## About The Pull Request
Removes the IC tab in its entirety
- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits
### Removed entirely
Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills
### Moved to command bar (secret verb ooh) because I am biased
Sleep
Navigate
### Martial Arts
Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.
<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>
Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.
## Why It's Good For The Game
Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.
This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".
## Changelog
🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
## About The Pull Request
Adds new floor types and natural decor to both Siderite and Shale
biomes, as well as makes flora and fauna spawns differ between said
biomes.
<img width="1216" height="997" alt="dreamseeker_uIv1OgVkpD"
src="https://github.com/user-attachments/assets/327d9caa-a58c-4d70-acbe-477da69b4d71"
/>
---
Basalt biome now spawns more legions and goliaths, but less watchers and
no brimdemons. You can rarely find new volcanic pore rocks which will
spew out lava when destroyed.
<img width="505" height="361" alt="dreamseeker_TA9rXzOgad"
src="https://github.com/user-attachments/assets/fb19a60a-c927-441b-abad-161ce5022a60"
/>
Siderite biome has a lot of rock formations and may sometimes spawn new
stalagmites. You can expect to see a ton of bileworms, raptors and
watchers there.
<img width="747" height="613" alt="dreamseeker_uZgRX8qqh3"
src="https://github.com/user-attachments/assets/d356f1c6-371a-4b8b-899b-470edb0d2790"
/>
Shale is full of lobstrocities, goldgrubs and brimdemons, and home to a
new glowgrowth "plant" - colony of bioluminescent fungi growing on
natural air vents.
<img width="274" height="220" alt="dreamseeker_EtxiS4X9M7"
src="https://github.com/user-attachments/assets/cbefba67-b618-4a65-ad12-9ee5182b650c"
/>
While it cannot be planted by itself, it contains luminescent fluid
inside which will grant whoever eats it minor night vision as long as it
is inside their bloodstream (as well as cyan-glowing eyes)
---
Ruins now properly respect their biome's rock (and now floor as well)
type, since it was broken for some of them previously.
<details>
<summary>More images under the dropdown</summary>
<img width="1216" height="997" alt="dreamseeker_fpXXV0Rt3D"
src="https://github.com/user-attachments/assets/fa790ca1-7045-490e-bcb2-c1f9da9f277c"
/>
<img width="414" height="303" alt="dreamseeker_l6E8S2fzCe"
src="https://github.com/user-attachments/assets/8b10dcca-c546-41ce-9363-a12b0f225881"
/>
<img width="784" height="587" alt="dreamseeker_RUWQo0unNp"
src="https://github.com/user-attachments/assets/d7364abc-ec68-4daf-b3cb-a03b8ba7e5de"
/>
<img width="1216" height="997" alt="dreamseeker_zoltABvkBw"
src="https://github.com/user-attachments/assets/324f50f8-83c9-4451-8eff-33ebf81c1d0d"
/>
<img width="1125" height="571" alt="dreamseeker_ky5qvl2XtC"
src="https://github.com/user-attachments/assets/ff08d22f-fc15-4961-b76e-7c10d7814096"
/>
</details>
Credit for original versions of new flora/feature sprites to
SentryPrimis on the /tg/station discord
## Why It's Good For The Game
Makes biomes more distinct and interesting, as well as gives them unique
atmosphere, since right now they only differ in rock type and mineral
distribution.
## Changelog
🆑 SmArtKar, SentryPrimis
add: Siderite and Shale lavaland biomes now have unique floors, as well
as flora, features and fauna!
fix: Fixed some ruins generating with default basalt walls instead of
their biome's walls
/🆑
## About The Pull Request
Mushroom bowl no longer turns invisible
## Why It's Good For The Game
## Changelog
🆑
fix: The mushroom bowl no longer turns invisible when filled with a
reagent.
/🆑
## About The Pull Request
this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.
Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.
would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.
## Why It's Good For The Game
These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.
## Changelog
no player-facing changes
## About The Pull Request
When something that is orbiting something travels on a shuttle with that
thing, its orbit is temporarily removed and then put back right after.
To make this happen, the orbiting component calls `stop_orbit()` (on the
orbiting object) & then `begin_orbit()` (on itself, the component). This
means that effects that begin in `orbit()` & delete their effects in
`stop_orbit()` simply lose their effect without putting them back,
because `orbit()` is never called again.
The solution presented is to pass the `refreshing` argument given in the
component's `end_orbit()` into the atom's `stop_orbit()`, and condition
actual deletion on that. The `refreshing` argument is `TRUE` only during
shuttle movements and re-orbits of the same thing.
## Why It's Good For The Game
fixes#95331 & wizard grav anoms & tesla periphery balls
## Changelog
🆑
fix: Friendly wisps, wizard gravity balls, & tesla periphery balls are
no longer disabled due to shuttle transit
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Exactly what it says on the tin - the Staff of Storms is now normal
sized instead of bulky, and will fit in a backpack.
## Why It's Good For The Game
The Staff of Lava fits in a backpack, and it arguably has far more
destructive/abuse capability than the Staff of Storms. The main use of
the Staff of Storms is dealing with ash storms, and like, I don't want
to take up my back slot for that.
## Changelog
🆑
balance: The Staff of Storms is now normal-sized, and fits in a
backpack.
/🆑
## About The Pull Request
Tin, also changes all the remaining positional args to kwargs.
## Why It's Good For The Game
More flexibility with this proc is good, you might want to dust someone
without giving the negative moodlet
## Changelog
Not player-facing
## About The Pull Request
Instead of forcing the player to dual wield it, Cain & Abel can now be
held with one hand, although doing so prohibits you from using it to
attack, throw/spin daggers or send out wisps.
## Why It's Good For The Game
Forcing dual wielding on a small pocketable item is a bit weird and
feels bad in gameplay, as it essentially prohibits you from being able
to use any healing items unless you keep an empty pocket, in which case
quick storage on all other items will default to it which is rather
impractical. Requiring an empty offhand essentially keeps the wielding
requirement without UX issues coming from inhand usage swapping modes or
inventory jank.
## Changelog
🆑
balance: Cain & Abel no longer forces dual-wielding and instead requires
an empty offhand
/🆑
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.
Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant
## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
## About The Pull Request
Adds a couple benefits to the lizard transformation of the dragon's
blood potion you may get from slaying an ashdrake.
Specifically, you get a pair of functional wings, like the dragon wings
from the flight potion, and the fire breath mutation.
## Why It's Good For The Game
The lizard transformation by itself is not desirable, nor interesting.
It's also a net negative from beating a megafauna if you get unlucky, at
least now you can commit to the "humanoid dragon" bit more faithfully.
## Changelog
🆑
add:The bottle of dragon blood's lizard transformation now gives you
wings and the ability to breath fire, so you can pretend to be a
humanoid dragon much more faithfully
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.
Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.
Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.
Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.
## Why It's Good For The Game
> High Frequency Blade
I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...
> Vibro subtype
A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.
> Mech Block
I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.
For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.
The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.
## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
## About The Pull Request
###### Get it? Cause you're chopping down trees...
Why do this at all? Well, we have been looking into memory consumption
and found an unexpectedly high amount of lists on flora objects.
Was talking about it with Melbert, we agreed this would be a good way of
removing needless lists on every blade of grass that are just taking up
memory.
Instead, these lists will be generated and consumed when the actually
chopping down of a tree occurs.
## Why It's Good For The Game
Uploads some more RAM
## Changelog
Not player-facing, things will function the same as they always have.
## About The Pull Request
When a camera update is triggered, it is instead added to a queue on a
background subsystem
An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)
While the root problem of this is, ultimately, not addressed...
<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>
...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)
## Changelog
🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
## About The Pull Request
Refactors status effects to track their durations and tick intervals
using counters.
In effect, [var/duration] now directly refers to how many deciseconds
are left on the status effect.
I've also moved the old [var/tick_interval] [world.time] implementation
to a tick-based [var/time_until_next_tick] counter.
There are a couple, less noteworthy changes in here as well. The main
one is that there was an unused bit of bloat code for setting tick
intervals based on a random lower and upper threshold, but that can be
done in tick() now so it's completely redundant, and I thus removed it
entirely. That makes parts of [proc/process] much easier to read.
I added/modified some unit tests (which I expect to fail) to verify that
[var/duration] and [var/tick_interval] are both multiples of the
subsystem wait assigned to the status effect. If the programmer wants a
duration of 2.5 seconds, they expect it to work that way, but it won't
because SSfastprocess only ticks once every 0.2 seconds, which 2.5 is
not a multiple of. This becomes way more apparent when a status effect
is set to use SSprocessing.
The final, perhaps most important unit test I've added, is one that
verifies that the overall tick count and overall accumulated
[seconds_between_ticks] are equal to "[var/duration] /
[var/tick_interval]" and "[var/duration]" respectively.
## Why It's Good For The Game
The main thing this PR fixes is timing inconsistencies. Before this PR,
durations and tick intervals were tracked using world.time, while the
[proc/tick] call timing was dependent on the wait time of the subsystem
the status effect was processing on. Thing is, SSfastprocess and
SSprocessing rarely run completely in one tick during real gameplay.
This led to a continuous desync where status effects were consistently
inconsistent in their overall tick count. This is a big problem as
[seconds_between_ticks] is constant and thus doesn't account for this
difference in tick count.
As an example, Changeling's Fleshmend has a duration of 10 seconds, a
tick interval of 1 second and a healing rate of 4 brute per tick.
Previously, if the server was lagging even slightly and it only ticked 8
times over the course of 10 seconds, you would heal 32 health rather
than the 40 that a full Fleshmend would give you. The total effect
potency of a status effect being reliant on server lag is incredibly
stupid, especially for status effects that have an associated cost.
(like the aforementioned Fleshmend)
As for the refactors, they make status effect code easier to read and
debug. Unit tests also make verifying things are working as intended
much easier.
## Changelog
🆑
fix: Status effects now tick consistently, with Fleshmend and such
giving a consistent total healing amount. Report any oddities.
refactor: Status effect code is now easier to read and makes more sense.
Again, report any oddities, the changes are major.
/🆑
## About The Pull Request
Rather than having 100 separate list variables on `SSaccessories`, have
1 list for all feature keys that are associated with sprite accessories
This way you can get a feature by doing
`SSaccessories.feature_list[key]`, instead of necessitating
`SSaccessories.ears_list`, `SSaccessories.tail_list`, etc.
This lets us cut back on a lot of boilerplate in prefs, dna, and organs
## Why It's Good For The Game
We can see the benefit in this example: This is all the code for horn
DNA, bodypart overlay, and preference
```dm
/datum/dna_block/feature/accessory/horn
feature_key = FEATURE_HORNS
```
```dm
/datum/bodypart_overlay/mutant/horns
layers = EXTERNAL_ADJACENT
feature_key = FEATURE_HORNS
dyable = TRUE
/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner)
return !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
```
```dm
/datum/preference/choiced/species_feature/lizard_horns
savefile_key = "feature_lizard_horns"
savefile_identifier = PREFERENCE_CHARACTER
category = PREFERENCE_CATEGORY_FEATURES
main_feature_name = "Horns"
should_generate_icons = TRUE
relevant_organ = /obj/item/organ/horns
/datum/preference/choiced/species_feature/lizard_horns/icon_for(value)
return generate_lizard_side_shot(get_accessory_for_value(value), "horns")
```
## Changelog
🆑 Melbert
refactor: Refactored species unique organs slightly, particularly how
they are set up at game start. Report any oddities, like invisible tails
or wings
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Just a simple find + replace PR. All the other tail defines match their
text strings, but for some reason cat tails are just `FEATURE_TAIL`
which is inconsistent.
## Why It's Good For The Game
Consistency, + a lot of downstreams have a generic "tail" feature key
which is distinct from cat tails, so not taking up that define is
better.
## Changelog
Nothing any players would notice
## About The Pull Request
Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.
## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
## About The Pull Request
Cleaned up C&A code and made wisps orbit the user instead of being
positioned around them at static offsets (also firing now removes them
one by one as they're fired)
https://github.com/user-attachments/assets/18a45b44-739e-4d7f-9269-98c84f5342e7
The animate code is mildly cursed because BYOND has... quirks, when it
comes to looping tag animations, so we need to explicitly stop the
animation, and cannot use a blank frame (time = 0) to start it (and
SINE_EASING just looks better despite not being correct)
## Why It's Good For The Game
Looks prettier
## Changelog
🆑
image: Cain & Abel wisps now orbit around the user instead of being
static
code: Cleaned up Cain & Abel code
/🆑
## About The Pull Request
Now it only tries to teleport onto objects on turfs, and not in mob
inventories
## Changelog
🆑
fix: Fixed hierophant staff refusing to be put into backpacks
/🆑
## About The Pull Request
i forgot to give it these when i pred the item
## Why It's Good For The Game
it could be a bit annoying having these burn away mid-ashdrake fight
## Changelog
🆑
balance: the cain and abel are fire and lava proof
/🆑
## About The Pull Request
Fixes#93199
EMP protection now specifies what it protects
Adds an EMP flag for things which should definitely not indicate they
are EMP proof
## Changelog
🆑 Melbert
fix: EMP proof objects now specify what they protect rather than only
implying it's 100% emp proof
fix: Some objects meant to stealthily be emp proof no longer broadcast
they are emp proof on examine
/🆑
## About The Pull Request
Slightly reworks the mining MODsuit to be more distinct from other
mining gear and have its own designated role as an exploration and
mining tool.
- Base armor (when covered in ash) has been reduced to 50 from 60, being
equal to that of an explorer suit with two goliath plates attached.
However, entering the sphere mode will grant additional 20 armor,
bumping it up to 70 (equal to that of a H.E.C.K. suit)
- Integrated drill no longer mines instantly by default, instead having
a delay of 0.25 seconds. However, when entering the sphere mode, the
drill will overcharge and get back its instamine, as well as get halved
power consumption. Currently, those two are mutually exclusive, and the
drill cannot be used in the sphere mode.
- Mining bomb cooldown has been reduced to 1s from 1.25s. They also now
detonate much faster, and the detonation time matches their animation.
The digging radius has been reduced back to 3x3 from 5x5, and their
damage has been reduced to 28 from 48 to compensate increase in firing
speed and reduced detonation delay making them much easier to use
(functional DPS has been reduced from 36 to 28)
- Rewrote ore bag a bit to try and make sure it doesn't break when
depositing ores into the ORM. I only have faint suspicions of this being
possibly being caused by ore getting deleted and leaving a null in the
list, so removing it should hopefully? stop the bag from breaking.
- The 0.25 slowdown is back, but it should be less of a problem
considering that the sphere mode now is a much more viable traversal
tool and not an utter joke aside from lava traversal.
- The MODsuit now comes pre-equipped with a magnetic harness, which is
now capable of stowing kinetic crushers in addition to guns. This should
make using the sphere mode less of a pain in the ass, as you won't drop
your weapon whenever you enter the sphere mode before you remember to
put it in your suit storage slot. The delay on harnesses has also been
reduced to 0.5 seconds, which should make them more comfortable to use,
while still allowing someone to grab your gun if you're not careful.
- The sphere mode can no longer traverse lava roundstart, instead
requiring to be upgraded with two pieces of bileworm skin to get
lava-resistant plating. This is meant to work together with #92877,
being a part of ongoing effort to bring mining back in terms of speed
and action level, reducing mining and exploration speeds in favor of
higher ore spawns and more focus on gear and equipment progression.
<img width="92" height="98" alt="image"
src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491"
/>
Additionally, both the mining drill and green raptor bumpmining has been
nerfed (technically fixed, practically nerfed) by removing the diagonal
movement... thing which allowed you to mine thrice as quickly and ignore
the one-tick movement delay due to how diagonal movement works.
https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af
Its still fast and comfortable to use, just not absurdly fast.
## Why It's Good For The Game
The mining MODsuit is in a very weird place both balance and progression
wise. Its very easy to get if you ignore vents, it has good armor stats,
it allows you to partly ignore being set on fire (or fully if you get
the regulator module, but that requires more effort). I don't think that
the buff was very needed, it was very strong as-is when used properly
(with a yellow or green raptor mount) which not a lot of people seem to
have realized.
However, its still in a pretty pitiful state as its core feature (sphere
mode) is nigh useless as the drill only works outside of it, and mines
themselves are extremely clunky and uncomfortable to use. This leaves it
only being useful for its cheap armor (without needing to kill
goliaths), free GPS and ore bag that don't occupy your pockets, and
ability to ignore environmental hazards.
The solution I've decided to go with is reworking the MODsuit to be
focused on mining and exploration rather than combat, being a good
equipment piece for newer players and miners less interested in hunting
megafauna. This carves the MODsuit its own niche rather than being
weirdly slotted between base suits and contending with drake armor in
terms of stats/effects.
Roundstart lava crossing capabilities removal alongside bumpmining nerf
is somewhat unrelated to the rest of the changes, it is a part of the
exploration rework alongside #92877, which is intended to force miners
to engage in combat more. Without the nerf, the suit is as fast as a
yellow raptor, which lets it go through lavaland at absurd speeds when
moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump
delay allows you to outspeed someone moving cardinally)
More details about the project can be found in this [design
doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of
the sphere will likely get slightly nerfed in the future with the main
batch of ore spread buffs and mining speed nerfs, but I've left it as
powerful as a green raptor to not make the suit useless when compared to
other options in the meantime.
## Changelog
🆑
add: Mining MODsuit has gained a magnetic harness for all of your
crusher stowing needs.
balance: Magnetic harnesses now take only 0.5 seconds to pick up your
gun, and can pick up crushers.
balance: Mining MODsuit has regained it small slowdown, and lost 10
melee armor.
balance: Mining drill MODule is no longer instant (outside of the sphere
mode of a mining MOD)
balance: The mining sphere MODule now can break rocks when rolling into
them, gives 20 melee and bomb armor when active, and has a shorter bomb
cooldown, but bombs themselves have reduced damage and mining AOE.
balance: Mining sphere MODule now requires an upgrade in form of two
pieces of bileworm skin to be able to traverse lava, as opposed to being
able to do so innately.
fix: Fixed MODsuit ore bag sometimes breaking permanently when
depositing ores into the ORM.
/🆑
## About The Pull Request
The first argument of `Hear` is `message`, the message heard
OR SO YOU'D THINK
Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`
No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice
## Changelog
🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
# code/modules/clothing/head/hat.dm
# code/modules/clothing/shoes/boots.dm
# code/modules/clothing/suits/utility.dm
## About The Pull Request
Buffs the godslayer armor values to be on par with ash drake, and a
little better
<img width="232" height="205" alt="image"
src="https://github.com/user-attachments/assets/79692721-99fd-4dba-82c4-b1e02fb814c2"
/>
## Why It's Good For The Game
Why the fuck is an armor that you have to fight 2 megafauna (one being
the hardest in the game imo) worse than an armor that you have to
butcher 3 ice drakes to make. it was straight up just not worth the
effort you had to put in to make it, AND it was a downgrade from the
standard armor you should have (considering everyone gets drake armor on
icebox as a miner)
## Changelog
🆑
balance: Buffs godslayer armor values to be worth the effort you have to
put in to getting it.
/🆑
## About The Pull Request
Converts as many time vars expressed in deciseconds as I could find to
use time defines.
## Why It's Good For The Game
Makes these values neater and more readable.
## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
## About The Pull Request
Buffs the godslayer armor values to be on par with ash drake, and a
little better
<img width="232" height="205" alt="image"
src="https://github.com/user-attachments/assets/79692721-99fd-4dba-82c4-b1e02fb814c2"
/>
## Why It's Good For The Game
Why the fuck is an armor that you have to fight 2 megafauna (one being
the hardest in the game imo) worse than an armor that you have to
butcher 3 ice drakes to make. it was straight up just not worth the
effort you had to put in to make it, AND it was a downgrade from the
standard armor you should have (considering everyone gets drake armor on
icebox as a miner)
## Changelog
🆑
balance: Buffs godslayer armor values to be worth the effort you have to
put in to getting it.
/🆑
Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)
Both features and identities have been tested through and through, and
seem to be working fine.
Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however
I've been told the maintainers will love me for doing this
🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑