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Commits
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3b9e28c80f | linters? | ||
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2729331d93 |
Fixes item quirks giving items on charslot change (#5671)
## About The Pull Request Title. Closes https://github.com/Bubberstation/Bubberstation/issues/5632 The exact implementation is a new variable on quirks that qdels the items they spawn or early returns if its a path. Family heirloom and medicine allergy are exempt. ## Why It's Good For The Game bugs bad ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="1556" height="628" alt="image" src="https://github.com/user-attachments/assets/0162d509-4dab-48a5-8a78-ded340fad641" /> ignore the runtimes thats a tg error </details> ## Changelog 🆑 fix: Item quirks no longer give items on char slot change /🆑 |
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9fa47f9d45 |
Allows Assistants and Prisoners to be shown on the Job Estimation Panel (#5661)
## About The Pull Request Does as the title suggests. I also cleaned up the code in this file a tiny bit by removing an unnecessary modular comment, removing a single letter variable, and making the comments a teeny bit easier to read. ## Why It's Good For The Game It's nice to know if there is going to be a prisoner so you can decide on if you want to maybe play warden or corrections officer. I also don't see why the panel shouldn't show all potential roles in-game. ## Proof Of Testing See the screenshot below. <details> <summary>Screenshots/Videos</summary> <img width="216" height="150" alt="image" src="https://github.com/user-attachments/assets/b06ddf2c-2855-4392-a595-5e2902bdc32e" /> </details> ## Changelog 🆑 qol: The job estimation panel now shows assistants and prisoners. /🆑 |
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+37 |
21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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fd04cd5ee9 |
improve code for privacy policy by runtime loading (#5332)
## About The Pull Request changes privacy policy code to load at player connection, rather than store a list in memory ## Why It's Good For The Game We don't need to slow down server startup or use memory holding this data that persists between rounds, that is what SQL's best at ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 code: privacy policy loads on connection rather than server load /🆑 |
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98b6a2ff1a |
Privacy Policy Fixes Part 2 (#5310)
## About The Pull Request - Fixes the privacy policy still showing up after accepted. - Makes it so closing out of the window kicks you. - Converts the whole thing from preference based to SQL based. ## Why It's Good For The Game Fixes and polish for a previously accepted PR are good for the game, yes. ## Proof Of Testing I can't take a screenshot of a privacy policy that didn't show up the second time around after I accepted it, but it properly filled out the database and worked during testing. ## Changelog 🆑 add: Closing out of the Privacy Policy window instead of accepting it now kicks you. fix: Fixed the Privacy Policy window showing up after you've already accepted it once, for real this time. /🆑 |
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f357393f4e |
[Effigy Port] Converts Bloopers/Vocal Barks to a config sided thing (#5288)
## About The Pull Request Does as the title suggests, I also put the files into proper folders while I was in there per where they would be on base /tg/ based on where they were in the Effigy PRs. This is a port of all three of these PRs: https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper ## Why It's Good For The Game This lets us change vocal barks easier, as well as letting us have more control over how easily and quickly we can remove and add specific ones if necessary. ## Proof Of Testing It compiled and ran without any runtimes. I would still highly recommend test merging this for a few weeks to get everything transferred over. ## Changelog 🆑 xPokee, LT3, TealSeer refactor: Refactored vocal bloopers to be a config based subsystem. config: Added all the previous vocal bloopers to the new config, as well as some new ones, look for them! /🆑 --------- Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com> |
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080e131b50 |
Refactors the safe Christmas trees to use a safe present subtype by way of a blacklist (#5027)
## About The Pull Request Updates the safe tree to use a proper blacklist instead of being boring and just giving bloodthirsty spacemen and women toys... They were good all year, they crave violence. This replaces the round start Christmas trees with the safe trees, which no longer only give out toys, but also no longer give out admin/debug gear. A compromise for all, just in time for Christmas! The Christmas event present spawns have all been replaced with the safe variants that utilize the blacklist, the other means of acquiring presents have been left untouched. ## Why It's Good For The Game People not getting admin tools out of Christmas presents and causing headaches for staff is probably good for the game, maybe. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="418" height="452" alt="image" src="https://github.com/user-attachments/assets/df6554ee-084a-40c2-9592-94c88f6569c4" /> </details> ## Changelog 🆑 xPokee, LT3 balance: All Christmas event presents have been replaced with the safe variants. refactor: The safe Christmas tree subtype now uses a blacklist instead of just giving toys. admin: Added a new verb in the 'game' tab to blacklist presents on the fly. /🆑 |
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3ab6e1e1ea |
Vote reminder has correct vote type (#4998)
## About The Pull Request Fixes vote reminder to not be hardcoded for storyteller vote ## Why It's Good For The Game Fix bug ## Changelog 🆑 LT3 fix: Vote reminder doesn't gaslight you into thinking it's a storyteller vote /🆑 |
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51b8aa2a90 |
[NOVA PORT] G-081-N Reagent Picking Refactor (#4913)
## About The Pull Request A port of https://github.com/NovaSector/NovaSector/pull/6351. ## Why It's Good For The Game It should perform better. ## Proof Of Testing It compiled and ran without error. ## Changelog Nothing player facing. |
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7e3b34b3c8 |
Adds Bridge Assistant to Chain of Succession (#4793)
Per a conversation in staff, Bridge Assistant should be the lowest level on the chain of succession, given the bridge is their workspace and they're technically command. Wiki will be updated to reflect this upon merge. 🆑 add: Bridge assistant added to chain of succession, at the very lowest level. /🆑 |
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eff9523da9 |
Job estimation refactor (#4544)
## About The Pull Request This PR moves the job estimation panel to SSticker, reducing its performance impact. No player-facing changes, it'll work exactly the same ## Why It's Good For The Game The server will hopefully crash less ## Proof Of Testing <img width="242" height="85" alt="image" src="https://github.com/user-attachments/assets/535f8e6d-e175-440c-a0d4-1fac5e4d5a51" /> ## Changelog 🆑 ReturnToZender refactor: Job estimation now performs better /🆑 |
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947750f946 |
Slows station time to 2x real time, instead of 12x (#4319)
## About The Pull Request This PR makes it so the displayed station time in-world moves more slowly, at a rate of 2x normal time. It has no effect on the speed of the game itself, only the time displayed on clocks. Mostly for lore reasons, so players aren't playing a 36-hour shift in setting every time they play the game. Just something minor that always bothered me. This does mean Night Shifts are longer, though. Includes upstream TG PRs 92428 and 92469. ## Why It's Good For The Game Makes time more accessible for players by slowing it down. Now you can set meetings for specific times in-game and have a rough idea of when that will be! ## Proof Of Testing Should just work out of the box. Compiles with no errors. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 LT3, ReturnToZender add: The displayed station time has been slowed down, making time more consistent for players. /🆑 --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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97b6cc8c44 |
Moonstation Spacening + Moonstation Rivering (#4273)
# Preamble This PR is almost done. When it is done, it should probably be testmerged in case shit goes wrong. You should NOT testmerge this after Moonstation is selected for a map, as it will fuck everything up. ## Screenshots <img width="679" height="869" alt="image" src="https://github.com/user-attachments/assets/7e4ef09f-02e9-4703-8d35-6e7bf7b01cba" /> <img width="1019" height="749" alt="image" src="https://github.com/user-attachments/assets/e04a4cc8-eaa6-4448-8781-610286dfbda8" /> ## About The Pull Request Updates Moonstation based on feedback. The following has been changed: ### Major Features - Adds Loop Station, a new station in space that's a part of Moon Station that allows you to go space exploring. It can be accessed via gateway, teleporter, or public shuttle at the station's arrivals. - There are 4 levels of space ruins you can explore. This is 2 lower than the default 6. - Adds underground and above ground rivers to Moonstation. You can fish in these rivers. - You can now construct shuttles on Moonstation and fly them anywhere where there is a gigabeacon present. By default, Loop Station has one gigabeacon. ### Minor Features - Adds unused Skyrat ore veins to underground moonstation caves. - Makes the area below atmos into a shuttle construction area. - Adds a new public shuttle area at the station's arrivals that leads to Loop Station. ### Minor additions. - Adds some missing escape pod signs to areas leading to pods. - Adds missing secondary entrance to chemistry. - Adds some additional medical items to Security Medical. ### Changes - Expands the size of the incinerator. - Swaps the Plasma Tank with the CO2 tank in Atmos and re-pipes the pure loop so that atmos can mix plasma better into projects. - Removes duplicate medal boxes that heads/captains had, as these are always spawned in lockers. ### Fixes - Fixes missing Moonstation openspace cliffs. - Fixes misplaced vents in Virology. - Fixes missing wiki/tutorial books in various departments. - Fixes missing bluespace gas tank vendors in EVA related departments/areas. - Fixes missing action figures in various departments/areas. - Fixes brig desk shutters starting closed. - Fixes various missing informative papers in certain areas. - Fixes Ash Storms not running in Lavaland. - Fixes Ash Storms and Sand Storms running in the underground cave area. ## Why It's Good For The Game Changes Good. ## Proof Of Testing Tested extensively ™️ ## Changelog 🆑 BurgerBB add: Adds Loop Station, a new station in space that's a part of Moon Station that allows you to go space exploring. It can be accessed via gateway, teleporter, or public shuttle at the station's arrivals. add: Adds underground and surface rivers to moonstation. You can fish in them. You can now construct shuttles on Moonstation. add: Changes several minor aspects of Moonstation, including moving some of the Atmos tanks around and adding missing objects. fix: Fixes various Moonstation bugs. /🆑 |
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30bd96e37e |
Ranked Choice Voting (#4166)
## About The Pull Request Implements ranked choice voting for storyteller and map vote ## Why It's Good For The Game I can close the secret storyteller PR ## Changelog 🆑 LT3 qol: Ranked choice voting is now available for storyteller and map votes /🆑 |
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3c45326ce1 | Merge branch 'master' into upstream-25-06d | ||
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75a22d3328 |
make SADs actually re-apply quirks (#4088)
## About The Pull Request make OverrideQuirks actually remove all quirks and re-apply them with unique false ## Why It's Good For The Game This fixes issues with nitro breathers and SAD's replacing their species datum thus nulling their mutantlungs being which is after healed into normal organ that invalidates the quirk ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: SAD's should no longer nuke nitrogen lungs /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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80747898ea | Fix roundstart dynamic bloodsucker runtime | ||
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656656bf96 |
Fixes for e0bdfc3f5f part one
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2b99264799 |
SAD and VV load prefs overrides quirks (#3792)
## About The Pull Request SAD and VV load prefs overrides quirks, instead of simply adding if missing ## Why It's Good For The Game This is me trying to get people to pester admins less about quirks ## Proof Of Testing Tested, seems to work <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: SAD will now remove any quirks you don't have set in prefs, please don't abuse it. admin: VV load prefs now loads and overrides quirks as well. /🆑 |
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b4671a3dea |
Fix blinking config (#3783)
## About The Pull Request #3703 introduced a config value to enable blinking but it doesn't work because it defaults to true and config entries are disabled by commenting them out, but the lack of an entry will make it use its default value meaning you can never actually disable blinking. This switches it to be an option to disable blinking that defaults to false instead ## Why It's Good For The Game we need to steal their eyelids ## Proof Of Testing yeag ## Changelog 🆑 config: fixed blinking config option /🆑 |
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4328d31299 |
blinking is now config toggleable (#3703)
## About The Pull Request blinking is now config toggleable for perf reasons, may be chugging quite a bit, kept support to toggle it ingame as well ## Why It's Good For The Game lag fixes i hope ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 config: added config options for toggling blinking /🆑 |
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30f0a12283 |
Fixes to synth pda job app selection (#3654)
## About The Pull Request Fixes some oversights from https://github.com/Bubberstation/Bubberstation/pull/3463 where every medical-oriented job (including security medics, but not the CMO) would not give their synths' brain PDAs their dept.'s respective NTOS apps. ## Why It's Good For The Game Fixes a bug. Now secmeds and medical players have the convenience feature from 3463, rejoice. ## Proof Of Testing I tested all of the job roles that I changed in the changed files (secmed, med doctor, orderly, paramedic, coroner, chemist) and all of them do seem to have their respective PDA apps installed. ## Changelog 🆑 fix: fixed synths not getting their NTOS apps installed on their brain automatically, if they joined secmed or any medical dept. role /🆑 |
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8d76cba16b |
Storyteller message formatting (#3577)
## About The Pull Request - Improves formatting of the storyteller description broadcast, using the vote span. - Don't announce roundstart storyteller rule purchases. ## Proof Of Testing  ## Changelog 🆑 LT3 code: Improved storyteller vote formatting code: Storyteller doesn't announce the roundstart event purchase /🆑 |
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04fd2b0a8a |
Synth brain PDAs now have departmental PDA apps pre-installed (#3463)
## About The Pull Request Synth brains now start with your department's apps pre-installed. For example, Scientist synths now start with NT Science Hub. They also now have double the storage space compared to the basic PDA. ## Why It's Good For The Game Convenience. Also, synth PDAs have sort of existed in a weird limbo where (at least, from my point of view having talked to some others) most synth players just don't actually use one of the defining features of their race because normal PDAs are largely better and more convenient, hopefully this change emphasizes their abilities. The doubled brain storage space is just so that synth brain PDAs can comfortably house whatever programs come with being a dept. head. Balance wise, I doubt it will affect anything (what could you even do with the extra storage space, short of the dept. head apps? basic crew apps fit comfortably on the basic PDA limit, synths can't be emagged for expensive syndie apps, and synths can't store files on their brain via disks). ## Proof Of Testing (image taken after I spawned as RD; this is the synth brain PDA)  ## Changelog 🆑 qol: Synthetic crew now spawn in with PDA apps relevant to their work station. bal: Synthetic crew brain PDAs now have 128 max capacity points (was previously 64) /🆑 |
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aa4901b571 |
Map vote is called automatically on blob/nukies/etc. round end (#3452)
## About The Pull Request Triggers the automatic map vote when the round is about to end due to a station threat, if it hasn't happened. ## Why It's Good For The Game Saves it delaying the next round if no admin catches it in time, causing a delay as the vote and another restart needs to occur. ## Changelog 🆑 LT3 admin: Map vote is automatically triggered near the conclusion of station ending threats fix: Only a single announcement is sent when the shuttle is called, fixing the overlapping sounds /🆑 |
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0f13b89457 |
30 minute grace period to respawn (world time, not round time) (#3457)
## About The Pull Request from when the server starts to 30 minutes after, respawning is free of charge ## Why It's Good For The Game item #1 on the list ## Proof Of Testing it works dude trust me <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 code: respawn enabled until 30 min (world time) /🆑 |
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9950e761c4 |
Re-adds nanites (#2995)
## About The Pull Request Re-adds nanites, balance changes pending. No plans to do mapping/role changes Based on https://github.com/tgstation/tgstation/pull/60473 with a lot of work on modularizing ## Why It's Good For The Game Nanites are a rather interesting system, my hope is to port it in a more balanced format. ## Proof Of Testing Works, thoroughly tested ## Changelog 🆑 add: Re-adds nanites /🆑 TODO: - [x] Add techweb linking for nanites - [x] Prevent stacking of armor mods (fortitude + dna vault + nanite armor) - [x] Rebalance damage regeneration programs - [x] Remove force speak program by @StrangeWeirdKitten request - [x] Convert UI's to TSX - [x] Fix Nanite program uhb and programmer overlays not working --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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98cd4e28a4 | fix examine_block to boxed_message | ||
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9d0790b04c |
Changes ingame chain_of_command to reflect our SOP (#2887)
## About The Pull Request Changes the ingame chain_of_command variable used to determine who gets the safe code cookie to reflect our SOP (RD before CE, QM and NTC before HoS, include BS). ## Why It's Good For The Game The safe code should be given to the person who our SOP indicates. When it goes to someone else, there's sometime arguments due to "CC just said I'm the acting" or whatnot. The NTC and Blueshield should also be able to get it if there's nobody higher than them in the chain on duty. ## Proof Of Testing  Can't easily test the reprioritization on private, since that requires two separate people readied up at the start of the round, but since the other change work it should too. ## Changelog 🆑 fix: The Spare ID safe code should now go to the person designated in our SOP /🆑 |
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6697b24c69 |
Fixes map vote winner selection (or: how I found 10,000 extra votes for Tramstation) (#2647)
## About The Pull Request Why it was picking the winning map based off the cache instead of the actual list of choices, it is a mystery. Closes https://github.com/Bubberstation/Bubberstation/issues/2641 ## Changelog 🆑 LT3 fix: Map vote results should no longer randomly decide to ignore what choice won the vote /🆑 |
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4e35ca4d2f |
Persistence Base (A new offstation syndicate map) (Should be ready for test merge) (Ready for review) (#2265)
<!-- 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 https://youtu.be/pPhfOGnLm08?si=QC2BPGd1pcLCXTc7 <- Updated as of 10/28 This pull request provides a replacement map for the interdyne and dauntless offstation syndicate maps. It is supposed to be themed as a landcrawler and features several new roles, (~~The comms operative was removed~~) and the morale officer (The finest of waffle co. here to enforce ~~managed democracy~~ syndicate interests. The icebox map is the same size as the former dauntless map, while the new lavaland version is slightly bigger to support the turrets and energy shielding. Speaking of, one major feature of the new maps is a double layer of energy shielding around the maps. This shielding does not recharge and is intended to take two hits. An explosion naturally can clear both layers at once and it is intended to prevent destruction by specific megafauna (colossus) while also stopping miners from getting shot if they accidentally find the ship. It does not cover the various entrances and exits so its still worth while to be careful and if need be it should be easy enough to attack the ship in a pinch. **Weapon and armor wise, the ship has the following additions and removals** - All makarovs in the armory have been removed. - One renostar shotgun has been removed from the armory - Each non command crew member and the comms operative starts out with a weapon selection beacon providing an option between a makrov, m1911, mini egun, or energy dagger - Each command officer barring the MAA starts with a weapon beacon offering a choice between an ansem pistol (on par with an m1911 iirc), a stechkin APS, or a c-20r. - The morale officer has an additional selection of a revolver (for executing dissidents) - The MAA has a selection between an m-90gl with only rubber grenades available, a bulldog shotgun, a c-20r, or a hos revolver - An infiltrator modsuit has been added minus the psi demoralizer for the corporate liason - A honkerative modsuit has been added for the morale officer, it comes preequipped with a waddle module. **Power supply** Per request, the ship now features a syndicate unique power source, FISH! Make sure to pet them. closes #2386 ## Why It's Good For The Game It has come to my attention that the interdyne offstation map which spawns on icebox has become outdated due to the fact that it only spawns on a single map. Rather than let this continue to be an issue I have elected to standardize the icemoon and lavaland maps to one single map, both to cut down further efforts of keeping up the offstation syndicate map, and to provide a map that going forward will have room for updates. Additionally, the new map will replace the icebox comms outpost, saving on space for new ruins while improving (hopefully) spawning off the offstation syndicate. On one final note, massive mining rigs are cool and the pumpkin spice must flow. <!-- 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. --> ## Proof Of Testing See the video linked above <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> <details> <summary>Screenshots/Videos</summary> </details> ## 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: The Persistence land crawler has been deployed to local mineral rich areas. /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: nikothedude <simon.prouty@gmail.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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fc17bd5cf5 |
Fix moonstation ore vents being empty (#2366)
## About The Pull Request Add the proper ore gen arguments to the moonstation `seedRuins` call because my fix in #2337 stopped it from piggybacking off the lavaland gen, leading to empty ore vents. ## Why It's Good For The Game Fixes #2364 ## Proof Of Testing I went in a local and var inspected several vents and they have non-empty `mineral_breakdown` vars now ## Changelog 🆑 fix: Moonstation ore vents should no longer be barren. /🆑 |
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106328d555 |
Makes ruin generation like a million times faster (#2337)
## About The Pull Request Create a separate ZTRAIT for the lowest level of moonstation, use that when running the moonstation-specific ruin generation (still pulls from the lavaland ruin pool). This is because currently ruin generation runs twice on every map, the first time with an area whitelist of Lavaland Wastes (the /area used for the actual lavaland z-level), and then again with an area whitelist of Lavaland Caves (the /area used for the lowest z-level of moonstation). Each map only contains one of those two areas, meaning one of the generation runs will fail for every single ruin, exhausting 100 attempts per ruin, every time. ## Why It's Good For The Game Faster server load times and hopefully no CI timing out. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> Before:  After:  </details> ## Changelog 🆑 fix: The game should no longer run ruin generation twice. /🆑 |
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eb661079bc |
Map vote results announcement only shows eligible choices (#2315)
## About The Pull Request Filters the map vote results to only show the options that were in the current vote ## Why It's Good For The Game Less wondering why Kilostation wasn't chosen despite having the most votes. (Because there are too many players.) ## Proof Of Testing We gotta do this one live. ## Changelog 🆑 LT3 qol: Map vote results only include choices included in the vote /🆑 |
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8026188a38 |
Map vote uses simple, not weighted random / show map vote calculation and carryover info (#2285)
## About The Pull Request Un-hides the map vote result calculation, showing the tallies and the carryover percentage. Closes https://github.com/Bubberstation/Bubberstation/issues/2284 Switches vote calc method to simple instead of weighted random ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog 🆑 LT3 qol: You can now see the tallies used to calculate map votes /🆑 |
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25289b8bc6 | fixes a fuck load of sounds | ||
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50cced00b0 | please help | ||
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0077be5e32 |
[Ready][Until ANOTHER FUCKIMNG MERGE CREATES CONFLICTS GOD FUCK] Reflavors a lot of Bloodsucker stuff to be more in line with it's source (#2104)
## About The Pull Request Title. ## Why It's Good For The Game My love of VTM cannot stand things such as 'blah-sucker', 'vassels' or 'archive of the kindred'. The Blah-Sucker language has been renamed to Enochian, reflecting the First City of Vampires, Enoch, in the land of Nod east of Eden where the Dark Father Caine was exiled from. (Front facing) mentions of vassels have been replaced with the accurate Ghoul. They drink vitae to establish a bond with their master, not blood, vampires do not produce blood, they drink vitae. The Archive of the Kindred has been replaced with the Book of Nod. Well, a version of it. Cainites are protective of the hidden knowledge kept within and would be unhappy with the mortals (you) having a copy. Objectives have been re-written to mention lore aspects. ## Proof Of Testing 🆑 spellcheck: Various Bloodsucker things have been renamed after the Inconnu paid a visit. /🆑 --------- Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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ce2256c9ae |
Storyteller vote reminder (#2118)
## About The Pull Request Since the title screen covers the active vote status icon, provides a second vote notification to latejoiners who may have joined after the first notification. ## Why It's Good For The Game People stop going "Did I miss the storyteller vote?" / "I just got here, how do I vote in storyteller???" ## Proof Of Testing  ## Changelog 🆑 LT3 qol: New vote reminder notification, enabled for storyteller votes /🆑 |
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abea882914 |
Bloodsucker power refactor (#1458)
<!-- 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 Refactors bloodsuckers powers heavily and changes around a lot of few powers work and even removes a lot of copypasta from tremere powers. fixes #1384 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Currently Tremere is pretty meh compared to other bloodsuckers, and bloodsucker powers use a lot of code that actions now implement themselves. <!-- 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. --> ## Proof Of Testing I basically test almost every change, as part of how I work, obviously not completely thoroughly thus testmerges,. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 it's 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. --> 🆑 refactor: Heavily refactors how bloodsucker powers function. refactor: Tremere powers no longer have subtypes for each level. add: Completely redoes how bloodsucker ability descriptions, both the longer antag panel and the action button hover over, they will actually tell you actual values that the game itself uses for damage, cooldowns, and effect durations balance: Tremere powers can now level up as far as you want. balance: Mesmerize is heavily reworked, now it no longer forces both parties to stand still for it to work, but it is obvious to the victim when used, however the victim is muted for the duration of the spool up, and will stun and mute normally if the do_after completes. add: Mesmerize now has a secondary that allows you to mute and confuse your victim that happens on a right-click, dominate, the tremere's version instead knockdowns. add: Tremere's dominate now has a visual timer for temporary vassals, visible only to the master's vassals and the master themselves. balance: Tremere's dominate now only requires level 2 to create temporary vassals, but the duration now scales with the level. It now requires the potential vassal to have more than 336 blood, and will use it all up once the duration ends, effectively making it only usable once per person. balance: All tremere powers can now level up past level 4 balance: Thaumaturgy is heavily reworked, it now has a charge system, and while the projectile deal less damage, you can shoot a lot more of them, and the projectiles will seek towards any non-vassal mob near where you cast it. refactor: Separates bloodsucker ability bitfields and action bitfields to avoid overriding eachother balance: Bloodsuckers going into torpor outside of coffins will always die, but will wake out of torpor at 20% maxhealth(not counting critical health) balance: A coffin being opened during sol will wake you up, given you are LITERALL BURNING UN-ALIVE. /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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b2d0978e58 |
Vetted System Config (#1831)
<!-- 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 Adds a config to toggle the vetted system on and off if uncommented it'll use the system to check if players are vetted <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Useful for testing, so that coders don't have to add their ckeys to the vetted list when running the code locally. Also for downstreams who prefer not using the system. <!-- 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. --> ## Proof Of Testing  <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 it's 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. --> 🆑 config: adds a config for the vetted system /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> Co-authored-by: BongaTheProto <93835010+BongaTheProto@users.noreply.github.com> |
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c7e11d7161 |
Various Interdyne/Dauntless map and spawn ruin tweaks (#1526)
<!-- 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 This PR adds an additional check for the space edition of Dauntless to the hack used to stop the bitrunner server from blurting out the cool down across supply radio comms. It also tweaks a few things with Dauntless/Interdyne, such as giving them rad storm immunity and experi-scanners in the R&D labs. Interdyne is now successfully placed on the lower Z levels thanks to the `ZTRAIT_ICE_RUINS_UNDERGROUND` flag. ## Why It's Good For The Game This is fixing an existing bug. ## Proof Of Testing I have tested this on my server and confirm it works as described as the PR. ## Changelog 🆑 fix: Dauntless space ruin bitrunner server no longer announces cool down over NT supply comms fix: Dauntless and Interdyne are now immune to rad storms add: Added Syndie borg access cards to Interdyne qol: Replaced the polarized windows in the Interdyne sauna area with blast door shutters add: Added experi-scanners to Interdyne/Dauntless R&D fix: Interdyne never spawns on top Z level qol: Interdyne dorm rooms now have crowbars in closets qol: Interdyne deck officer does not leave empty sleeper on ghost role spawn /🆑 |
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0dc046bfba |
(Mostly-Modular) Restore Ice Moon Interdyne Classic (#1306)
<!-- 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! -->
Replaces Interdyne for Ice Moon with the old original version before
"Frozen Moonlight" version (
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064c49a0f9 |
[DONE] Adds the weakness to sol quirk (#1255)
<!-- 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 You know how bloodsuckers are weak to Sol? Now you can be too! Only as a hemophage. Features included: The very same warnings and UI that bloodsuckers get to know when they are in danger! This quirk also makes healing in a coffin cost only half blood, neat huh? <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game People wanted to suffer, and why am I to deny them pain? <!-- 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. --> ## Proof Of Testing HUD/ burning / healing works fine <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 it's 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: Adds the hemophage-only quirk, Sol weakness code: Refactors the sol subsystem so that itself decides if it should run or not based on if anyone is using it. code: Refactors bloodsucker UI elements so that they can function fine outside a bloodsucker antag datum code: bloodsucker_blood_volume, humanity_lost, bloodsucker_level and bloodsucker_level_unspent are now private variables due to them being used for UI updates, if you need to change them, use the procs that are written in the autodoc code: Quirk species whitelists no longer use bitflags, but use the species ID's. Easily allowing you to add new whitelists without having to mess around with making a new bitfield /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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9102c49c27 |
Squashed commit of the following:
commit 2abf1c919f05b34cfee752677431a864bc22f12e Merge: c9636f2bea7b |
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35aa9bfd8c |
[TESTMERGE] Bloodsuckers, version 3 (#863)
<!-- 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 This PR adds Fulpstations bloodsuckers into the game, this is based on https://github.com/Bubberstation/Bubberstation/pull/386 which also has good info on the abilities that it can do, although fulp also has their own wiki page on it, https://wiki.fulp.gg/en/Bloodsucker. This was built upon from the last PR and with the major known issues fixed. Balance changes: - Bloodsucker snow need 0.4 of your max blood level for each level up - Bloodsuckers can no longer stockpile more than two level ups. - Draining mindless humans gives the same draining inefficiency as draining monkeys does, which gets twice as bad if you are above level 4. - If you are at level 4, you inherit the snobbish blood drinking quality just like venture always have, with the exception of the nosferatu. This means you'll refuse to drink bad blood, to encourage conflict if you desire even more power. - Frenzy no longer kills you as quickly, tested it and it was incredibly fast. - Night timer for vampires is now 20 minutes. - All vampire type species and bloodsuckers get hurt more by silver <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game New antags add variety and fun. Probably <!-- 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. --> ## 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 it's 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: Add bloodsuckers, a new reason to fear maintenance and the dark. Don't go out there alone, or you might wake up pale and fainting. /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: destrucktoid <39823128+destrucktoid@users.noreply.github.com> Co-authored-by: Ldip999 <60290575+Ldip999@users.noreply.github.com> Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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3b38037121 |
[Testmerge Ready] Adds the RB-MK2 Reactor, Makes Tritium buyable from Cargo (#598)
## About The Pull Request  This PR adds tritium based nuclear combustion reactors that converts tritium into power. The reactor itself is only 1 tile in size and you are expected to build multiple reactors in order to get a good source of power going. It is currently obtainable by research, and the rods and machine itself can be printed at the engineering protolathe, It can be upgraded via stock parts for crazy power generation. More tritium in a rod means less time to manage it, but it also means that the rod's pressure can possibly get too high. There is nothing stopping you from filling it up with other gases to moderate it, such as freon if you're brave. The RB-MK2 engine requires a source of cooling, but not too much cooling, in order to produce a good amount of power. There is a safety feature to prevent it from running too hot or too overpressured, but that can be disabled by cutting the safety wire. There are also several wires to allow for signal based management if you feel so inclined to add such a thing to the setup. ### Current wire setup: | Wire | Pulse | Cut | Mend | | --- | --- | --- | --- | | Overclock | Enables/Disables overclocking | Nothing | Disables overclocking | | Activate | Toggles the reactor on/off | Turns reactor off | Turn reactor on | | Disable | Turns reactor off | Nothing | Turns reactor off | | Throw | Ejects the rod, if off | Nothing | Ejects the rod, if off | | Lockdown | Toggles vents open/closed | Nothing | Turns vents off | | Safety | Toggles safety on/off | Turns safety off | Turns safety on | | Limit | Increases the cooling limit percent by 5% | Nothing | Resets the cooling limit to 0% ### How to Operate 1. Construct the RB-MK2 on a powergrid inside a room with cooling. 1. Fill an RB-MK2 rod with 50 moles of room temperature tritium. 2. Insert the rod into the RB-MK2 3. Wrench the RB-MK2 to turn it on. 4. Let the RB-MK2 run hot, but not too hot to the point where the RB-MK2 rod bursts. 5. If it jams, use a crowbar on it. Or a plunger. 6. If it is too damaged, use a welder on it. 7. ???? 8. Profit. ### Tips - To turn the machine on, insert a rod filled with tritium in the hole and then wrench it. If you don't have a wrench, you can pulse the activate wire while the rod is in. - Rods should be filled up with at most 50 moles of tritium, but more can be added if you're feeling dangerous. - You can put other gasses inside a rod if you want said gasses to leak out during processing. - The RB-MK2 can be upgraded. Matter bins increase the internal buffer's volume, servos increase the pressure at which the fans will release gas, and capacitors will increase the power output of the reactor (this can result in higher temperature gains) per mole of tritium. - Overlocking increases tritium consume and gives off more heat, but provides more power. - To activate the machine, use a wrench on it. It is considered active when the rod is all the way down. - An exposed rod (inactivated machine) is more affected by external temperatures than an inactive rod. This can sometimes be worse than it being unexposed if the exterior turf temperature is too hot. - The machine will only process tritium (and generate power) wile active. - Opening the vents (aka disabling lockdown) allows processed gas to escape out of the buffer and allow exterior temperature to influence the internal rod temperature. - Closing the vents will prevent exterior temperature from affecting the rod, and prevent waste gas from escaping. This is useful for if you want to increase the temperature by closing the vent or in cases of a chamber fire. - Throwing the rod, or removing it manually, prevents the rod from taking on any more heat/cooling. This does not stop internal reactions, if there are any inside the rod. - Increasing the cooling limit will reduce the cooling effect external air has on the rod. This is useful to increase if your cooling setup makes the rod too cold to process power effectively. - There is a safety feature on the machine where if the rod gets too hot or too overpressured, it will automatically turn off and expose itself to external air. Disabling safeties is only useful if you want the machine to blow up, or if you don't want the rod to automatically expose itself (in case of a chamber fire). - Goes good with radiation shielding as tritium is a byproduct of radiation shielding, and radiation shielding requires a lot of power to function. ## TODO - [x] Actually make sure it works (it doesn't). - [x] ~~Introduce liquid reagent cooling mechanics where water puddles can help with cooling management.~~ Not possible because liquid reagents are shit. - [ ] Balance it so it isn't more of a pain in the ass to manage than a supermatter. - [x] Maybe add safety features like temperature monitoring and other stuff so engineers aren't 100% blind. - [x] Replace Burgerstation default Supermatter setup with this one. - [x] Testmerge! - [x] Get feedback from engineer mains. ## Why It's Good For The Game More sources of funny power is good. ## Changelog 🆑 BurgerBB add: Adds the RB-MK2 reactor. add: Makes Tritium buyable from cargo. /🆑 --------- Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com> |