fishing skill. No fishing duds at all when using ANY bait. balance: Chasm Chrabs take less time to grow into Lobstrosities but need food a bit more frequently. balance: "Profound fisher" mobs will have less RNG-dependant time fishing. fix: You can now ACTUALLY interact with other things while fishing if the fishing rod isn't in your active hand. /🆑 |
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d2a52eb564 |
You can now fish with explosives (#85118)
## About The Pull Request Iansdoor suggested this to me earlier (but I already knew it was a thing on Goon), and I said ok. Basically, this PR adds an interaction between explosions and fishing. At the cost of potential collateral damage, you can too now use a TTV to catch a lot of fishes (and other stuff). Fish spawned this way will be pretty much dead however. This PR also adds the examine tips already presents in the fishing spot component to the lazy fishing spot element. ## Why It's Good For The Game This PR adds an interaction between fishing and other mechanics of the game. ## Changelog 🆑 add: You can now fish with explosives. fix: Fixed an inconsistency with examining fishing spots with sufficiently high fishing skill (or skillchip). /🆑 |