## About The Pull Request
Header. Replaces the old access value (a number) with the new access
value (a text string). Applies to the manager's desk, locker, and
several wall-mounted buttons for shutters.
## Why It's Good For The Game
Otherwise, the gas station manager is prevented from opening their
locker and leaving their desk area.
## Proof Of Testing
Compiled and tested, with the windoors and buttons working with the
fixed access value.
## Changelog
🆑
fix: Small access issues within Lizard Gas have been fixed, allowing the
manager to escape their office and employees to use the shutter buttons.
/🆑
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
I accidentally removed the captain's console from tramstation's captain
office, because I misplaced Renault's bed. Whoops.
## Why It's Good For The Game
Fix
## Proof Of Testing
<img width="359" height="340" alt="image"
src="https://github.com/user-attachments/assets/088d7250-c0cc-41dc-9bfe-25510ac270a3"
/>
## Changelog
🆑
map: Re-added the (mistakenly removed) Communications Console in
Tramstation's Captain Office.
/🆑
## About The Pull Request
Adds in upstream mapping standards to some the bubber specific maps.
This just replaces slot machines with the random slotmachine spawner and
adds in genetics front doors.
## Why It's Good For The Game
Consistency with TG maps
## Proof Of Testing
I didn't get any errors when I ran my local code
## Changelog
🆑
map: bubberstation specific maps now get a genetics front door and new
random slot machines
/🆑
## About The Pull Request
**I'VE HAD IT WITH THIS MOTHERFUCKING FLAKY TEST ON THIS MOTHERFUCKING
MAP**
Blueshift has had a flaky test related to atmos sanity, where the entire
air supply and scrubbers pipenets were being destroyed during unit
tests. This was apparently caused by the atmos piping running under the
laborcamp shuttle, which sometimes just nuked the entire pipenet. This
PR fixes it by re-routing it via the other side of that room.
Also, removes one stupid pipe prefab that for some reason had direction
set despite being connected in all directions anyway.
Oh and also ports a fix to a flaky test from TG.
<details>
<Summary>Old vs New</Summary>
Old
<img width="682" height="446" alt="image"
src="https://github.com/user-attachments/assets/417eef8d-db79-4e55-aec0-5cf20bc644fc"
/>
New
<img width="666" height="493" alt="image"
src="https://github.com/user-attachments/assets/7b96aa07-8540-46f4-b6b7-1370dcda3c08"
/>
</details>
## Why It's Good For The Game
Fixes#5943Fixes#6106
## Proof Of Testing
On my downstream repo, I had to move my game version to 516.1686 to fix
an unrelated bug. However, this caused the flaky test to show up every
time instead of occasionally. I applied the same fix as I am PR'ing rn
and the atmos sanity test stopped failing.
## Changelog
No player facing changes. I mean pipes get routed a little differently
but I doubt anyone will notice.
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Extremely small fix. The Blueshield's fax was a copy of the Bridge's,
which meant it shared the name and ID. Whoops.
## Why It's Good For The Game
Bugfix
## Proof Of Testing
Yeah
## Changelog
🆑
fix: The Blueshield's Fax on Void Raptor no has the same ID as the
Bridge's.
/🆑
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
## About The Pull Request
- [x] Adds shadekin eyes and ears to the limb grower.
- [x] Makes the various species parts available upon research without
having to print 8 different design disks
- [x] Adjust pricing of some bodyparts to be similar to base human parts
- [x] Adds adaptable lungs as researchable expansion for limb grower
## Why It's Good For The Game
Quality of life. Having to print the design disks alongside the limb
grower is pointless, it costs next to nothing materials wise and takes a
bunch of inventory space to do it.
## Changelog
🆑 LT3
add: Added shadekin eyes and ears to limb grower
qol: Limb grower automatically includes species parts, no more species
disks required
add: Adaptive hot/oxy/tox lungs can now be printed from the limb grower
once researched
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
Linters (Again...)
This SHOULD be the last one needed.
Lewd part overlays now actually show up proper
penis not gone, tits not gone
KiloStation Automapper Stuff - Done by R0bwo
Revert "KiloStation Automapper Stuff - Done by R0bwo"
This reverts commit 14a5f4442d.
Misery
Put me out of my misery
## About The Pull Request
Rebalances space ruins to remove some of the stupidly overtuned
stuff/nukie gear and add more actually unique items to space that aren't
too powerful.
Also gives a heroic laser musket to black market dealer because I think
they should have access to an energy gun of some kind.
## Why It's Good For The Game
Space contains a literal redsuit for fighting two melee simplemobs and a
nukie smartgun for welding through two walls. By replacing these with
more unique items and adding a bit of extra threat to space on top of
it, it means there won't be ruins that are blatantly overpowered
compared to the rest of space. Also added some new loot and threats to a
ruin that previously had nothing in them so there's a reason to visit
more ruins.
As for the black market dealer there are a lot of situations where
having at least a laser musket would be extremely useful, however this
is entirely dependent on if the Cheap Materials Spawner spawns wood
instead of cardboard, so by giving them a guaranteed heroic laser musket
they have a laser gun that's good for simplemobs and has infinite shots
so they can deal with ruins that spam turrets everywhere.
## Proof Of Testing
<img width="1160" height="855" alt="Shuttle8532 Bridge"
src="https://github.com/user-attachments/assets/d9b17df6-bb3a-4ccb-8159-d1f461e34d47"
/>
Shuttle8532 bridge now has a stormtrooper shotgunner instead of two
melee redsuits, and the room before it has the two melee commando's in
it.
The redsuit and real agent ID corpse has been replaced with a police
modsuit.
<img width="936" height="663" alt="BRUTUS armory"
src="https://github.com/user-attachments/assets/f3e9c365-ee23-4880-b301-1de3e7f63813"
/>
The SYN-C BRUTUS armory has had the nukie smartgun inside replaced with
an energy shotgun, similar to the one the warden gets roundstart. Also
adds a single commando with an SMG to the armory.
<img width="367" height="410" alt="Waypoint Station"
src="https://github.com/user-attachments/assets/26af32f4-759d-47cc-ab51-94fd0dd85dea"
/>
Removes the literal Deathsquad shell from Waypoint Station, there used
to be a Pulverizer Shell in this locker, it was been replaced with a box
of buckshot and some more aliens were added to the hook shotgun room as
well.
<img width="665" height="377" alt="Market with Heroic Laser"
src="https://github.com/user-attachments/assets/f5f0d25d-d033-49fe-be65-455f07c12a92"
/>
The heroic laser musket in the market.
<img width="497" height="170" alt="ARBORLINK Desk"
src="https://github.com/user-attachments/assets/fb90ef68-4dad-4800-87a2-77c45cba9d7a"
/>
<img width="357" height="445" alt="ARBORLINK Solars"
src="https://github.com/user-attachments/assets/5e405e36-5d01-4991-a488-467afa103eab"
/>
<img width="394" height="458" alt="ARBORLINK Solars 2"
src="https://github.com/user-attachments/assets/7d2f46c9-f2a3-4ca8-aa19-daaec7cf6018"
/>
Replaces some of the syndicate operatives with space-worthy commando's
in the Arborlink Vault, prevents just spacing the entire ruin to clear
it instantly.
<img width="1079" height="573" alt="OneHalf Safe"
src="https://github.com/user-attachments/assets/316cf4ad-dde4-4896-a51b-c05f5acd6ae1"
/>
Adds some actual gear to the Excavator Stations safe (It will be in the
safe, I just opened it to show the items), a Surplus Frontline MOD, same
one from cargo that has slight armor and an advanced jetpack module.
Adds some pirates that were trying to crack the safe themselves.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Replaces the contents of the OneHalf safe with a Surplus MOD
and Advanced Ion Jetpack and adds some pirates.
balance: Replaces the Nukie Smartgun in infested frigate with an energy
shotgun and adds an SMG commando.
balance: Replaces the pulverizer shell in waypointstation.dmm with a box
of buckshot
balance: Replaces the real syndicate modsuit shuttle8532 with a police
modsuit. Adds a syndicate stormstrooper with a shotgun.
balance: Replaces some of the Operatives in vault tango with commando's.
add: Adds a heroic laser musket to the black market.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Nothing big. I was gonna hold off on Pubby changes until the next
upstream but enough people were complaining to me about the blacksmith's
shutters.
Additionally, I thought I'd lump a quick change to the
/obj/effect/spawner/random/structure/crate loot pool as it is supposed
to sometimes spawn /obj/effect/spawner/random/gizmo, but since there's a
skyrat override for the list, it needed to be updated.
## Changelog Robwo
🆑
fix: The Blacksmith's shutters and NT Rep's bolt button on Pubby now
work.
fix: Added gizmos to maint loot as tg intended.
/🆑
Is this even working
Oooough
ok I'll crack at this
couple more fixes
Probably the worst of all my commits so far
Seriously, someone needs to check this.
It compiles
update atmos
stuff
update paths
snakes
linters 1
linters again
more CI
whoops
Update map_previews.dmi
Kills loose limbs
The component it used no longer exists.
podperson
CI Fixes(?)
Linters
## About The Pull Request
Changes reinforced glass windows to reinforced plasma glass windows in
Atmos and Ordnance (so the gas turbine can be operated without breaching
the atmos main room).
Adds quality of life objects to the HFR Room (Adds three Thermomachines,
one plasma canister).
Changes where tested and solve the issues.
PR was originally made for Bubberstation, I was redirected to make the
changes Upstream.
## Why It's Good For The Game
Catwalk Station is a station that many people dislike because of various
reasons.
One reason I found was how prone Atmos was for dammages that lead to
round influencing issues.
Features like the Gas Turbine where not usable, since the vent areas
cause the reinforced glass in the Atmos filter and mix room to break,
potentially leaking superheated plasma and tritium into it.
My Changes fix the issue of exploding windows and add a needed layer of
protection for basic operation in atmos.
For the Ordnance lab the replacement of the windows leads to more
safety, since small mess ups can lead to cause damage to the
Science-Engineering Hallway and arrivals.
The additions to the HFR Room allow for quicker setup of the HFR and are
intended to encourage Engineers to work with the HFR, giving more
quality and enjoyment in playing on Cakewalk.
The Thermomachines and Plasma Canister allow for the construction of a
safe cooling loop
## Changelog
🆑
Map: Added Thermomachines and Plasma Cannister to the HFR Room on
Catwalk
Map: Replaced glass windows with reinforced plasmaglass windows in Atmos
and Ordnance on Catwalk. Improving safety and allowing Atmos to operate
the gas turbine without breaching the Atmos pump room.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Attempts to balance aggressive healing by slightly cutting back on its
incredible constant healing (which is still doable because I don't have
the heart to kill virology uses) and removes immunosilence because we
already have a chem that does that. Sepsisillin pills are mapped into
virology to take its place.
## Why It's Good For The Game
With immunodeficiency, an aggressive healing virus with high severity
becomes incredibly powerful. The combination of chills and fever to buff
severity while they cancel each other out along with a second symptom
like nocturnal regen (because you have the stats for it) makes
aggressive healing too powerful in the right situation but too weak for
everyone else.
Aggressive healing was given high stats under the assumption that they
were necessary to resist natural recovery in hosts that aren't
immunodeficient. That was probably a mistake since it also makes it a
buffer symptom stronger than any other, so its stats are heavily tuned
down.
Immunosilence was removed (because it's just sepsisillin) and
sepsisillin pills were mapped into virology in order to let people
without immunodeficiency be able to better benefit from aggressive
healing. Immunosilence was rather ineffective at its job because it
still let viruses regress to their first stage, which disables your
healing. Sepsisillin can also be used for testing viruses on monkeys.
Pills were added to virology because sepsisillin is a pain to make and
you can also use it to test on monkeys. The whole bottle should last one
person 23 minutes and 20 seconds.
Also I removed the no_self_cure trait that is now unused (it was given
by immunosilence) and changed the description of the aggressive healing
severity threshold to clarify that it starts scaling with any amount of
positive severity, not just after the first point.
## Changelog
🆑
del: Removed ImmunoSilence and its trait
balance: Aggressive healing has much lower stats
fix: fixed a few things
map: Added sepsisillin pills to virology
spellcheck: Clarified the description of aggressive healing
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
This moves around a camera in the Kilo Engineering so that the SM
chamber input/output atmos pumps are visible.
## Why It's Good For The Game
AI can now properly set up the SM solo if needed.
## Changelog
🆑
map: Fix Kilo engineering camera
/🆑
## About The Pull Request
Caused by #95955, solved by adding a subtype of biome replace turf that
has standard atmos
## Changelog
🆑
fix: Fixed atmos diffs and incorrect atmos in lavaland hermit ruin
/🆑
## About The Pull Request
Primary work concerns cargo and the addition of the blacksmith office.
The rest is touchups and fixes.
<img width="640" height="640" alt="image"
src="https://github.com/user-attachments/assets/b9ad2fa1-c9b0-493f-b046-9e8abdf5b29c"
/>
## Full List of Changes
<details>
- Nt rep's office now has a working shutter toggle.
- The salon now has privacy curtains and proper access on it's
maintenance door.
- Added a mapping access helper for barbers.
- Moved a few blob landmarks because I saw wireweed spawn in a place I
didn't like.
- Minor maint loot adjustments (yet again).
- Changed cargo and research access helpers to
/obj/effect/mapping_helpers/airlock/access/any/ instead of
/obj/effect/mapping_helpers/airlock/access/all
- Cargo's shipping room has cargo shipping access once more.
- Re-added the deliveries transfer windoor in cargo so incoming crates
don't automatically go to the cargo office.
- Added blacksmith office in the cargo lobby.
- Monkeys in virology will no longer choke to death.
- The Blueshield's lockers now have windoors to protect them.
- Miscellaneous decal adjustments.
</details>
## Changelog
🆑 Robwo
map: The Barber and NT rep can now have privacy on Pubby.
map: Added blacksmithing office to Pubby.
map: Misc Pubby fixes. See pull 5907 for full list of changes.
add: Added a barber airlock access helper for mappers.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
title
## Why It's Good For The Game
title
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: suppression system stuff I missed in the last PR
/🆑
## About The Pull Request
I've remade (or added) new offices for the Nanotrasen Consultant and the
Blueshield in most maps.
Here are the offices I've remade:
- Icebox
- Tramstation
- Delta Station
- Void Raptor
- Metastation
- Boxstation
- Kilostation
- Catwalk
- Nebula
- Biodome
I've ignored the more recent maps/maps that are being actively worked
on.
For the sake of compatibility, I have also removed the blueshield's
locker from the pool of items that automatically spawn in every map.
WHAT THIS MEANS is that all maps need to have a blushield's locker
mapped in, or it will not spawn.
## Why It's Good For The Game
Most maps are missing offices for the blueshields, and the ntc offices
could use a wee update
## Proof Of Testing
Some examples of the reworked offices; They have most likely been
modified and changed slightly. I suggest using mapdiffbot to see the new
offices.
Tramstation's Blueshield's office
<img width="586" height="545" alt="image"
src="https://github.com/user-attachments/assets/d0cbe49a-10b9-4e51-b6f8-71a246af9cbf"
/>
Icebox
<img width="630" height="779" alt="image"
src="https://github.com/user-attachments/assets/3a9d2246-a0b8-4a8e-bf04-417ae48cf4f0"
/>
## Changelog
🆑
map: The offices of the Blueshield and the NTC have been reworked on
most maps.
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Switches the floors in the CI room to be indestructible. They're not,
apparently.
## Why It's Good For The Game
The walls are indestructible and not the floors. I feel like these
should be indestructible too.
## Changelog
not player facing
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Interrogation room monitors not already using the `/interrogation/`
subtype now use that subtype, and tram gets interrogation monitors that
it didn't have before. Also apparently one of meta's radios wasn't tuned
in. And catwalk's were just normal radios.
## Why It's Good For The Game
Behavioral psychologists rate being able to hear the subject among the
most important factors in learning about them.
## Changelog
🆑
map: Interrogation room radios are now interrogation room radios
/🆑
## About The Pull Request
Readds the map Kilostation, which was originally removed in 2023. I've
put in a lot of work to refit Kilo to include all modern stuff and to
modernize its design and bring it up to standards with our other current
maps. Here's what it looks like.
Notable changes include a rework to engineering, medical, science, and
to a lesser extent Cargo. Some other departments have seen smaller scale
changes, but mostly only modernizations as I did not feel they needed
significant redesigns.
If you're an admin and you've run Kilo on either manny or terry in the
past few weeks, this is the version of kilo you've been running, so you
should already be familiar with it.
Kilo replaces Wawa, removing it from the codebase. Default max pop for
Kilo is 40.
This is ultimately my first map, so please give me your questions,
comments, and criticisms. I'd be happy to answer!
## Why It's Good For The Game
There are a lot of things to say about Kilo and Wawa. The original
justifications that were made for Kilo's removal were justifiable at the
time, but 2023 was a long time ago from where we are now. Ironically
enough, Wawa has the exact same problems as Kilo, but more pronounced.
The creator of Wawa is also no longer active and will not return.
Wawa is completely unmaintained.
Wawa's design makes it even harder to work with than Kilo.
So, why readd Kilo? Kilo is rock-solid, and ultimately having a lowpop
map at this point is no longer optional. The current lowpop options are
metastation (works fine enough though not designed for it) and icebox
(REALLY bad for lowpop). Kilo will replace icebox as lowpop map number
two. The headmins and headcoders both want Kilo back, and so do I. Let's
make it official.
## About The Pull Request
A big update that reworks the Lizard's Gas Station, that fixes existing
issues and makes the role overall more interesting.
A third spawner is added, which is the Manager, who will be held to a
higher standard, and is expected to be in charge of interactions between
Lizard's Gas and other factions, along with controlling the budget. The
manager spawns in with slightly more equipment that better allow them to
protect themselves, their workers, and the station itself from danger.
(A unique outfit for them is also planned, but it is still a WIP)
Lizard's Gas will now have their own unique budget, which is mostly for
fluff, but is also intended to be used for tracking the profits, paying
the workers, and for making orders through trade - as an express console
(like Tarkon or Persistence) would be counterproductive as the ghost
role is intended to interact with others.
Entirely new map layout, highly inspired by European service stations.
This reworked layout has the following features:
- A bigger shopfront, with shutters and direct connection to the
employee only areas.
- Store area itself made bigger, with a greater variety of goods on
sale, along with a pair of flatpacked quantum pads.
- The removal of the old shed outside of the gas station itself, which
held the majority of equipment.
- A garage, being the new dedicated workspace. Now holds most of the
equipment that was in the shed.
- A utility closet, containing the rest of the equipment, along with a
big air tank and an SMES that actually works.
- A CCTV system for the gas station, so you can view both what is
outside and inside from relative safety.
- A proper break room, for the employees, with privacy and access to the
CCTV.
- A nice fancy office, for the manager, with privacy and additional ways
to contact other factions (holopad and fax machine), and of course
access to the CCTV.
- Air conditioning, could you imagine having to work on lavaland or an
icemoon without it?
Three new biogenerator machines that are (currently) entirely unique to
Lizard's Gas, these combine some of the functionalities of other already
existing biogens, while adding much more to them to create additional
incentives to both play the roles and interact with them. These could
potentially be added to other ghost roles in the future, as they are
intended to cover for the lack of access to certain machinery or just
general lack of space or extra hands to achieve the desired outcome. The
medical biogenerator specifically is also meant to cover for negative
quirks that normally would result in a quick death due to the lack of
access to the quirk specific medicines, or to simply treat most common
injuries on lavaland - making the role accessible to way more player
characters.
Also currently _planned_:
- New power generators, fueled by wood and biomass.
- New outfit for the manager.
- Fixing the prefab shutters, as their animation is broken and their
sprite could use more work and additional frames.
## Why It's Good For The Game
The intention is to give the gas station the means to easily be
self-sufficient, along with the right tools to connect themselves to a
trading partner of their choosing without being intrusive - a cargo
teleporter and a pair of quantum pads. This will allow Lizard's Gas to
establish a direct link with others, allowing there to be much more
interactions between it and their partner of choosing with much more
ease, but still requiring the other side to assist by setting up their
own cargo teleporter and deploying the quantum pad on their end. Also,
being a neutral faction in a (literal) hotspot, they could act as an
interesting hub for interactions between other factions or themselves.
Here's a much more detailed breakdown of the issues being solved:
- Spawn reliance - A bad spawn entirely dictates who you can and will be
able to interact with, for a ghost role which is guaranteed to spawn,
the spawn location shouldn't play this much of a factor. As such,
Lizard's Gas now is provided a pair of flatpacked quantum pads and a
cargo teleporter to be able to cooperate with any other entity to
establish a quantum pad link (Communication being done by fax or PDA).
Using the Cargo Teleporter allows the Quantum Pads to be set up without
needing someone to actually manually to the Gas Station.
- Quirks - Certain quirks that rely on medicines completely screw you,
as getting more will require a full chemical setup, such as Phobia,
Brain Degeneration, or the worst offender: Asthma. This is solved by the
medical biogen added to Lizard Gas.
- Husked = Roundremoved - If you somehow managed to get husked, or
suffer a serious infection, you are pretty much dead dead. With your
only real options is being taken to the station, or praying the
Persistence players somehow stumble upon your dead body. To solve that
issue without giving Lizard Gas a full chem setup, they instead can just
make synthflesh patches with one of the biogens.
- Bad Piping & Cables - The original map had serious issues with the
piping, such as certain devices not being connected, being useless, or
just going through walls when it is unnecessary, the worst offender was
the oxygen recycler which is meant to suck in oxygen from lavaland not
even working. Cables wise, the SMES was only able to draw power, and not
output any of it.
- No Theft Prevention - Coming across Lizard Gas previously without
knowing about it could easily result in people accidentally stealing
from the Ghost Role, as most of their supplies were completely out in
the open and protected by two notes left on the floor. All of those
supplies are now moved inside.
- No Unique Access - Anyone could wander into the Gas Station if it was
unbolted, and then enter the back areas and snatch whatever they wanted,
which is even more of an issue when they are now provided with three
unique machines that are fairly powerful. Giving the doors special
access only provided to the Gas Station workers fixes that before it is
even an issue.
Along with fixing the aforementioned issues, there are quite a few
additions that are meant to provide the following benefits:
- Interaction Incentives - Now that it is more accessible, Lizard Gas
required a bit more of a unique 'stock' to provide to people visiting
it, and since none of them operate any plasma-fueled vehicles, the next
best thing is selling them items for convenience, at a store, a
convenience store if you will. With the three new machines, Lizard Gas
will have access to a lot of products they can mass produce on the spot
using only biomass. They can make you a burger on the spot! Sure, it
tastes very synthetic and not that high quality, but it is produced on
the spot. Most of the other products are already available in Company
Imports, but this will be an option to trade for it for cheaper, player
interaction is a good thing!
- Neutral Hub - Being able to link themselves up other locations using a
Cargo Teleporter and a pair of Quantum Pads allows the Lizard Gas
workers to link up with the Station, Tarkon, and the Persistence - as
long as there is someone else on the other end with a Cargo Teleporter
as well. This allows all three groups a Neutral ground to be in,
hopefully allowing for more interactions between players without having
to worry about antags, while also being able to return to their
workplace quickly and with ease.
- Third Spawn - Adding a Manager, which fits thematically, and is
expected to be held to higher standards. Now Lizard's Gas is a three
slot Ghost Role!
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Comparisons!
**Old Lizard Gas:**
<img width="799" height="799" alt="StrongDMM_VGH8uAiA9r"
src="https://github.com/user-attachments/assets/1f72c14c-b070-4871-9058-bb7a540768c0"
/>
**New Lizard Gas (Icebox):**
<img width="1356" height="1017" alt="dreamseeker_KLV97bjWii"
src="https://github.com/user-attachments/assets/8b09df34-a64b-42a3-8af0-70de6b74fcd1"
/>
<img width="1356" height="1017" alt="dreamseeker_OAcImdnaPf"
src="https://github.com/user-attachments/assets/86f6a343-3979-4ed6-a5eb-7e8db9ad4cc8"
/>
**New Lizard Gas (Lavaland):**
<img width="1360" height="1017" alt="dreamseeker_N0k7u5zD8i"
src="https://github.com/user-attachments/assets/3848a851-2213-44f2-bfac-eb2133f68526"
/>
<img width="1356" height="1017" alt="dreamseeker_dedS1dHqaB"
src="https://github.com/user-attachments/assets/d928713e-8bef-40eb-acfc-dbb3ba8d5cfd"
/>
**The new machines & Contents:**
<img width="275" height="138" alt="dreamseeker_NpTCSRoj6k"
src="https://github.com/user-attachments/assets/06579bbe-11eb-4972-9fba-b5df4b30c51b"
/>
<img width="1189" height="973" alt="yLPMyfBjkU"
src="https://github.com/user-attachments/assets/5174833f-bc91-43b6-a472-873e94c4e93b"
/>
<img width="1189" height="711" alt="lRgw4dVQux"
src="https://github.com/user-attachments/assets/8d6cf74e-5e3e-4110-b6b5-ae1800a8f97b"
/>
<img width="1189" height="679" alt="7myy2173s3"
src="https://github.com/user-attachments/assets/c949851c-f487-47a5-9bf5-4db6c2b62e7f"
/>
</details>
## Changelog
🆑 Moldb, Cerberushopeless, Dr.arielpro & Projectkepler-RU
add: Added 3 new unique biomass based machinery intended for ghost roles
only. They are functionally similar to cargo-orderable biogens (Organic
Ration Printer, Organic Material Printer, Colonial Supply Core, Wall
Med-Station) but are consolidated into much more specific roles, while
also adding additional items to their lists.
add: Added an additional spawner to Lizard's Gas, in the form of a
manager role.
add: Gave Lizard's Gas their own budget card, which can only be spent
through trading with others. Their card is actually capable of
withdrawals.
image: New sprites used by the new biogens, taking direct inspiration
from pre-existing machines to fit in nicely.
map: Near complete rework of the Lizard Gas station, making it much more
roomy and more akin to an European service station.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
This PR removes a singular stray disposals pipe on Catwalk Station.
## Why It's Good For The Game
This pipe overlaps another and anything flushed through gets shot out
into a maintenance basketball court.
## Changelog
🆑
fix: Removed a singular stray disposals pipe on Catwalk Station.
/🆑
## About The Pull Request
Gotta set the `note_path` var on the note placer, not place a note on
the same tile
## Why It's Good For The Game
Make this actually work instead of the notes just being on the floor
## Changelog
Not super important
## About The Pull Request
- Moves the plant in front of the Metastation medbay airlock into the
corner.
- Reroutes the pipes/cabling through the airlock instead of the window
- Adds a missing light in cargo.
<img width="684" height="392" alt="image"
src="https://github.com/user-attachments/assets/8ff49dd5-8f7f-4d67-a8d6-f67b59a98db6"
/>
## Why It's Good For The Game
Fixes mapping issue. Maybe one day we will be able to mechanically trip
over plants...
## Changelog
🆑 LT3
map: Finished moving the plant outside Metastation medbay's side
airlock, an astonishing speed of 1 tile per 8 months.
/🆑
## About The Pull Request
Makes a number of changes to blacksmithing to make the role more
appealing, convenient, and special:
<details>
<summary>New Additions</summary>
- [ ] Added a new blacksmith recipe that requires legendary skill and
the skillchip: parts for a classical single-action revolver. High
damage, but finnicky to use; no safety mechanism, can't accept speed
loaders, and the hammer has to be cocked before each shot. Cocking the
hammer is faster if both hands are free, allowing for fanning the
hammer.
- [ ] Smiths can now make new storage options: a cowboy holster that
stores a handgun and multiple ammo boxes, a charging belt that recharges
one energy gun, a botany bag with expanded storage, and multiple types
of scabbards.
- [ ] Added a new skillchip specific to blacksmithing; without the
skillchip, your options on what you can produce via smithing are
reduced. This is to make it so that the smithing job role (or at least,
whoever has been given the skillchip from the QM's locker) is more
special. Currently smithing is just sort of something anyone can do, the
only things unique about spawning in as the blacksmith is that you have
cargo access and smithing-specific bounties.
- [ ] Replaced the water barrel with a new structure: the reagent
quenching trough. This spawns in filled with a new reagent, quenching
oil. Quenching a smithing item in the trough with any reagent will imbue
it for zero reagent use, and heat the trough's reagent.
</details>
<details>
<summary>General direction changes</summary>
- [ ] Perfect hits are no longer probability-dependant; they're based on
the player's timing. Except if the player is max level at blacksmithing,
in which case all hits are perfects.
- [ ] Right-clicking with a hammer on the anvil will allow the player to
automatically forge the item they're working on, with a slower pace
compared to manual forging. This is mostly meant to allow talking to
someone while working on forges.
- [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated
space on most maps and so must occupy a hallway or something else
instead. "Playing optimally" with multi-anvil smithing means taking up
significantly more space, in addition to looking extremely silly and
bypassing part of the loop with blacksmithing (levelling up the smithing
skills to produce equipment faster); the smithing chip will reduce the
swings needed to finish a job to compensate.
- [ ] Reworked reagent imbued equipment; removed the bonus from leaving
a weapon unimbued. This bonus can now be regained specifically by
imbuing smithing oil (smithing oil is special; imbuing it doesn't
inflict it as a reagent for effects, but makes the armor/weapon/etc.
better by numbers). Also, reagent imbued equipment no longer has a big
damage multiplier but will merely stop applying reagents after a certain
integrity threshold is passed.
- [ ] Significantly reduced the income from smithing cargo bounties. It
honestly kind of sucks that blacksmiths' value to the station is that
they print money and not for the actual quality of their items.
- [ ] Blacksmiths now have weapon access by default. It's honestly kind
of weird that the guy whose whole schtick is making weapons, didn't have
weapon access to start.
- [ ] Moved the crusader belt from the general crafting menu to the
smithing crafting menu; it now requires lv7 smithing and the smithing
chip. This change is because it's highly contingent on blacksmithing
equipment for its main storage so it seems most sensible for a smith to
work it.
- [ ] The leather apron that blacksmiths roundstart with now has
dedicated storage for various smithing and glassblowing tools.
</details>
<details>
<summary>Interactivity changes</summary>
- [ ] Trying to pick up a heated blacksmith item will now burn your
hand.
- [ ] Various quenched smithing items now have associated force values
for dealing damage, but will also (usually) cut the user's hand for
doing so.
- [ ] You can now use water tiles or certain reagent containers (needs
at least 300 units) to quench smithing equipment.
- [ ] The forge now heats up it's surroundings and burns carbon dioxide
while doing so. The wall-mounted heater now auto charges it's cell to
compensate for this.
- [ ] You can now weapon-bash your blacksmithing shields, similar to how
you can slap your baton against your riot shields to intimidate.
</details>
<details>
<summary>Convenience and misc.</summary>
- [ ] Changed the Rapier sprites to match the other smithing weapon
sprites.
- [ ] Added more tutorial tooltips when inspecting blacksmith equipment.
- [ ] The blacksmithing noises are quieter, thank god.
- [ ] Using tongs on a stack now pulls only one item from the stack,
instead of pulling all items in the stack. You never actually want to
have more than one sheet in the tongs so there's no reason to include it
really.
- [ ] Completed blacksmith items can now be picked up with tongs and
placed into the crafting bench with them. This is meant to reduce the
tool-juggling for moving the item from the anvil to the basin, then
moving the item from the basin to the bench.
- [ ] The blacksmith ID trim now has an actual icon
- [ ] Commented out the cortical borer cage recipe. We don't really need
this since we don't run cortical borers.
- [ ] Halved the number of necessary chains and plates for all recipes,
but doubled the time needed to hammer them; this is to reduce how much
item juggling is needed.
- [ ] Cargo guards and cargo secoffs now have blacksmithing access.
- [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all
the same mechanics as a skillchipped crewie, except cannot make the
revolver
</details>
<details>
<summary>Code refactoring</summary>
- [ ] The reagent clothing and reagent weapon components now come from a
general reagent imbued parent component.
- [ ] Refactored how anvil smithing works; it now relies on an item
component that handles item heat, hammer strikes, and quenching, instead
of all the code being handled within the anvil itself.
- [ ] Removed the skyrat_obj_flags variable that only functioned for the
anvil_repair flag and nothing else. We have different ways to check for
the stuff it relied on so it's not really needed.
- [ ] Removed the in_use code from various forging objects. It's a
really cumbersome system and annoying to manage all the time. Doafters
with interaction_key stand as a replacement.
</details>
Overall, in the hands of blacksmiths, smithing-chipped characters, and
the tribal factions, this should feel like a general buff. For everyone
else, this should feel like a nerf, and they should go to the blacksmith
or get skillchipped so they can make smithing stuff. It should also feel
less 'shallow' and a bit more interactive with the rest of the game.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="180" height="108" alt="image"
src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26"
/>
<img width="399" height="52" alt="image"
src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177"
/>
https://youtu.be/hcPZXzCOSIUhttps://youtu.be/V7GeLetcRtkhttps://youtu.be/YEyW9pKidTU
</details>
## Changelog
🆑
add: Way, way too many blacksmith job features & smithing system changes
to list. But here's the highlights:
balance: Forged blacksmith weapons can now be used nonlethally via
striking with pommels, spear shafts, etc. which knocks down victims and
stamina damages them like a weaker baton.
qol: Blacksmith tongs now only pull one item at a time, if used on a
stackable item.
qol: Blacksmiths can now auto-smith at an anvil by right clicking with a
hammer.
qol: Blacksmithing tools now have more tooltips to tutorialize their
usage.
qol: Blacksmithing crafting bench can now store item stacks, forging
plates, and forging chains. Right-click to view what's in it.
balance: Removed multi-anvil smithing. Individual smithing pieces can
now be made faster with the smithing chip and other means to compensate.
add: Blacksmiths can now build a single action revolver if they are
fully levelled.
add: Blacksmiths can build a variety of new equipment at the crafting
bench -- gun-charging holsters, knife belts, multiple types of
scabbards, and even a new expanded-storage botany bag.
add: Replaced the water barrel for smithing with a barrel of smithing
oil; smithing oil is now used to grant the bonuses that was previously
given by leaving the item unimbued. The new barrel can have its contents
changed for reagent imbuing.
add: A new reagent "smithing oil" which gives innate bonuses to any
blacksmith equipment imbued using it.
balance: Material types now affect the quality of resulting items and
how quickly they can be forged.
balance: The reagent smithing hammer now has increased toolspeed if
forged well.
balance: Reagent imbuing's durability penalty has been altered; it
reduces durability for each time an imbue effect procs, and then stops
functioning for such when below a certain durability percentage.
/🆑
---------
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
The cable under the AI Sat's Smes wasn't actually going anywhere. This
fixes that on possibly, HOPEFULLY, fixes the unit test.
## Proof Of Testing
If this passes the unit test, yeh.
## About The Pull Request
People had been noting that it was taking longer to pay off a 1000 point
gulag sentence than expected, because we made some changes to mining and
forgot to update it
So now:
- There are ores in the walls again (iron, plasma, silver, and gold)
- Materials are now worth a variable amount of points (iron = plasma <
silver < gold)
- Boulders mined from the walls pop into a large amount of the kinds of
ores you can mine
- Boulders dragged out of the infinite use "work pit" contain a
guaranteed large amount of iron
The upshot of these changes are:
- You can pull 14 boulders out of the hole for a guaranteed time spent
of about 6 and a half quite boring minutes to guarantee finishing your
sentence (if you know exactly what you are doing and optimise it,
probably a bit longer for many people)
- You can mine the walls for ore at the mercy of RNG, you will _likely_
be done in about 5 minutes of mining if you're an early sentence and
obviously it gets harder the more people have already mined out the ores
I aimed for about 5 and 6 minutes as a target because of a combination
of travel time, the fact that you need to actively do something, and
because of the weather.
Remember that's only 5 or 6 minutes actually doing _mining_ (or...
watching progress bars and repeatedly falling over), doesn't include
variations in skill or luck, being hustled into the teleporter, suiting
up, processing the ores, summoning the shuttle, taking the ores to the
shuttle, and an ash storm if you're unlucky. So all around, probably
adds up to be reasonably close to a 10 minute brig timer.
We all know most people given a 1 point sentence are just going to kill
themselves anyway.
Also I moved some lightbulbs in the mining station work camp area
because you couldn't see some of the important tiles and it was annoying
me
## Why It's Good For The Game
We advise players that 1000 points in the work camp is work about a 10
minute brig sentence and this is basically ban-baiting from our policy
page if it's not actually true
## Changelog
🆑
balance: Adjusted the values of ores from the work camp to make a 1000
point sentence closer to a 10 minute brig timer
map: Moved some lightbulbs around in the work camp so you can see the
bars getting printed
/🆑
<!-- 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. -->
## About The Pull Request
Rearranges VR deliveries room to give it a full crate return and more
movement space.
<img width="1240" height="783" alt="image"
src="https://github.com/user-attachments/assets/c8f9f9b2-45be-47f5-ac64-4ac46ae67b9b"
/>
## Why It's Good For The Game
Crate returns, less cramped near doorway
## Changelog
🆑 LT3
map: Added a crate return to Void Raptor cargo
/🆑
## About The Pull Request
- Updates some airlock access helpers for consistency
- Adds an airlock to the forge area
- Adds plastic flaps
- Adds a shuttle timer display on the south wall
- Swaps the stamps table and fax machine in lobby
## Why It's Good For The Game
Cargo QoL
## Proof Of Testing
<img width="1390" height="1115" alt="image"
src="https://github.com/user-attachments/assets/65d27996-1410-4a89-ab9a-7dcbbc8d3be3"
/>
</details>
## Changelog
🆑 LT3
map: QoL improvements to PubbyStation cargo area
/🆑
## About The Pull Request
[The count was reduced all the way back in 2024 as a way to help server
performance ](https://github.com/Bubberstation/Bubberstation/pull/2510)
however I've been told it might be worth upping again.
## Why It's Good For The Game
People yearn for the space age. Tiding gets boring and there's often not
a lot in a given round, especially when you have stuff like Tarkon that
take up half a large portion of a given z-level.
## Proof Of Testing
The tests don't fail! Might need a test merge to judge the performance
impact at scale if there's still concern.
🆑 Robwo
code: Returned space Z-level count back to 7.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
headmin disabled this map and asked i removed these
i dont think these things are too impactful as they are purely defensive
meaning theyre meaningless save for like, icebox security, and escape
shuttle but its whatever in the end.
## Why It's Good For The Game
no more mounted guns.
## Changelog
removes both the mounted guns.
🆑
del: Removed both mounted guns in the heretic gateway per headmin
request
/🆑
## About The Pull Request
This PR adds a simple holiday spawner type that can be used for objects
that are only spawned if the holiday they're associated with is being
celebrated. Right now it has three subtypes, all related to the kitchen
(liquid ingredient, powdered ingredient, meat ingredient).
The involved holidays are the fictional tiziran and mothic festivities
Atrakor's Might and Fleet Day. Extra stuff is also spawned on Bee Day
and Beer Day. On Vegan Day, the monkey meat slabs in the meat fridges
are replaced with plant-based meat slabs (killer tomato slices and pod
people meat, plus veggies) and the fridge is renamed from "meat fridge"
to "vegan fridge".
This PR also adds a few more holiday-specific mail objects such as
Speak-Like-a-Pirate Day, Fleet Day, Atrakor's Might, Chernobyl's
Disaster Anniversary (it's just a geiger counter), Monkey Day and
Draconic Language Day.
EDIT: I've decided to make the bar backroom beer keg into a spawner that
will spawn special kegs on specific days (otherwise it's a 1 in 25
chance). These kegs can contain drinks a little more refined than the
average beer keg. Also it comes with a resprite of kegs because the old
one was starting to look a little ass compared to other reagent
dispensers.
## Why It's Good For The Game
For being fictional festivities revolving around food and culture, and
despite the lot of recipes for moths and lizard people, we aren't
offering anything to chef players to let them cook said recipes beside
what's given on any bog-generic round. This is a step toward a slightly
less lackluster implementation of those festivities and recipes into the
game. Also chance for cooler kegs for the bartender.
## Changelog
🆑
add: The kitchen fridges may have additional ingredients on certain
holidays, in particular Atrakor's Might (lizardpeople) and Fleet Day
(mothpeople), and Vegan Day.
add: Added a few more holyday-specific mail items.
add: Replaces the beer keg in the bar backroom with special kegs on St.
Patrick's Day, Beer Day and Speak-Like-a-Pirate day. On any other day,
there's a chance that the beer keg will be replaced with one containing
whiskey or rum, or in rare cases, one of those special kegs.
imageadd: resprited the keg as well.
/🆑
## About The Pull Request
This PR adds Jet Boots, a new pair of footwear that can be purchased
from cargo as an import item.
Jet boots share behavior with their parent, the rocket boots, featuring
the long range jet dash that already comes with rocket boots, though
this differs from the jump boot's dash due to being a shorter distance
as well as being far less safe as a result.
The main draw for this item is that it has a toggle action to enable
sustained jet flight. That sustained flight behaves the same as a flight
potions, offering the ability to fly over tables, as well as a passive
movement when applied. One issue with these boots, matching flight with
wings, is that you need to be in suitable atmosphere in order to be able
to propel yourself. An additional restriction is that due to your
propulsion being based on your shoes, being leg-cuffed (such as from
bolas or bear-traps) will prevent you from being able to fly.
One pair of Jet Boots requires **40,000 credits**.
### Minor things
In adding this, most of the code was applied from the existing logic
already used for mob flight and the flight organs. Considering this is
like, the 3rd thing that has consistent flight behavior(?) I'm tempted
to try and refactor it into a component, but in the interest of being
somewhat lazy I held off for this moment. I could be easily convinced to
do so, however.
These boots arrive via a gold crate. They sell for the same amount, but
the only way to let us do that was to tweak the gold crate code so that
they're not hardcoded to always arrive with gold bars and the champion's
belt. As such, there's an update map's script attached to this PR to
move existing gold crate subtypes to a "stocked" variant.
<img width="336" height="224" alt="image"
src="https://github.com/user-attachments/assets/1209e6d8-0ccb-411f-b5f6-56a808709911"
/>
## Why It's Good For The Game
The last few weeks I've kinda challenged myself with the following
question and began working backwards: "What should cargo be able to buy
for 40,000 credits?". I mulled over a few ideas, including being able to
drop in map templates onto the station, additional cargo shuttle
upgrades (In the vein of the atmos refill upgrade from my last PR), etc.
I decided on trying and making something that is inherently a selfish
purchase. Not quite to the level of buying a cargo shuttle that kills
the entire crew, but the kind that makes you think "Oh my god, cargo
just blew their entire budget on a pair of shoes".
That said, offering players flight is a rare, and expensive upgrade,
based on the fact that flight potions and the like are similarly a rare
upgrade. The alternative, training and breeding a raptor capable of
flight, is also already in cargo's domain, but typically reserved for
shaft mining use. The main give here is that in exchange for flight,
it's still bound to an item. Someone can still murder you for your
shoes, or stun you and take them off your body, especially with the
increased stun multiplier while in propelled flight.
## Changelog
🆑
add: Cargo may now purchase jet boots, boots that enable sustained
flight, for 40,000 credits via the imports section.
/🆑
## About The Pull Request
Removes two turf tile decals that were erroneously placed on walls on
the Ex-Interdyne Shuttle.
## Why It's Good For The Game
Looks better, even though this only becomes apparent during pride month
(happy pride month btw) turf decals shouldn't be on walls anyhow.
## Changelog
🆑
fix: Fixed some weird turf decals on walls for the Ex-Interdyne Pirate
Ship
/🆑
## About The Pull Request
Somehow, we can teleport on away missions when we used not to be able to
a long time ago.
I'm not against it, however it can end quite badly with people getting
stuck in indestructible walls or stuff like that, or end up somewhere
with cordon turfs decoupled from the cordon area (museum cough cough),
which doto your spaceman what Dr. Manhattan did to Rorschach btw.
I'm totally fine with spacemen getting stuck on destructible turfs,
rocks that can be mined, machinery and other destructible or movable
structures, areas that are hard to access in and out, behind shutters
and puzzle doors or even at the rims of indestructible walls if they're
connected to any of the aforementioned things. It isn't a rigid
standard, using random teleportation to cheese away levels should be a
risky endeavor, but I also don't believe that you should end up
teleported somewhere that you cannot otherwise escape on your own or be
hypothetically freed from by another spaceman without more teleportation
having to be involved 100% of the times (or admins if they feel
merciful). That's where I draw the line.
Beside, more than a few maps didn't use cordon turfs and/or turfs or had
these massive portions of indestructible walls.
Oh, by the by, a little unrelated but I'm bringing the visuals of
indestructible "rock" walls up to date with the visuals for rock turfs
that can be mined. Included are also icon-states so that the two can be
easily distinguished during mapping.
Feedback welcome.
## Why It's Good For The Game
I'm not against using teleportation for away missions. Right now there
are a couple easter egg areas that can only be accessed that way.
However the risks of getting GBJ'd are immense if done randomly.
Also for some reason, despite having the secret z-trait injector for the
museum stops phasing/jaunting, the museum areas are not of the secret
type, so they don't block teleportation. WHATEVER, IT ISN'T LIKE IT HAS
SOME OMEGA LOOT WORTH THE TROUBLE
## Changelog
🆑
map: Made it a bit harder to get stuck on away missions if you willingly
or unwillingly use teleportation techniques. You still definitely can,
but usually only on sections of the map that can be reached one way or
another, including rock walls that can be mined, just not those that
cannot.
image: Updated the visuals for indestructible rock walls to match the
destructible ones.
balance: RNG teleportation should work marginally better around areas
and turfs where teleportation is restricted by skipping them instead of
having a chance to fumble because of that.
/🆑
## About The Pull Request
The CEs request console on biodome was listed as "unknown" and could
make no announcements. This PR fixes that.
## Why It's Good For The Game
Fixes a map bug
## Proof Of Testing
<img width="909" height="780" alt="image"
src="https://github.com/user-attachments/assets/67b6453c-02c3-4443-b299-5c3e9ed02e95"
/>
CEs request console labeled and able to make announcements.
## Changelog
🆑 Swan
fix: fixed the CEs request console on biodome not being able to make
announcements
/🆑