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masterfixes
490 Commits
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330cf42ff9 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c | ||
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97e8c044ed |
[MIRROR] idle basic mobs can plan again (#29351)
* idle basic mobs can plan again * ready --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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4273fc9dd9 |
idle basic mobs can plan again (#85348)
## About The Pull Request idled basic mobs now instead of completely shutting off, will be delegated to a much lower priority subsystem to do their planning. ## Why It's Good For The Game Mobs can now perform their functions without needing players to be nearby in a way that doesnt starve other subsystems. this allows animals such as goldgrubs to eat ores, lobstrosities to fish, seedlings to tend plants (and many others) without needing any players nearby ## Changelog 🆑 fix: idle basic mobs will now plan behaviors rather than completely shut down /🆑 |
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9da38495b6 | Merge master | ||
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012487c475 |
[Merge ready] Adds, well Ports Echolocation (#29108)
* I See Clearly Now: customizable echolocation quirk (#525) * Add echolocation quirk w/ customizable echo overlay, and echo types * Make sure echolocation can't be taken with similar quirks * Actually use the right path * Static type and reorder dme * Remove some leftover test comments * Modularization improvements Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Further modularization and dejankify client_colour handling * Clean up client_colours in remove() * Add stall/toggle power to echolocation quirk holders --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * all fixed * No more NOVA * We are blind, so its not fair to not get points. * Unbreaks it, and QOL * Waterpig's epic fixes * that is buffed * Moves quirks around to a new module because holy fuck * Update echolocation.dm --------- Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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62e0bc6cc8 |
[MIRROR] Fixed quirk conflict between transhumanist and prosthetic limb (#28610)
* Fixed quirk conflict between transhumanist and prosthetic limb (#84325) ## About The Pull Request Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) Made the name for prosthetic limb global list more intelligible ## Why It's Good For The Game > Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) I wanted to RP a guy with a robotic voicebox and prosthetic limb but the game didn't let me, which I thought was pretty lame! Since the root issue is likely that both can have the same limb which ends up as Free Points as transhuman takes priority, I just added a check to ensure that can't happen and is overridden by the negative instead. Any transhumanist mood point benefits are made up for by the bad limb. > Made the name for prosthetic limb global list more intelligible It was bad ## Changelog 🆑 qol: Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) code: Made the name for prosthetic limb global list more intelligible /🆑 * Fixed quirk conflict between transhumanist and prosthetic limb --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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0d05492e73 |
Fixed quirk conflict between transhumanist and prosthetic limb (#84325)
## About The Pull Request Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) Made the name for prosthetic limb global list more intelligible ## Why It's Good For The Game > Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) I wanted to RP a guy with a robotic voicebox and prosthetic limb but the game didn't let me, which I thought was pretty lame! Since the root issue is likely that both can have the same limb which ends up as Free Points as transhuman takes priority, I just added a check to ensure that can't happen and is overridden by the negative instead. Any transhumanist mood point benefits are made up for by the bad limb. > Made the name for prosthetic limb global list more intelligible It was bad ## Changelog 🆑 qol: Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) code: Made the name for prosthetic limb global list more intelligible /🆑 |
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d9707a228e |
[MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start) * step one rip out all the old nasties * fixes, current bugs: donator lock, ckey lock, one item in case * opps * sanity checks, fixed, donator implementation, ckey locking. fixes. * wew * final fixes * Update loadout_categories.dm * Update loadout_items.dm * Update loadout_items.dm * Update declarations.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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55550cb524 | Upstream fixes | ||
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58ab268888 |
[MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start) * step one rip out all the old nasties * fixes, current bugs: donator lock, ckey lock, one item in case * opps * sanity checks, fixed, donator implementation, ckey locking. fixes. * wew * final fixes * Update loadout_categories.dm * Update loadout_items.dm * Update loadout_items.dm * Update declarations.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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ca19d4d7b0 |
[MIRROR] Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#28159)
* Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897) ``` [2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map(). - proc name: New (/datum/station_trait/random_event_weight_modifier/New) - source file: code/datums/station_traits/negative_traits.dm,296 - usr: null - src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms) - call stack: - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New() - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms)) - Station (/datum/controller/subsystem/processing/station): SetupTraits() - Station (/datum/controller/subsystem/processing/station): Initialize() - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station)) - Master (/datum/controller/master): Initialize(10, 0, 1) - ``` 🆑 ShizCalev fix: Fixed a bug with station traits being added to modify weights for events that couldn't actually occur on the current map! /🆑 * Fixes station trait based event weight modifiers being added for events that aren't valid on the current map --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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114c87c943 |
Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897)
``` [2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map(). - proc name: New (/datum/station_trait/random_event_weight_modifier/New) - source file: code/datums/station_traits/negative_traits.dm,296 - usr: null - src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms) - call stack: - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New() - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms)) - Station (/datum/controller/subsystem/processing/station): SetupTraits() - Station (/datum/controller/subsystem/processing/station): Initialize() - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station)) - Master (/datum/controller/master): Initialize(10, 0, 1) - ``` 🆑 ShizCalev fix: Fixed a bug with station traits being added to modify weights for events that couldn't actually occur on the current map! /🆑 |
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d244c86ce6 |
Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#83521)
## About The Pull Request Adds a Character Loadout Tab to the preference menu This tab lets you pick items to start the round with  This also has some additional mechanics, such as being able to recolor colorable items, rename certain items (such as plushies), set item skins (such as the pride pin)  ## Why It's Good For The Game This has been headcoder sanctioned for some time, just no one did it. So here we are. Allows players to add some additional customization to their characters. Keeps us from cluttering the quirks list with quirks that do nothing but grants items. ## Changelog 🆑 Melbert add: Character Loadouts del: Pride Pin quirk (it's in the Loadout menu now) /🆑 |
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2fa4c6f04b |
Rebalances being a lardass (#1417)
## About The Pull Request The overweight quirk no longer makes you fat all the time, and works like it did before the upstream merge, with applying just a 50% movespeed penalty. Being overweight is now a negative trait, worth -4. Adds a new quirk: Obese. It works like the current overweight quirk where it makes you fat AND applies a 50% movespeed penalty. ## Why It's Good For The Game Upstream made the overweight quirk make you fat and apply a custom 50% movespeed penalty. This means that on top of the existing fat movespeed penalty, it also gave you a 50% movespeed penalty which made you movie at Snellie speed. This PR fixes that while also adding a new trait in case people want that for some reason. ## Proof Of Testing Untested. Uncompiled. Unhinged. ## Changelog 🆑 BurgerBB balance: Rebalances the overweight quirk, and adds a new obese quirk. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Swift <jackwars4@gmail.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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fa65d517dd | fixups | ||
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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63edbff450 |
[MIRROR] Small optimization for Aura Healing (#27346)
* Small optimization for Aura Healing (#82674) ## About The Pull Request - Makes use of the byond internal optimization for `view` to speed up aura healing a tiny bit. - In case you didn't know, byond has an optimization for `view` which speeds up iterating over objects in view if you provide it a type. This use of a ternary (likely) prevented this optimization from kicking in, and since worst-case we're doing view(7) it can add up. - Test case: 2 staff of Ascelpius users surrounded by 15 humans and 15 random objects constant being damaged. ~8 minutes of testing. - Profile: ``` /datum/component/aura_healing/proc/heal_old 0.789 6.590 6.596 0.000 4076 /datum/component/aura_healing/proc/heal_new 0.682 6.443 6.442 0.000 4081 ``` - Generalizes `SSaura_healing` to `SSaura`, makes "damage aura" component (which is totally 99% copied from "healing aura" but that's for another pr) use it as well ## Changelog 🆑 Melbert refactor: Staff of Healing should perform slightly better. /🆑 * Small optimization for Aura Healing --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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af2144f2dd |
Small optimization for Aura Healing (#82674)
## About The Pull Request - Makes use of the byond internal optimization for `view` to speed up aura healing a tiny bit. - In case you didn't know, byond has an optimization for `view` which speeds up iterating over objects in view if you provide it a type. This use of a ternary (likely) prevented this optimization from kicking in, and since worst-case we're doing view(7) it can add up. - Test case: 2 staff of Ascelpius users surrounded by 15 humans and 15 random objects constant being damaged. ~8 minutes of testing. - Profile: ``` /datum/component/aura_healing/proc/heal_old 0.789 6.590 6.596 0.000 4076 /datum/component/aura_healing/proc/heal_new 0.682 6.443 6.442 0.000 4081 ``` - Generalizes `SSaura_healing` to `SSaura`, makes "damage aura" component (which is totally 99% copied from "healing aura" but that's for another pr) use it as well ## Changelog 🆑 Melbert refactor: Staff of Healing should perform slightly better. /🆑 |
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d554ab7766 |
RPG Loot: Revisited & READY (#82533)
## About The Pull Request Revival of #72881 A new alt click window with a tarkov-y loading spinner. Replaces the object item window in stat panel. ## Videos <details> <summary>vids</summary> toggleable grouping:  now lists the floor as first obj:  in action:  </details> ## features: - search by name - 515 image generator is much faster than alt click menu - opening a gargantuan amount of items shouldnt freeze your screen - groups similar items together in stacks by default, toggleable - shows tile as first item - <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB 🖱️ - RMB points points at items (sry i could not get MMB working) - key <kbd>Esc</kbd> to exit the window. For devs: - A new image generation tech. - An error refetch mechanic to the Image component - It does not "smart track" the items being added to the pile, just reopen or refresh. This was a design decision. ## Why It's Good For The Game Honestly I just dislike the stat panel Fixes #53824 Fixes  ## Changelog 🆑 add: Added a loot window for alt-clicking tiles. del: Removed the item browser from the stat panel. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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031e483e4d |
[MIRROR] New station trait job: Human AI (#26823)
* New station trait job: Human AI (#81681) This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Oh right * so this works * whoooops --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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064c49a0f9 |
[DONE] Adds the weakness to sol quirk (#1255)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request You know how bloodsuckers are weak to Sol? Now you can be too! Only as a hemophage. Features included: The very same warnings and UI that bloodsuckers get to know when they are in danger! This quirk also makes healing in a coffin cost only half blood, neat huh? <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game People wanted to suffer, and why am I to deny them pain? <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing HUD/ burning / healing works fine <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds the hemophage-only quirk, Sol weakness code: Refactors the sol subsystem so that itself decides if it should run or not based on if anyone is using it. code: Refactors bloodsucker UI elements so that they can function fine outside a bloodsucker antag datum code: bloodsucker_blood_volume, humanity_lost, bloodsucker_level and bloodsucker_level_unspent are now private variables due to them being used for UI updates, if you need to change them, use the procs that are written in the autodoc code: Quirk species whitelists no longer use bitflags, but use the species ID's. Easily allowing you to add new whitelists without having to mess around with making a new bitfield /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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34abde5249 |
[MIRROR] Instrument editor now uses TGUI (#26889)
* Instrument editor now uses TGUI (#81923) ## About The Pull Request Instruments now use TGUI as their editor which is pretty cool. It's mostly a 1:1 remake of the HTML UI except I did make a change to make the playback options a little more compact, leaving some more space for the editor before you have to scroll, and some other minor things that were made to make the UI hopefully nicer to look at and mess with. When there's a song to play - While playing, Repeat section can't be edited  Help section and UI when there's no song put in  ## Why It's Good For The Game It is yet another step in finishing up https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view Instruments especially were in a poor spot because they didn't respect things like ``IN_USE`` to not refresh if it's not the "UI" you are on, and such. ## Changelog 🆑 refactor: Instruments now use TGUI. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Instrument editor now uses TGUI --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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dce4a8754a |
Lift him (PR that makes it so you can be lifted) (#1131)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Source inspiration: https://github.com/Bubberstation/Bubberstation/pull/1042 This PR adds an optional 1-point positive quirk that allows you to be picked up. This has no real functional difference from the fireman's carry. Naturally, this trait is mutually exclusive with the oversized quirk. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> https://github.com/Bubberstation/Bubberstation/assets/110273561/795a66fb-2073-457e-9aab-333fae67117b ## Proof Of Testing  <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 ReturnToZender (quirk code), TeshariEnjoer (original PR) add: New positive trait, featherweight. Allows you to be picked up instead of fireman's carried. This dipshit yours? /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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bd8c1aebff |
Instrument editor now uses TGUI (#81923)
## About The Pull Request Instruments now use TGUI as their editor which is pretty cool. It's mostly a 1:1 remake of the HTML UI except I did make a change to make the playback options a little more compact, leaving some more space for the editor before you have to scroll, and some other minor things that were made to make the UI hopefully nicer to look at and mess with. When there's a song to play - While playing, Repeat section can't be edited  Help section and UI when there's no song put in  ## Why It's Good For The Game It is yet another step in finishing up https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view Instruments especially were in a poor spot because they didn't respect things like ``IN_USE`` to not refresh if it's not the "UI" you are on, and such. ## Changelog 🆑 refactor: Instruments now use TGUI. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e5652ecc24 |
[MIRROR] Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#26792)
* Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps (#81697) ## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. * Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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5f2f9e67ad |
Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#81697)
## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. |
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e8f9767a11 | Merge remote-tracking branch 'Skyrat/upstream-merge-81373' into upstream-2024-3 | ||
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df6cbe4b7a |
[MIRROR] Adds a Touchy quirk (#26462)
* Adds a Touchy quirk (#81387) ## About The Pull Request Adds a new quirk for -2 points that requires you to be next to something to examine them, like blindness but without the timer or actual blindness itself. ## Why It's Good For The Game For the player using the quirk, it's 2 points for losing the ability to simply examine everything around you, making it harder to tell what someone has in their hands when they are charging at you, for example. You need to get up and close to things to see what they are. For people being examined, it's just another possible excuse to be near them, opening up plausible deniability for actions such as sleepy pens, changeling stings, etc. ## Changelog 🆑 Atlasle, JohnFulpWillard add: Adds the Touchy quirk, you need to be next to something to examine it, for 2 extra quirk points. /🆑 * Adds a Touchy quirk * skyrat fix --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> |
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a210563de0 |
Adds a Touchy quirk (#81387)
## About The Pull Request Adds a new quirk for -2 points that requires you to be next to something to examine them, like blindness but without the timer or actual blindness itself. ## Why It's Good For The Game For the player using the quirk, it's 2 points for losing the ability to simply examine everything around you, making it harder to tell what someone has in their hands when they are charging at you, for example. You need to get up and close to things to see what they are. For people being examined, it's just another possible excuse to be near them, opening up plausible deniability for actions such as sleepy pens, changeling stings, etc. ## Changelog 🆑 Atlasle, JohnFulpWillard add: Adds the Touchy quirk, you need to be next to something to examine it, for 2 extra quirk points. /🆑 |
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b485162a04 |
[MIRROR] Station Goals are now handled by SSstation instead of a global list (#26313)
* Station Goals are now handled by SSstation instead of a global list (#81177) ## About The Pull Request You can now get station goals in a slightly better way over using a `locate() in` call on a global list. The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS in view. And now correctly only counts turfs. ## Changelog 🆑 fix: Meteor Satellites no longer erroneously count every piece of paper as a protected turf. fix: As a result the station goal is slightly more difficult /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> * Station Goals are now handled by SSstation instead of a global list * Will it work? I do not know. But it compiles. --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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4d8898fdef |
Merge remote-tracking branch 'skrat/master' into upstream-2024-02-03
# Conflicts: # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/KiloStation/KiloStation.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/controllers/subsystem/statpanel.dm # code/datums/chatmessage.dm # code/datums/quirks/negative_quirks/claustrophobia.dm # code/game/objects/items/tools/weldingtool.dm # code/modules/client/preferences/middleware/quirks.dm # code/modules/mob/living/carbon/carbon_defense.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/inventory.dm # code/modules/mob/living/living_say.dm # code/modules/modular_computers/file_system/programs/jobmanagement.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/research/designs/mechfabricator_designs.dm # code/modules/research/machinery/_production.dm # code/modules/surgery/organs/internal/_internal_organ.dm # html/changelogs/archive/2024-01.yml # modular_skyrat/modules/automapper/code/area_spawn_entries.dm # modular_skyrat/modules/jukebox/code/jukebox_subsystem.dm # modular_skyrat/modules/loadouts/loadout_items/loadout_datum_heads.dm # modular_skyrat/modules/loadouts/loadout_items/loadout_datum_suit.dm # modular_skyrat/modules/loadouts/loadout_items/under/loadout_datum_under.dm # modular_skyrat/modules/synths/code/bodyparts/power_cord.dm # tgstation.dme # tgui/packages/tgui/components/Dropdown.tsx # tgui/packages/tgui/components/Input.tsx # tgui/packages/tgui/interfaces/Fabrication/DesignBrowser.tsx # tgui/packages/tgui/interfaces/Jukebox.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/QuirksPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/data.ts # tgui/packages/tgui/interfaces/common/SearchBar.tsx |
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c76df7f37a |
Station Goals are now handled by SSstation instead of a global list (#81177)
## About The Pull Request You can now get station goals in a slightly better way over using a `locate() in` call on a global list. The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS in view. And now correctly only counts turfs. ## Changelog 🆑 fix: Meteor Satellites no longer erroneously count every piece of paper as a protected turf. fix: As a result the station goal is slightly more difficult /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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22bcdbf5f9 |
Nova ports batch 1 (#26273)
* Map votes are no longer random (#43) * Disables the annoying fear of Santa from the claustrophobia quirk (#51) * Removes the job locks from all armbands except the sec armbands, and reflavors all armbands to not directly state this person is a member of x department (#62) * [MODULAR] Removes Arbitrary Loadout Restrictions (#58) * Removes an AM template from NorthStar as well as the prison curtain logic (#72) * Bilingual now let's you take common (if you don't already have it) (#78) * Period Era Re-Enactment: Basic autopunctuation (#84) * [Semi-modular] Gives Xeno-hybrids some xeno-organs in trade for high temperature weakness (#91) * The Thrill of the Hunt: Hemophage blood digestion changes (#93) * Removes the ability for shocks to stop your heart (#116) * Ghost cafe turf fixes (#161) * ungatekeeps headshots (#170) * Lo(v)re Wins: Mothic Language return (#186) * Add Bone Greaves As Foot Clothing For Tribals (#197) * Saving Private Oversized: Quirk balancing adjustments (#199) * Over(sized) and Under: Oversized combat adjustments (#202) * Shuttles no longer bolt their doors on transit (#203) * Increases PAI description and OOC notes limit (#207) * Makes headset sounds not insane (WHY DO THEY HAVE A RANGE OF 17 TI:LES?) (#215) * Add Bone D6 For Tribals. (#217) --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Name <w4rd3nn@gmail.com> Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: lila <sheepwiththemask@gmail.com> Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Sable <102194057+Thlumyn@users.noreply.github.com> Co-authored-by: goobliner <141452834+goobliner@users.noreply.github.com> Co-authored-by: Lutowski <136726218+Lutowski@users.noreply.github.com> Co-authored-by: FearfulFurnishing <139661819+FearfulFurnishing@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> |
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9fe2ef7c99 |
[MIRROR] Add: 2 Quirks Configs (#26206)
* Add: 2 Quirks Configs (#81033) This PR adds two new config options for quirks: - *Flag* `DISABLE_QUIRK_POINTS` - When enabled, disables quirk points balancing. - When enabled, players can select positive quirks without first selecting negative ones. - When enabled, the quirk points balance visually hides itself on the Quirks page. - *Number* `MAX_POSITIVE_QUIRKS` - Limits the maximum quantity of positive quirks which players can select using the Character Preferences page. - I ported this from the old `MAX_QUIRKS` define. - When set to `0`, players won't be able to select any positive quirks, and they won't appear on the Quirks page. - When set to `-1`, players will be able to select any quantity of positive quirks. - When commented-out or undefined, the default is `6`. - When set to `0` or `-1`, the positive quirk balance visually hides itself on the Quirks page. There is some downstream repositories asking for the quirks system to be configurable. Additionally, I always find myself tweaking these values on my own private servers and I thought it would be nice to share my edits. Usually I was simply commenting-out sections of this code in order to get the same result, so it helps to have an official way to disable quirk points. 🆑 A.C.M.O. config: Added two new config flags for quirks, DISABLE_QUIRK_POINTS and MAX_POSITIVE_QUIRKS. /🆑 * Oh come on --------- Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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495fde6a2c |
Add: 2 Quirks Configs (#81033)
## About The Pull Request This PR adds two new config options for quirks: - *Flag* `DISABLE_QUIRK_POINTS` - When enabled, disables quirk points balancing. - When enabled, players can select positive quirks without first selecting negative ones. - When enabled, the quirk points balance visually hides itself on the Quirks page. - *Number* `MAX_POSITIVE_QUIRKS` - Limits the maximum quantity of positive quirks which players can select using the Character Preferences page. - I ported this from the old `MAX_QUIRKS` define. - When set to `0`, players won't be able to select any positive quirks, and they won't appear on the Quirks page. - When set to `-1`, players will be able to select any quantity of positive quirks. - When commented-out or undefined, the default is `6`. - When set to `0` or `-1`, the positive quirk balance visually hides itself on the Quirks page. ## Why It's Good For The Game There is some downstream repositories asking for the quirks system to be configurable. Additionally, I always find myself tweaking these values on my own private servers and I thought it would be nice to share my edits. Usually I was simply commenting-out sections of this code in order to get the same result, so it helps to have an official way to disable quirk points. ## Changelog 🆑 A.C.M.O. config: Added two new config flags for quirks, DISABLE_QUIRK_POINTS and MAX_POSITIVE_QUIRKS. /🆑 |
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698ecf2a7c |
[MIRROR] Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. [MDB IGNORE] (#25980)
* Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. (#80211) ## About The Pull Request Recently, I chatted with others about how few station traits are rolled on a round by round basis - about 59% of the shifts go without either positive or negative traits for example - and how the mild most of these traits are (not a bad thing per se), which results in an underwhelming feature, despite the more interesting bits of it. So, after sharing opinions, I've decided to make this PR to increase the rolls and odds a bit. EDIT: After reading comments and taking some time to think this thoroughfully, I've decided to push the probabilities back a little in favor of a simple budget system for station traits, to allow for smaller things to only count as half a station trait. This mean smaller traits won't necessarily stop "better" ones from rolling, or at least allow for plentier permutations of traits that do not affect the round TOO much. I've also reduced the weight of the glitched pda beeps trait from 15 to 10, the same of scarves, wallets and colored assistant jumpsuits. ## Why It's Good For The Game I believe the current odds of station traits to be a smidge low, and that the lack of any sort of cost-budget for station traits to hurt the rarer, more interesting traits (and the feature in general) if the more common, milder ones take just as much space. It's totally within the spirit of the feature to have small, niche traits, though they can get quite boring pretty fast on their own, so what I'm saying is that their cost should stay low so that other traits can roll. ## Changelog 🆑 refactor: Introduced a simple budget system to station traits, so that smaller things only count as half a trait, for example. balance: Increased the odds and maximum number of station traits that can be rolled each shift. /🆑 * Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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a59cebea56 |
Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. (#80211)
## About The Pull Request Recently, I chatted with others about how few station traits are rolled on a round by round basis - about 59% of the shifts go without either positive or negative traits for example - and how the mild most of these traits are (not a bad thing per se), which results in an underwhelming feature, despite the more interesting bits of it. So, after sharing opinions, I've decided to make this PR to increase the rolls and odds a bit. EDIT: After reading comments and taking some time to think this thoroughfully, I've decided to push the probabilities back a little in favor of a simple budget system for station traits, to allow for smaller things to only count as half a station trait. This mean smaller traits won't necessarily stop "better" ones from rolling, or at least allow for plentier permutations of traits that do not affect the round TOO much. I've also reduced the weight of the glitched pda beeps trait from 15 to 10, the same of scarves, wallets and colored assistant jumpsuits. ## Why It's Good For The Game I believe the current odds of station traits to be a smidge low, and that the lack of any sort of cost-budget for station traits to hurt the rarer, more interesting traits (and the feature in general) if the more common, milder ones take just as much space. It's totally within the spirit of the feature to have small, niche traits, though they can get quite boring pretty fast on their own, so what I'm saying is that their cost should stay low so that other traits can roll. ## Changelog 🆑 refactor: Introduced a simple budget system to station traits, so that smaller things only count as half a trait, for example. balance: Increased the odds and maximum number of station traits that can be rolled each shift. /🆑 |
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0a432b7eed |
Merge remote-tracking branch 'skrat/master' into upstream-christmas
# Conflicts: # README.md # code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm # code/game/machinery/bank_machine.dm # code/modules/unit_tests/station_trait_tests.dm # html/changelogs/archive/2023-12.yml # modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm # modular_skyrat/modules/contractor/code/datums/midround/event.dm # modular_skyrat/modules/contractor/code/datums/midround/ruleset.dm # modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm # tgui/packages/tgui/interfaces/Fabrication/SearchBar.tsx # tgui/packages/tgui/interfaces/Spellbook.tsx |
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4a51a0fb74 |
[MIRROR] Change quirks_taken from nested tally to tally [MDB IGNORE] (#25831)
* Change quirks_taken from nested tally to tally (#80479) Nested tally is overkill and requires that this be handled especially in Superset. Version is not updated as the data for this is the exact same. I recommend running this query after merge (CC @ MrStonedOne): ```sql UPDATE feedback SET key_type = 'tally' WHERE key_name = 'quirks_taken' ``` * Change quirks_taken from nested tally to tally --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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55f6d34930 |
Change quirks_taken from nested tally to tally (#80479)
Nested tally is overkill and requires that this be handled especially in Superset. Version is not updated as the data for this is the exact same. I recommend running this query after merge (CC @MrStonedOne): ```sql UPDATE feedback SET key_type = 'tally' WHERE key_name = 'quirks_taken' ``` |
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d718af9913 |
[MIRROR] Bridge Assistant Station Trait [MDB IGNORE] (#25667)
* Bridge Assistant Station Trait * Diffs * fixes * Update job_traits.dm --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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25b05ac565 |
[MIRROR] Change how a station trait is declared abstract [MDB IGNORE] (#25581)
Change how a station trait is declared abstract Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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55482d6880 |
[MIRROR] Sign up for Cargorilla from the lobby [MDB IGNORE] (#25572)
* Sign up for Cargorilla from the lobby * Modular * Update jobs.dm * our title screen compat --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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2c789e5276 |
[MIRROR] Replaces cyborg lover with transhumanist [MDB IGNORE] (#25811)
* Replaces cyborg lover with transhumanist (#80509) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> This reworks cyborg lover to be more interesting. Taking this quirk will start the user off with a robotic limb. The user gains mood buffs by being around silicon based lifeforms and loses mood by being around organic based lifeforms. Additionally, they can gain mood buffs by replacing all of their limbs to their silicon counterparts but can also gain a massive mood debuff if they lose or replace their starting robotic limb with an organic one. The idea being here that they hate organics and seek to become robotic Also, transhumanists won't be scared of people who have two or more augments. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> Cyborg lover isn't really all that interesting since it's just a basic mood buff upon clicking on a silicon. This makes it more interesting by making it a dynamic between silicons and organics and may adapt the playstyle of anyone choosing to take this perk as they will need to stay away from organics to avoid mood debuffs. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Cyborg lover has been replaced with Transhumanist. Transhumanists start with a robotic limb and get mood buffs by being near to silicon-based lifeforms. However, they get mood debuffs by being near organics, so there is a tradeoff to taking this quirk. The cost for this quirk has been reduced from 2 to 0. /🆑 <!-- 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. --> --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Replaces cyborg lover with transhumanist --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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Replaces cyborg lover with transhumanist (#80509)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> This reworks cyborg lover to be more interesting. Taking this quirk will start the user off with a robotic limb. The user gains mood buffs by being around silicon based lifeforms and loses mood by being around organic based lifeforms. Additionally, they can gain mood buffs by replacing all of their limbs to their silicon counterparts but can also gain a massive mood debuff if they lose or replace their starting robotic limb with an organic one. The idea being here that they hate organics and seek to become robotic Also, transhumanists won't be scared of people who have two or more augments. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> Cyborg lover isn't really all that interesting since it's just a basic mood buff upon clicking on a silicon. This makes it more interesting by making it a dynamic between silicons and organics and may adapt the playstyle of anyone choosing to take this perk as they will need to stay away from organics to avoid mood debuffs. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Cyborg lover has been replaced with Transhumanist. Transhumanists start with a robotic limb and get mood buffs by being near to silicon-based lifeforms. However, they get mood debuffs by being near organics, so there is a tradeoff to taking this quirk. The cost for this quirk has been reduced from 2 to 0. /🆑 <!-- 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. --> --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5e950115a6 | Merge remote-tracking branch 'skyrat/master' into upstream-12/19/2023 |