1101 Commits

Author SHA1 Message Date
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
EnterTheJake 0bd4b0820f Adds TGMC Tactical maps to the game and to Nuclear Operatives! (#96068)
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request process. -->

## About The Pull Request

Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)

This PR ports the TGMC Tacmaps and grants em to our NukeOps.

Code by Me, @Xander3359, @Arturlang, @Absolucy.

Mapping by @RipGrayson 

Sprites by @KillerOrcaCora

Writing bits by @necromanceranne

Tacmaps are essentially dynamically generated minimaps,

<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>



<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>






As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.


The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.

Likewise, the tacmaps will display the positioning of the following in
real time!

- Nuke ops agents

- Syndie borgs and Mechs

- Cayenne

- Location of the nuclear fission device (and beer nuke)

- Location of the Nuclear Authentication Disk.

<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>

<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>

<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>






https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0






Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).



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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game

Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.

But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.

Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.

<!-- 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
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probably isn't good for the game in the first place. -->

## Changelog

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🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2026-06-09 16:38:00 +02:00
tonty ddb4b35bc2 Implements "forbidden" areas into atmospherics_sanity unit test (#96141)
## About The Pull Request
I originally just wanted to change the logging for this so that it's
more helpful for mappers, but I realized that this test doesn't cover
the case where a mapper mistakenly connects a illegal area into the air
loop, so I implemented that.

I had to remap Catwalk so that the actual server room was isolated from
everything else. I tried to keep everything intact to the best of my
ability but there simply wasn't much room.

Also, I added a new subtype for the supermatter engine's area, and
included an UpdatePaths file for it. Behaviour should be identical
across the board.
## Why It's Good For The Game
So we can be 100% absolutely definitely sure we didn't attach the waste
loop inside the supermatter engine.

## Mold Spore

<img width="400" height="400" alt="image"
src="https://github.com/user-attachments/assets/f231ba77-097d-4365-b467-17580aceae14"
/>
2026-06-03 14:21:31 -06:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Roxy 2f4666665e Fix two issues with icebox lizard gas (#5703)
## About The Pull Request

- The area type for lizard gas on icebox had `requires_power = FALSE`
which means when the APC ran out nothing happened, which is dumb because
there's an APC and an SMES and a deployable generator the power is
clearly supposed to matter
- Because the ruin spawns on the station Z level the circuit imprinter
auto connects to the station ore silo, this doesn't make sense and the
lavaland version doesn't do it so it doesn't anymore
## Why It's Good For The Game

Fixes #5370 

## Proof Of Testing

I spawned in and set the APC charge to 0 and verified that the area
actually loses power and lights go out/machines turn off, then I went
and put some mats into the station ore silo and verified that the
circuit imprinter in the gas station didn't have them

## Changelog
🆑
fix: fixed icebox lizard gas having infinite power
fix: fixed icebox lizard gas circuit imprinter connecting to station ore
silo
/🆑
2026-05-30 14:06:15 -05:00
MrMelbert 49d502ac9b Optimizes grid check event a bit (+minor fixes) (#96075) 2026-05-27 20:43:58 -04:00
SmArtKar 2680aafa3f [MDB IGNORE] Lavaland Mineral Rework: Yapmining 2026 (#95682) 2026-04-20 10:52:59 -04:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
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#	code/__DEFINES/species_clothing_paths.dm
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#	code/__HELPERS/global_lists.dm
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#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
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#	code/datums/weather/weather.dm
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#	code/game/objects/items/devices/scanners/health_analyzer.dm
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2026-02-12 23:50:09 -05:00
AlinaStarkova f3e48b5c71 Adds a Circuit Workshop to engineering department. (#94789)
## About The Pull Request
smartkar wanted it, i was bored, so i added it
<img width="666" height="277" alt="image"
src="https://github.com/user-attachments/assets/ce1d2b6b-8261-4ef5-a793-e73210fbd163"
/>


TL;DR, every map (except tram, because its modular maintence makes
carving out space for a new room difficult, someone else can do that)
now has a small extra room in engineering, the circuit workshop,
basically, talking with smartkar, engineering can take advantage of
circuits better than science can, as they have the tools and the access,
but we werent removing sciences lab, so to not be confusing, the
engineering circuits is a "Workshop" whereas science circuits is the
"Lab". for the most part it was a simple matter to cut into a bit of
maint or space to make the room, it doesnt really change the size of the
already existing rooms and i tried my best to avoid too much structural
changes, (icebox has perhaps the largest change followed by delta)

heres what they look like
Meta:
<img width="700" height="591" alt="image"
src="https://github.com/user-attachments/assets/6aa7496a-48ff-44c7-abab-f2a2c4951682"
/>

Delta:
<img width="1056" height="770" alt="image"
src="https://github.com/user-attachments/assets/14e9c45e-cf22-4a41-80b0-0ad8f749c735"
/>

Icebox (I swapped the ladder for proper stairs):
<img width="649" height="566" alt="image"
src="https://github.com/user-attachments/assets/b264e4e5-117f-4963-82be-b53f7ba823ce"
/>
<img width="966" height="843" alt="image"
src="https://github.com/user-attachments/assets/746fdb5e-dc0e-4713-826f-1c26ceedd57b"
/>

Catwalk:
<img width="973" height="877" alt="image"
src="https://github.com/user-attachments/assets/77349c1a-dc0e-456d-8637-35abf9973e2e"
/>

Wawa:
<img width="992" height="708" alt="image"
src="https://github.com/user-attachments/assets/17d406e7-bbde-4a18-91c8-92703c5f0074"
/>

Nebula:
<img width="897" height="615" alt="image"
src="https://github.com/user-attachments/assets/a5ce7b2b-c6c5-4a65-a3a6-65c8e95a2c03"
/>
<img width="802" height="662" alt="image"
src="https://github.com/user-attachments/assets/83197298-c11d-413f-b9e4-e23cac8d8103"
/>



## Why It's Good For The Game
as stated above, after speaking with smartkar with a little input from
mothblocks and someone else we figure that engineering would utilize
circuits better
## Changelog
🆑 Nari Harimoto
map: Nanotrasen found the budget to add a small circuit workshop to the
engineering department on every station except for tramstation.
/🆑
2026-01-18 02:19:16 +00:00
MrMelbert b804e1df79 Revamps security bounties (#94545)
## About The Pull Request

<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>

<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>

- N-spect scanners can no longer print reports

- Clown N-spect scanners have been removed as printing reports was their
primary function

- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.

- Patrol bounties have been reworked. 
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
   - Your ID card will update you as you progress the bounty. 
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.

- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.

- There's now setters for bounties and bank accounts. 

- Fix Bountious Bounty trait by having a `get_reward`

## Why It's Good For The Game

Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.

On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.

The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)

## Changelog

🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
2026-01-11 14:20:11 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
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#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
MrMelbert 9e1e4e054b [MDB Ignore] [Catwalk] Remaps dorms, atmos, a some of engi, and several small fixes/tweaks (#94016)
## About The Pull Request

### Main changes

<Details>

<Summary> Lower Dorms </Summary>

<img width="964" height="989" alt="image"
src="https://github.com/user-attachments/assets/014fdc29-59ac-4dbc-b373-da735a284a7f"
/>

</Details>

<Details>

<Summary> Upper Dorms </Summary>

<img width="871" height="968" alt="image"
src="https://github.com/user-attachments/assets/9c35994a-fc28-40f5-bc26-849d3d0ce705"
/>

</Details>

<Details>

<Summary> Lower Tool Storage </Summary>

<img width="500" height="637" alt="image"
src="https://github.com/user-attachments/assets/373b6c78-cba5-4d23-afb8-fd4f24412ab2"
/>

</Details>

<Details>

<Summary> Upper Tool Storage </Summary>

<img width="526" height="647" alt="image"
src="https://github.com/user-attachments/assets/a52a4c88-51ae-4d10-b6d0-f0dc2de0e1ac"
/>

</Details>

<Details>

<Summary> Lower Atmos </Summary>

<img width="1126" height="728" alt="image"
src="https://github.com/user-attachments/assets/8c5e50fd-611a-4d0c-a0ff-d0b0427fdb9b"
/>

</Details>

<Details>

<Summary> Upper Atmos </Summary>

<img width="1149" height="727" alt="image"
src="https://github.com/user-attachments/assets/a702d5d0-a682-46f5-82d4-200fe69c3bf4"
/>

</Details>

### Misc changes

- The CE's office was pushed out a bit to use dir-windows less.
- AI sat entrance as pushed out a bit to give it some room to breathe.
- Cargo-Engi upper maint saw some minor tweaks to accommodate. 
- Use of First Aid stations was audited, removing extras in some
locations.
- Generic Event landmarks were audited, removing all of them from maint
and adding several around the station.
- Xenobio's kill room uses a passive vent as it should.
- Fixed some stray space (rather than openspace) on the upper Z.

## Why It's Good For The Game

### Dorms changes

Catwalk's dorms being right aligned resulted in a bit of a roundabout
path to get to the holodeck, which in turn meant it was scarcely
accessed. I addressed this by left aligning it instead, allowing a
straight shot from the main hallway to the holodeck.

Additionally, while I really liked the luxury dorms rooms, it felt like
people quickly ran out of places to log out in, given there was only 5
functional rooms. So I added a few extra rooms upstairs embedded in the
opposite wall.

Losing the small garden is a bit sad I cannot lie but given the room was
pretty inaccessible to the crew anyways I figured repurposing it would
be the way forward. Maybe it'll return as a park though, somewhere.

### Tech storage changes

To fit the new dorms rooms, I had to move tech storage. I found it kind
of awkward that it was just situated in a box accessible by a ladder, so
I gave it a proper staircase and re-arranged the rest of the room with
the new space unlocked.

This does make secure tech storage a fair bit more vulnerable, so that
might need to be addressed.

### Atmos changes

In left-aligning the rooms I had to eat into maint, which cut up the
maint access in the area. I didn't really like that so I had to do some
work in engineering.

Initially I wanted to get rid of the Long Hallway of Doom, but as I
picked at it (and also needed a new place for the Gravity Generator) I
ended up giving Atmos a full touch-up. It now feels a bit more like a
proper atmos, with plenty of piping running around.

I know Atmos players will certainly gripe about losing the free space
but there is still plenty to go around, especially with the oft-unused
engi project room.

Grav Gen now sits at the end of the much-shorter upper hallway, making
it easier to find.
The Incinerator room is also integrated into Atmos, making it stick out
a little less.
Lastly, the SM saw some minor piping and wire changes to hopefully make
it a bit easier to work with, but nothing major.

## Changelog

🆑 Melbert
add: [Catwalk] Entirely new Dorms & Holodeck 
add: [Catwalk] Modified Atmos, Gravity Generator, Engineering and Tech
Storage a fair bit
add: [Catwalk] Event locations were updated, meaning several random
events now trigger in more appropriate places
del: [Catwalk] Removed duplicate First Aid stations in a few places
qol: [Catwalk] Changed around maint areas (not the actual layouts but
the area designations) to be a bit less monolithic
fix: [Catwalk] Xenobio kill room uses a passive vent
fix: [Catwalk] Fixes a few erroneous space tiles around sec
/🆑
2025-12-04 18:41:08 -07:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
Bloop 183c5af2e4 Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366

Eliminates worries over virtualspace currency being sent to real
accounts.

When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:

<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>

Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:

It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.

In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).

<details> <summary> Working as intended </summary>

<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>

<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>

</details>

## Why It's Good For The Game

Fixes an exploit, improves the area flags situation slightly.

## Changelog

🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
2025-11-22 12:24:41 -07:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
tonty 14d2514aa9 [MDB IGNORE] Refactors away /area/station/ai_monitored and its subtypes (with bonus neat repathing) (#93704)
## About The Pull Request

/area/station/ai_monitored's behaviour was isolated into a component,
`/datum/component/monitored_area`, which itself uses
`/datum/motion_group`s to query cameras. Functionally, it (should) work
identically to the old implementation. I'm sure that behaviour could
have been further cleaned up, camera code is quite dreadful, but it's
better to focus on isolating the behaviour first. Baby steps.

Areas that want to opt into monitoring can set `var/motion_monitored` to
TRUE (this approach was taken to make subtyping easier).

The following non-AI areas were changed:
- /area/station/ai_monitored/security/armory ->
/area/station/security/armory
- /area/station/ai_monitored/command/nuke_storage ->
/area/station/command/vault
- /area/station/ai_monitored/command/storage/eva ->
/area/station/command/eva

All other `/area/station/ai_monitored` subtypes were repathed into
`/area/station/ai` and cleaned up in a way that I thought made logical
sense. It is **much** more readable now. For example:

- /area/station/ai_monitored/turret_protected/aisat ->
/area/station/ai/satellite
- /area/station/ai_monitored/command/storage/satellite ->
/area/station/ai/satellite/maintenance/storage
- /area/station/ai_monitored/turret_protected/ai ->
/area/station/ai/satellite/chamber
2025-11-03 11:27:14 -06:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert 3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
Time-Green a66a60e711 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-19 22:41:05 -04:00
Thunder12345 c50c88a82a Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request

Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple
of puzzles, and a small amount of loot in the form of ~~3 total pairs of
insulated gloves~~ a pair of insulated gloves, two adorable roros and a
cool unique labcoat. Just don't ask where the gloves come from...

Puzzles can of course be avoided/brute-forced by breaking down the walls
but that's for chumps.

<img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903"
src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf"
/>

## Why It's Good For The Game

The upcoming 1x3 icebox surface calls for more ruin content to help fill
that space.

## Changelog
🆑
add: A new insulated glove factory has popped up on the ice moon.
add: Freezer floor tiles now come in the full range of shapes.
/🆑
2025-08-19 22:40:43 -04:00
Time-Green a47835a04f 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-15 01:58:58 -05:00
Thunder12345 d1b8145ad2 Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request

Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple
of puzzles, and a small amount of loot in the form of ~~3 total pairs of
insulated gloves~~ a pair of insulated gloves, two adorable roros and a
cool unique labcoat. Just don't ask where the gloves come from...

Puzzles can of course be avoided/brute-forced by breaking down the walls
but that's for chumps.

<img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903"
src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf"
/>

## Why It's Good For The Game

The upcoming 1x3 icebox surface calls for more ruin content to help fill
that space.

## Changelog
🆑
add: A new insulated glove factory has popped up on the ice moon.
add: Freezer floor tiles now come in the full range of shapes.
/🆑
2025-08-15 00:10:01 +00:00
grungussuss 9cbcde390d lobby art is mouse transparent on fade out (#91774)
(cherry picked from commit 601654a91c)
2025-06-26 19:54:39 -04:00
grungussuss 601654a91c lobby art is mouse transparent on fade out (#91774) 2025-06-23 23:36:37 -06:00
Lucy 04c09cc73b Fix the lobby art not fading out (#91637)
## About The Pull Request

ports a fix from
https://github.com/Monkestation/Monkestation2.0/pull/6991

https://github.com/tgstation/tgstation/pull/76772 accidentally broke
most instances of using `/atom/movable/screen/splash`, bc now the client
needs to be third instead of second argument to `new
/atom/movable/screen/splash`... yeah.

<details>
<summary><h3>pre-fix video clip</h3></summary>


https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207

</details>

<details>
<summary><h3>post-fix video clip</h3></summary>


https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d

</details>

## Why It's Good For The Game

bugfix good

## Changelog
🆑
fix: The lobby art properly fades out during roundstart, latejoin, and
server restart again.
/🆑
2025-06-21 22:17:48 -04:00
Lucy c0e63357d9 Fix the lobby art not fading out (#91637)
## About The Pull Request

ports a fix from
https://github.com/Monkestation/Monkestation2.0/pull/6991

https://github.com/tgstation/tgstation/pull/76772 accidentally broke
most instances of using `/atom/movable/screen/splash`, bc now the client
needs to be third instead of second argument to `new
/atom/movable/screen/splash`... yeah.

<details>
<summary><h3>pre-fix video clip</h3></summary>


https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207

</details>

<details>
<summary><h3>post-fix video clip</h3></summary>


https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d

</details>

## Why It's Good For The Game

bugfix good

## Changelog
🆑
fix: The lobby art properly fades out during roundstart, latejoin, and
server restart again.
/🆑
2025-06-15 19:00:46 -06:00
Nick 7728ca19e9 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-15 16:12:28 -04:00
Nick 03a935f939 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-13 18:44:11 -07:00
Fazzie f6f4477ac5 CatwalkStation (#90532)
Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)

🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-29 18:29:02 -06:00
Fazzie b8adf96b37 CatwalkStation (#90532)
## About The Pull Request

Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

## Changelog

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)



🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-27 13:36:01 -07:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
LemonInTheDark b59132ad60 Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- 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

[Removes all remaining users of SMOOTH_CORNER + dirt
automation](https://github.com/tgstation/tgstation/commit/71d120511a372501ac546b2571ef570eb4426a56)

Removes all remaining instances of overlay smoothing (the deprecated
system that stitches corners together IN ENGINE) from the game.

This amounts to:
The test smoothing wall, which I converted to just bitmask + diagonals 
Stationary canisters, which I've done the same to (alongside adding all
the states to gags, which around doubled their gags count). These
autocut now.

I've also given dirt icons autocutting, for spriter convieneince (I
would have done this before but I didn't know they smoothed)

[Removes corner smoothing from the
codebase](https://github.com/tgstation/tgstation/commit/98ebe5815223a3078c2e591fd277b9418ed03278)

This code is OLD, and has been functionally deprecated for as long as
I've been here. It basically does what bitmask smoothing does, but
instead of prebaking connections they're formed in engine with overlays.

This is... fine, and does TECHNICALLY allow for unique effects, but
none's gonna use it because the details are so niche, so it just becomes
a risk factor for someone fucking up and using overlays for some reason.

What it does do then is clutter up our smoothing code with 2 different
async systems, one of which functions SLIGHTLY differently from its
brother. IMO it just works to confuse people trying to read smoothing
code (already quite confusing).

I've removed it, alongside its bespoke code/variables, excluding
area_limited_icon_smoothing, a var on areas that prevents smoothing out
of network, which I have instead integrated into bitmask smoothing.

I've updated snowflake's documentation to be more up to date with modern
systems, and earmarked where explanations/automation for the more...
underdeveloped bits of smoothing should go in the future.

## Why It's Good For The Game

I relapsed and needed something to put that energy towards.

We don't really want people to use this, and none knows enough about it
to take advantage of its theoretical uses.
Really its only purpose right now is making understanding diagonal
smoothing easier, and that's not all that hard of a task.
Better to remove and integrate then to let rot and confuse.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
add: Smoothed objects on shuttles now will only smooth with other
shuttles (added support for extensions of this system)
refactor: I've funked around with our smoothing system, cutting out some
older code. Lemme know if anything is weird PLEASE
/🆑

<!-- 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. -->
2025-03-20 15:42:16 +13:00
Y0SH1M4S73R 013de1fb80 Custom Shuttle QOL tweaks (and a fix to a mild shuttle engine exploit) (#89774)
## About The Pull Request

This PR adds some tweaks to make custom shuttles a bit easier to use,
and more useful.

- The station blueprints can be used to allow/forbid custom shuttle
docking in station/custom areas. Custom areas allow shuttle docking by
default, while station areas (apart from the asteroid) forbid it.
- A station area that allows shuttle docking can have a shuttle
built/expanded in it, as long as the area's APC isn't contained within
the frame used to construct/expand the shuttle.
- A shuttle frame does not need to contain the entirety of a custom
area, unless that frame contains the area's APC. If the frame doesn't
contain the entirety of the custom area, that section of the frame
becomes part of the default area, instead of a separate area.
- Custom shuttles will go off into the sunset at the end of the round,
as long as they have a welded engine.
- I think I saw a bug that caused engines to contribute twice the
intended power to the attached shuttle, possibly creating an exploit in
the case where the engine was broken while welded. I fixed that.
- Custom shuttle docking computers can cross over to any z-level
adjacent to the shuttle's z-level (or vertically-connected z-levels,
because docking computers can traverse stacked z-levels freely). This is
based on the new `zlink_range` var on all shuttle docking consoles,
which can be var-edited to provide the same functionality.
- Shuttle engines constructed from circuits now link to shuttles without
needing to be unanchored and reanchored.

## Why It's Good For The Game

The tweaks to shuttle construction and docking serve to address several
gripes I heard about players not being able to build/dock custom
shuttles in station areas. The means to do this have been locked behind
possession of the station blueprints.

I don't see what problem there would be with allowing custom shuttles to
leave the station at the end of the round, but I could lock it behind a
particular action (antag-exclusive or otherwise).

Custom shuttles don't quite have as much utility if you have to manually
travel to z-levels to drop off gigabeacons. Jumping to adjacent z-levels
one at a time is a bit more useful for space exploration.

## Changelog
🆑
add: The station blueprints can be used to toggle whether custom
shuttles can be built/expanded/docked within station areas.
qol: Custom areas do not have to be completely contained within shuttle
frames, as long as the APC isn't attached to the frame.
add: Custom shuttles with functioning engines will fly off into the
sunset when the emergency shuttle leaves.
add: Custom shuttle navigation computers can view space levels adjacent
to the one the shuttle is currently docked at.
fix: Constructed shuttle engines no longer contribute twice as much
engine power to shuttles, nor can they be used to add unlimited shuttle
power.
fix: Constructed shuttle engines now connect to shuttles when build,
rather than needing to be unachored and then reanchored.
/🆑
2025-03-13 12:25:09 +11:00
Y0SH1M4S73R f3ac412f69 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-03-12 16:46:40 -04:00
Singul0 34310e680e Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
Adds a space ruin revolving around a studio where ghost roles can
provide entertainment to the station, the studio has a bunch of
construction stuff and costume vendors to create any set and portray any
character you'd want. Features 3 stages and a radio station (neutral
aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors.
1 director.

![image](https://github.com/user-attachments/assets/d78c3565-b5b1-494b-a566-7a6c451a62a3)
Studio also has a sizable living quarters and a mini-medbay for basic
provisions. a couple of paper fluff texts are strewn about on the
noticeboards

The cast:

![image](https://github.com/user-attachments/assets/5a56273e-8665-4daa-b8b0-77c8ede4d0f0)

In terms of things that can be balance-breaking, I can only name the gas
masks and agent ID actors/directors spawns in. But I think its a
necessary sacrifice for them to play "characters"
I think too many of the ghost roles have too little interactions with
the main station, this is for good reasons obviously, balance and
metagrudges and all that. But, say. what if we can have a ghost role
that interacts and give something to the station besides being their own
little isolated game? it can't be anything material of course. so what
if we have the ghost role centered around giving entertainment? which is
how this PR came to be
🆑
add: After some light bit of restructuring, the local TV station,
serving SPACE SECTOR 13 has opened up again!
/🆑
2025-03-12 16:37:13 -04:00
Y0SH1M4S73R cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Singul0 14a1b5e1e8 Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
## About The Pull Request
Adds a space ruin revolving around a studio where ghost roles can
provide entertainment to the station, the studio has a bunch of
construction stuff and costume vendors to create any set and portray any
character you'd want. Features 3 stages and a radio station (neutral
aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors.
1 director.

![image](https://github.com/user-attachments/assets/d78c3565-b5b1-494b-a566-7a6c451a62a3)
Studio also has a sizable living quarters and a mini-medbay for basic
provisions. a couple of paper fluff texts are strewn about on the
noticeboards

The cast:

![image](https://github.com/user-attachments/assets/5a56273e-8665-4daa-b8b0-77c8ede4d0f0)


In terms of things that can be balance-breaking, I can only name the gas
masks and agent ID actors/directors spawns in. But I think its a
necessary sacrifice for them to play "characters"
## Why It's Good For The Game
I think too many of the ghost roles have too little interactions with
the main station, this is for good reasons obviously, balance and
metagrudges and all that. But, say. what if we can have a ghost role
that interacts and give something to the station besides being their own
little isolated game? it can't be anything material of course. so what
if we have the ghost role centered around giving entertainment? which is
how this PR came to be
## Changelog
🆑
add: After some light bit of restructuring, the local TV station,
serving SPACE SECTOR 13 has opened up again!
/🆑
2025-02-19 17:48:10 -07:00
jimmyl 92a585cb3a new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request
<details>
<summary> expand to spoil the fun of exploring something for yourself
</summary>

firstly, the new ruin: outpost 31
its layout is vaguely based off an official map of the Outpost 31 from
the Thing movie but i ran out of space halfway


![image](https://github.com/user-attachments/assets/6db1aa9f-40d3-4693-897b-01e32b3ee1d2)

the boss drops a keycard for the storage room that you cant get in
otherwise, containing its own special item, and other stuff probably
useful for crew
crusher loot: trophy that heals you on each hit

the ruin is guarded by like 3 flesh blobs, very resilient (and slow)
masses of flesh that deal 3 brute damage, not harmful in melee but WILL
attempt to grab and devour/assimilate you which is FAR more lethal



https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3



Boss: The Thing (with creative liberties otherwise this thing would
instakill you if it was true to source material)
difficulty: medium apparently idk mining jesus beat it with 400ms or so
HP: 1800
It is a much higher ranking changeling than those infiltrating SS13
It has 3 phases, 600hp each. Depleting its phase health will turn it
invincible and it will heal back half in 10 seconds. In order to prevent
this, the two Molecular Accelerators must be overloaded by interacting
with them to blast the changeling with deadly scifi magic or whatever
they do, forcing it to shed its form further and go to the next phase.
Not necessary for phase 3 because it literally just dies then

it focuses mostly on meleeing you and making certain tiles impassable
for you with 1hp tendrils, all attacks are telegraphed so theres no dumb
instakills here

it alternates between aoe abilities and abilities 

melee behavior:
- if too far, charge at target (charges twice on phase 3)
- too close, shriek (unavailable in phase 1) (technically AOE but its
more like a melee ability you know??)
- otherwise just try to melee

Shriek: if the player is too close emit a confusing shriek that makes
them confused and drop items

aoe behavior (phase 2, 3 only):
1: Puts 4 tendrils in a line cardinally
2: Puts tendrils around itself
3. Puts a patch of tendrils around and under the target, 3x3 in phase 3
4. Phase 3 only - spits patches of acid into the air that hurt when
stepped on

_(crusher is hard ok)_


https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c



unique megafauna loot for this boss is like 1 AI-Uplink brain
its like a BORIS module but for humans i think you can figure out what
that means
while in a human shell they cannot roll non-malf midrounds and cannot be
converted, and cannot be mindswapped
the human MUST have all robotic organs (minus tongue because its not in
the exosuit fab and that kinda sucks to get)
will undeploy if polymorphed



https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52



</details>

## Why It's Good For The Game

icebox is severely lacking in actual good ruins (fuck that one fountain
ruin)
i feel that the loot given by megafauna has been and still apparently is
exclusively to make the victor more powerful, which kinda sucks because
thats just powergaming???? the loot of this boss is more crewsided,
specifically aiding the AI in a VERY limited quantity (1), so its not
anything good for powergamers, good for crew if the AI is not rogue

## Changelog
🆑
add: outpost 31, the icebox ruin. Also its associated mobs, and
megafauna, and loot. Im not spoiling anything, find it yourself.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2025-01-23 18:33:05 +01:00
kuricityy fca15d8b03 Makes Icebox ruins not count towards blob total, as well as preventing them from spawning there. (#89113)
## About The Pull Request

Makes icebox ruins not count towards blob total, also stops them from
spawning there.

## Why It's Good For The Game

I've been seeing a decent bit of blobs spawning on icebox ruins, such as
Moffuchi's, the abandoned engineering outpost, Lizard gas, almost every
ruin on icebox. The intent of blob isnt to cower off station, ensure
likely no one can find you, then branch out onto the station. I
understand that wastes blobs exist, but if they do it in the actual
wastes, it doesnt count towards their total, and they actually have to
branch out into the wastes before they begin. With Z level blobs already
fucking over people majorly on icebox if the blob picks the right spot,
I'm sure they wont need to be able to spawn in ruins to win. They also
cannot spawn in ruins on any other station, so it just seems right to
me.
## Changelog
🆑
fix: Blob's can no longer place their core in ruins on Icebox.
/🆑
2025-01-21 16:55:41 +11:00
Y0SH1M4S73R 8d0e1fede3 Fixes shuttles leaving replaced floors behind (#88848)
## About The Pull Request

The splitting of the `PlaceOnTop` proc in #79702 removed the call to
`PlaceOnTopReact` that shuttle areas use to place shuttle baseturf
skipovers under any plating placed on them. This is the underlying cause
of repaired shuttle tiles getting left behind when the shuttle moves.

This PR was originally part of #88493, but has been atomized out because
if that PR ever gets merged, it's going to be many weeks before it does.

## Why It's Good For The Game

Fixes #81099 

## Changelog


🆑
fix: Replaced floor tiles on shuttles no longer get left behind when the
shuttle moves.
/🆑
2025-01-07 03:21:06 +01:00
grungussuss 8603a6ef99 Sound caching, maintenance ambience improvements (#88752)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1123
credit to kapu for the code, I just adapted some of it for us
While testing this I noticed that some ambience sounds have no fades, so
I added them, you can see comparisons here:
<details>
<summary> Click me for comparisons! </summary>


https://github.com/user-attachments/assets/0a93ec2f-7600-4510-9773-e2c721f06613


https://github.com/user-attachments/assets/3328a097-5dbc-402f-9dee-ece5aa7f9479


https://github.com/user-attachments/assets/b94157d4-a8a6-4877-94f6-1f07dc6ba860


https://github.com/user-attachments/assets/dc326c0c-7c8c-46ab-8149-97fd02dcc7f7


https://github.com/user-attachments/assets/e3309d6f-6d8d-4595-8c88-172c406f577d


https://github.com/user-attachments/assets/64109759-cbf6-446f-baf9-5705e1c81662


https://github.com/user-attachments/assets/28c0a112-a758-49d6-9f44-8e451a895d7a


https://github.com/user-attachments/assets/fec33b2e-6704-4d97-9c73-d0e58fef52ef


https://github.com/user-attachments/assets/4dc780bf-3fb4-402a-8803-7aef2968e012


https://github.com/user-attachments/assets/93d63a31-36aa-437f-95bc-840427155701


https://github.com/user-attachments/assets/59fd09d4-207d-4f7c-8355-34fb37981df4


https://github.com/user-attachments/assets/8c14e1e8-75be-4081-acac-d2cea05f8638


https://github.com/user-attachments/assets/3dac481c-62ea-4fd9-93c5-36f8cbbfab9b


https://github.com/user-attachments/assets/c92dd2aa-93f8-4c2e-9e00-7dbef3146280


https://github.com/user-attachments/assets/02baae83-2e51-4d83-8d97-be15bc58c6c9


https://github.com/user-attachments/assets/fcd969ac-7f29-4bb4-873c-30874e13516e


https://github.com/user-attachments/assets/24a053a3-1a71-4758-bb90-149ebc6b50b6


https://github.com/user-attachments/assets/40e7adee-d0bf-4636-b4d0-bc1c5c17688f


</details>

## Why It's Good For The Game

- sound caching will open possibilities for seamless sound loops and
overall knowing the length of a sound file is very useful
- closes https://github.com/tgstation/tgstation/issues/87054
- fade ins and fade outs prevent audio glitches on abrupt audio ends and
are nicer for the ears

## Changelog
🆑 kapu and grungussuss
fix: fixed ambience sounds getting cut off mid play
sound: addes fades for maintenance ambiences
refactor: changed the way maintenance sounds are 
/🆑

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2025-01-04 17:55:49 -08:00
Waterpig fedabb394c Various ashwalker fixes (#2669)
## About The Pull Request

This does not fix the goliaths pushing doors issue. That one is being
fixed on tg though.

Fixes ashie rituals taking whole stacks, making them correctly take 1
single piece from the stack.
Fixes the ashie template name
Fixes ashies somehow getting a powered area as all the primitive
machines seem to correctly not need power now

## Why It's Good For The Game

Fixes a few minor gripes I have with ashie code. There's more but these
directly affect players

## Proof Of Testing

I didnt grab the runes working but they did take single items and stacks
correctly.

Here's the burner still working though

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/dc9297e5-dbd5-451f-bdc0-17d3ab28efa2)

</details>

## Changelog

🆑
fix: ashie rituals now take only 1 from the stack
fix: Ashie area is no longer magically powered
/🆑
2024-12-17 10:48:58 +01:00
LT3 f252224451 Nebulastation (#2585)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation".
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/eba8e315-6b04-41fe-aada-e72e20549776)


![image](https://github.com/user-attachments/assets/a61ecd22-2342-4ff1-bec0-81c378c3384b)

</details>

## Changelog

🆑 LT3, tgstation
add: NebulaStation: a nice, new station map
/🆑

---------

Co-authored-by: Kiko Wen <143291881+KikoWen0@users.noreply.github.com>
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2024-12-07 16:17:34 -07:00
Tim 6da4462e14 Fix gravity for areas in space near station (#88176)
## About The Pull Request
- Fixes #76827

This removes gravity from the following areas:
- Solars
- Nearstation
- Space
- Ordnance bomb testing

##### Note - Asteroid areas (Tram) or planet areas (Ice) are not
affected.

<details>
<summary>Examples of outside gravity turfs</summary>


![dreamseeker_Mml3HmRaIK](https://github.com/user-attachments/assets/b6e410b7-e242-4c77-8cc8-34e15bd96b42)

</details>

Now stepping on floor plating in those areas will result in mobs
drifting. (like they do inside the station when gravity is offline)
Stepping on or near catwalks, lattices, or walls stills controls your
movement. Also refactored a little bit of the `has_gravity` code to use
defines instead of `TRUE/FALSE`.

## Why It's Good For The Game
Consistency. Mag boots are highly recommended when performing EVA.

## Changelog
🆑
fix: Fix gravity for areas in space near station (solars, nearspace,
bomb testing, etc.)
/🆑
2024-12-06 23:02:21 +01:00
Koi 795c23a2b5 New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request
**A Dangerous Ruin Approaches!**

A new high-risk, high reward ruin for icebox! Featuring some very
dangerous enemies for some goodies.

Small puzzle element included find the keycard to open the research
directors office to lift the lockdown on the security post, from there
you can lift the lockdown on the surgical rooms, all the while
encountering feral gorillas.



## Why It's Good For The Game

Icebox lacks some dangerous ruins with decent loot. The loot here is a
WIP and I'm hoping can be discussed. I know icebox still is in need of
some ruins and I had some ideas and threw this together. The map size is
45x45. I made it so you also can't just bee-line and cheese it by adding
indestructable shutters, windows, and walls, along with a noteleport
area flag to prevent cheesing of the area.

In-game rendered screenshots:


![image](https://github.com/user-attachments/assets/deb4a3de-ab3b-4fad-9bc2-38edc58ddbfd)


![image](https://github.com/user-attachments/assets/16debd29-86e2-4a78-92eb-099234634c56)

![Uploading image.png…]()




Editor Screenshots:


![image](https://github.com/user-attachments/assets/330efb1f-9cc2-457b-b0d8-75719c38b7a2)


![image](https://github.com/user-attachments/assets/281e9189-a447-4a25-8932-fca8797a1037)


Notable loot Spawns:


![image](https://github.com/user-attachments/assets/b352b461-0a72-4b1f-83fe-57dbb39f2d39)


![image](https://github.com/user-attachments/assets/a3075def-dcb1-40a5-8d6f-c672e1528647)


![image](https://github.com/user-attachments/assets/50e352e5-15e6-45e8-a2fd-d96625b4f538)


![image](https://github.com/user-attachments/assets/a811231b-70d0-4730-a938-186320438782)


![image](https://github.com/user-attachments/assets/5c07b521-a36f-4e54-807f-6fee95672da7)


![image](https://github.com/user-attachments/assets/a7403e0c-ad09-4a64-8826-18181fc1a26c)








## Changelog
🆑
map: New Icebox  Ruin "Syndicate Biodome" added.

/🆑
2024-12-01 12:06:20 -08:00
Koi a32700854b New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request

Adds a new icebox ruin. Below you can see some good pictures of it.

A unique creature that can be found a "hatsune mi-go", a m1911 with a
magazine, santa outfit w/ bag, and a jukebox. this is actually something
I had planned for a torment nexus but chose to forego for an Icebox ruin
instead. The map is 35x35.


![image](https://github.com/user-attachments/assets/424f196e-0ad8-4ac1-8940-c537c7490305)


![image](https://github.com/user-attachments/assets/20efcc7a-2b9d-40c6-b666-ac4ea8d65efe)


## Why It's Good For The Game

Icebox is in need of some ruins, I was originally working on this for
something else but decided to instead add it as a ruin in icebox. I
added a subtype of the christmas tree that doesn't give presents. I felt
like icebox lacked more dangerous ruins so I sprinkled in a few enemies
and as a reward there is some notable stuff.

## Changelog
:cl:ViralMilk22

map: Additional Icebox Ruin has been added "Hunters Lodge".
/🆑
2024-11-11 00:43:39 -08:00
Kiko Wen 56d037bfd4 Adds new station map Nebulastation (#84826)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation". 
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)
Few example screenshots
![StrongDMM-2024-07-19 20 53
15](https://github.com/user-attachments/assets/e895bae6-f3e7-4ee4-9779-96266e943db0)
![StrongDMM-2024-07-19 20 51
41](https://github.com/user-attachments/assets/43bb1443-1c2c-4c4e-8f0c-b743866c84fa)

![image](https://github.com/tgstation/tgstation/assets/143291881/4bdfa1d7-ba84-408b-a4ff-9fa0dd3a2783)

![image](https://github.com/tgstation/tgstation/assets/143291881/6caa71cc-92f2-49ff-b05c-76e091b5b05b)

![image](https://github.com/tgstation/tgstation/assets/143291881/c64ac863-9287-4827-9168-ea9a55f66a9e)

![image](https://github.com/tgstation/tgstation/assets/143291881/dff66e71-89a0-4da7-94f5-07774c239047)
And more...

## Why It's Good For The Game

New maps are always good for the game

## Changelog

🆑 Kiko
add: Nebulastation, new station map
/🆑
2024-11-07 09:17:48 +13:00
nyozzl a5dfb1285b Update: replaces the singulo area with sm area (derelict) (#87047)
## About The Pull Request
Replaces the empty singularity chamber with a usable supermatter chamber

## Why It's Good For The Game

The derelict drone station since removal of singularity generators (i
assume it used to have a singularity generator) most likely lacks a big
goal.. other than total repair
this adds a supermatter shard to the material vault and a exploded
supermatter chamber
## Changelog

🆑 Nyozzl
Add: SM chamber to drone derelict station
/🆑

![corner
1](https://github.com/user-attachments/assets/b1b8b434-efb8-438d-928b-f30459dc2c2a)

![corner
2](https://github.com/user-attachments/assets/75e832b8-f419-4f57-9572-e5419ecba275)


![image](https://github.com/user-attachments/assets/5dbb27a3-4c69-4454-a30a-fdb4489f607f)


![image](https://github.com/user-attachments/assets/dafbf4ee-f1d2-4b60-8e39-5472de95bde3)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-25 00:05:10 +00:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00