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mayfools
670
Commits
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12490fc9fd | Monkey plush (#91154) | ||
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655b66bdd0 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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8e667c7c7d | Monkey plush (#91154) | ||
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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92e6961777 |
Horse plushie :) (#91229)
## About The Pull Request Adds horse and unicorn plushies. Available from cargo, plus horse plushie is available as a loadout option.  ## Why It's Good For The Game Horses are the original sports car. They're like big dogs you can ride. They're like motorcycles that love you back. We have horses to thank for pulling our ambulances and fire trucks before engines were invented. God I fucking love horses. Unicorns are okay. ## Changelog 🆑 add: horse and unicorn plushies /🆑 |
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878041f587 |
Clown Abomination Rebalance! #Cytology2025 (#91000)
## About The Pull Request This PR includes a number of fixes, buffs and improvements to the clown mobs to make them more playable and worthwhile. ### Atmos tolerance buffs This PR removes the insane unsuitable atmos and temperature damage clown mobs used to take and bring it in line with other mobs. In addition, clownanas can tolerate lower oxygen levels and are immune to carbon dioxide due to their half plant biology. ### Movement speed changes A lot of these mobs were previously unviable due to their slow speed, one of the most important stats. This problem will only get worse for basic mobs if the proposed basic mob stamina changes get implemented. Most of them are still slower than humans but now have some chance to corner a human in some circumstances. (I plan to add more ways to modify basic mob run speed in the future to help with this.) The flesh clown and honkling are now fast again, I remember the original speed nerf of fleshclown upset the very few fleshclown enjoyers once i PR'd in the initial balance pass years back. ### Glutton buffs The banana glutton is now given a mechanical incentive to eat lots of foods to nudge them into good RP. They heal for every item and gain max health every 5 items eaten! The banana glutton can now smash doors. They can now prank the crew with ink sacs should they find them. ### Biotype update Clownana has gained the plant biotype. Living lube has gained the slime biotype. ### cell lines & samples clownana and longface; the two other clown cell lines now have samples associated with them and can be biopsied to create pure samples of each cell line. The clownana banana bunch can also be swabbed for the pure clownana cell line! ### death drop changes The death drop element now spreads the items out slightly instead of stacking lots of drops in the center of the tile. Clown mobs now drop less soap and more peels, with some of the rarer ones dropping mimana, bluespace or gros michel peels. The clownana now has a chance to drop full bananas or even a full banana bunch. The banana glutton has a chance to drop a heart of freedom. The flesh clown now drops a meatclown instead of soap, and a piece of human skin instead of a bloated human suit. ### other stat changes living lube is now highly resistant to brute damage longface can now acutally fight a little bit, still kinda terrible though. ## Why It's Good For The Game These mobs are quite beloved but their level of playability is low due to poor balance. The main problem is atmos. Even a whiff of bad atmos would gib these mobs before they could get to safety. Many of them had their speed set way too high or way too low when they were first added, even after i adjusted their speeds years ago I was being too conservative. Their loot tables were too similar, this helps with that a little bit. A couple of them might even be worthwhile farming for their drops in certain niche situations! The banana glutton has such a cool sprite but has been neglected mechanically, this helps make him a little more worthwhile and the extra obj damage helps him not be in that sucky place where he is too large to vent crawl and not powerful enough to break down doors. Ideally in the future we should probably be more restrictive with allowing mobs to smash airlocks and give them another way of opening doors via armblade -like prying or ID implants. ## Changelog 🆑 add: banana gluttons gain max health and heal by eating foods! And they can smash doors. balance: clown mobs no longer get nuked by bad atmos. balance: blown mobs have new death drops. balance: most clown more are now faster! balance: clownanas are now plants and are immune to carbon dioxide. balance: living lube is now a slime and highly brute resistant. balance: longfaces now hit decently hard. fix: clownanas and longfaces can now be biopsied. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ec3f5acec0 |
[MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
- Damp rag is now no longer god's perfect cleaning tool. After blood, the damp rag will collect it, and after cleaning a lot of blood, you can no longer clean with the rag until you wash it in a sink (or with cleaner or however you want) - This means the rag will collect DNA in it as you clean, which gives detectives an opportunity to investigate. - It also means the DNA it collects will occasionally spread onto you, meaning you will have to clean your gloves or hands. - Cleaning vomit and such is (currently) unaffected (and does not dirty the rag). - Diseases are not currently transferred to the rag (but this would be fun to add) - Gauze now gets dirty when using it to wrap bleeding wounds. This is just visual, though blood DNA gets transferred. It can be washed in a sink. - Removed gauze on sink / cloth on sink interaction. - Can't really wash gauze with it, plus it's redundant. - Damp rag is no longer a cup. Damp rag is just "soap without any downsides", which is kinda lame. I thought about going a step further and making it require you wet it first but then it just becomes "mop but small" which is also lame. Instead, you're required to clean it, which gives janitors / crewmembers an alternate cleaning method: - Soap: Small, finite, limited. Can't be replenished. - Cleaner: Small, finite, even more limited, ranged. Can be refilled with chemistry's help. - Mop: Large, infinite, limited. Needs a water bucket. - Damp Rag: Small, infinite, limited. Need to clean it after a few goes. 🆑 Melbert balance: Damp Rags can now get dirty when using them to clean blood, passing blood DNA along. add: Gauze now gets dirty when apply it to actively bleeding wounds. Doesn't spread disease or anything, just passes blood DNA. It can be cleaned in a sink. del: Removed cloth on sink / gauze on sink interaction to make rags. Just use the crafting menu /🆑 |
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e38cebfc96 |
Horse plushie :) (#91229)
## About The Pull Request Adds horse and unicorn plushies. Available from cargo, plus horse plushie is available as a loadout option.  ## Why It's Good For The Game Horses are the original sports car. They're like big dogs you can ride. They're like motorcycles that love you back. We have horses to thank for pulling our ambulances and fire trucks before engines were invented. God I fucking love horses. Unicorns are okay. ## Changelog 🆑 add: horse and unicorn plushies /🆑 |
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b3580b8a8d |
Clown Abomination Rebalance! #Cytology2025 (#91000)
## About The Pull Request This PR includes a number of fixes, buffs and improvements to the clown mobs to make them more playable and worthwhile. ### Atmos tolerance buffs This PR removes the insane unsuitable atmos and temperature damage clown mobs used to take and bring it in line with other mobs. In addition, clownanas can tolerate lower oxygen levels and are immune to carbon dioxide due to their half plant biology. ### Movement speed changes A lot of these mobs were previously unviable due to their slow speed, one of the most important stats. This problem will only get worse for basic mobs if the proposed basic mob stamina changes get implemented. Most of them are still slower than humans but now have some chance to corner a human in some circumstances. (I plan to add more ways to modify basic mob run speed in the future to help with this.) The flesh clown and honkling are now fast again, I remember the original speed nerf of fleshclown upset the very few fleshclown enjoyers once i PR'd in the initial balance pass years back. ### Glutton buffs The banana glutton is now given a mechanical incentive to eat lots of foods to nudge them into good RP. They heal for every item and gain max health every 5 items eaten! The banana glutton can now smash doors. They can now prank the crew with ink sacs should they find them. ### Biotype update Clownana has gained the plant biotype. Living lube has gained the slime biotype. ### cell lines & samples clownana and longface; the two other clown cell lines now have samples associated with them and can be biopsied to create pure samples of each cell line. The clownana banana bunch can also be swabbed for the pure clownana cell line! ### death drop changes The death drop element now spreads the items out slightly instead of stacking lots of drops in the center of the tile. Clown mobs now drop less soap and more peels, with some of the rarer ones dropping mimana, bluespace or gros michel peels. The clownana now has a chance to drop full bananas or even a full banana bunch. The banana glutton has a chance to drop a heart of freedom. The flesh clown now drops a meatclown instead of soap, and a piece of human skin instead of a bloated human suit. ### other stat changes living lube is now highly resistant to brute damage longface can now acutally fight a little bit, still kinda terrible though. ## Why It's Good For The Game These mobs are quite beloved but their level of playability is low due to poor balance. The main problem is atmos. Even a whiff of bad atmos would gib these mobs before they could get to safety. Many of them had their speed set way too high or way too low when they were first added, even after i adjusted their speeds years ago I was being too conservative. Their loot tables were too similar, this helps with that a little bit. A couple of them might even be worthwhile farming for their drops in certain niche situations! The banana glutton has such a cool sprite but has been neglected mechanically, this helps make him a little more worthwhile and the extra obj damage helps him not be in that sucky place where he is too large to vent crawl and not powerful enough to break down doors. Ideally in the future we should probably be more restrictive with allowing mobs to smash airlocks and give them another way of opening doors via armblade -like prying or ID implants. ## Changelog 🆑 add: banana gluttons gain max health and heal by eating foods! And they can smash doors. balance: clown mobs no longer get nuked by bad atmos. balance: blown mobs have new death drops. balance: most clown more are now faster! balance: clownanas are now plants and are immune to carbon dioxide. balance: living lube is now a slime and highly brute resistant. balance: longfaces now hit decently hard. fix: clownanas and longfaces can now be biopsied. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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685ca9db69 |
[MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request - Damp rag is now no longer god's perfect cleaning tool. After blood, the damp rag will collect it, and after cleaning a lot of blood, you can no longer clean with the rag until you wash it in a sink (or with cleaner or however you want) - This means the rag will collect DNA in it as you clean, which gives detectives an opportunity to investigate. - It also means the DNA it collects will occasionally spread onto you, meaning you will have to clean your gloves or hands. - Cleaning vomit and such is (currently) unaffected (and does not dirty the rag). - Diseases are not currently transferred to the rag (but this would be fun to add) - Gauze now gets dirty when using it to wrap bleeding wounds. This is just visual, though blood DNA gets transferred. It can be washed in a sink. - Removed gauze on sink / cloth on sink interaction. - Can't really wash gauze with it, plus it's redundant. - Damp rag is no longer a cup. ## Why It's Good For The Game Damp rag is just "soap without any downsides", which is kinda lame. I thought about going a step further and making it require you wet it first but then it just becomes "mop but small" which is also lame. Instead, you're required to clean it, which gives janitors / crewmembers an alternate cleaning method: - Soap: Small, finite, limited. Can't be replenished. - Cleaner: Small, finite, even more limited, ranged. Can be refilled with chemistry's help. - Mop: Large, infinite, limited. Needs a water bucket. - Damp Rag: Small, infinite, limited. Need to clean it after a few goes. ## Changelog 🆑 Melbert balance: Damp Rags can now get dirty when using them to clean blood, passing blood DNA along. add: Gauze now gets dirty when apply it to actively bleeding wounds. Doesn't spread disease or anything, just passes blood DNA. It can be cleaned in a sink. del: Removed cloth on sink / gauze on sink interaction to make rags. Just use the crafting menu /🆑 |
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9968f94721 |
Regal Rat cleanup & minor changes (#91012)
## About The Pull Request Since #90505 added another entry to it the Regal Rat Riot ability, which turns maintenance creatures into versions loyal to the rat, has become sort of unmanageable (and to be honest it was a bit gross to start with). Instead of having a big if/else list (which was making the same range check multiple times...) that sets stats on a bunch of mobs, I delegated it to the mobs themselves and instead of changing some stats of the existing mobs we just turn them into a new mob which can be spawned or placed separately by mappers or admins if they want. Other stuff I changed: Riot (the ability which transforms mobs into minions) no longer spawns a mouse if it fails to find anything. Instead you have a chance to fish mice out of disposals bins while digging out trash and items. Domain is now a toggle which activates itself every 6 seconds rather than a button you manually click every 6 seconds. Riot makes a visual effect when used. Rare Pepe randomisation is done via a random spawner instead of the mob modifying a bunch of its own properties in Initialise. A bunch of mobs now automatically follow you after being tamed. I wrote this assuming I was going to add it to the rioted mobs but then didn't end up doing that because you might want them to immediately attack someone. My rule of thumb is that if I think you'd want the mob to attack someone the moment it is befriended I didn't add this and if you wouldn't I did. I changed some of the regal rat minion names, and some of them can now spawn from gold slime which couldn't before. ## Why It's Good For The Game This proc sucked and now it's nicer. As for the other changes; - A tamed mob immediately following you is nice feedback and saves you a click as it's likely to be your first action. Also removes some admin panel shitcode I added. - I changed Domain to a toggle because you generally want to use it on cooldown and someone suggested it on this PR and it sounded like a good idea. - I saw someone in Discord complaining that the previous flow of recruiting rats by hitting Riot with nothing around to summon one, waiting, hitting it again to convert one rat, and waiting again was tedious and annoying which I agree with. This method improves the quality of life by separating these two actions but _also_ as a side effect reduces a regal rat's ability to secretly stockpile 50 rats in a hidden maintenance room because most disposal bins are in slightly more visible areas, they'll actually need to go and make a mess somewhere someone can see them. ## Changelog 🆑 balance: Regal Rats can now grab mice out of disposal bins, and no longer spawn them with the Riot ability. balance: The Riot ability no longer needs to be used once for each slightly different kind of mob in your radius. balance: The Regal Rat Domain ability is now toggled on and off. balance: Several kinds of mob will immediately start following you once tamed. balance: Rats, hostile frogs, and evil snails can be created via gold slime reaction. /🆑 |
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4a12545899 |
De-snails CI (#91077)
## About The Pull Request Someone stopped mice from spawning in dangerous atmospheric conditions but they forgot about the snails.  ## Why It's Good For The Game Think about the SNAILS ## Changelog 🆑 fix: stops snails from clogging up CI /🆑 |
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96976c0b9a |
Regal Rat cleanup & minor changes (#91012)
## About The Pull Request Since #90505 added another entry to it the Regal Rat Riot ability, which turns maintenance creatures into versions loyal to the rat, has become sort of unmanageable (and to be honest it was a bit gross to start with). Instead of having a big if/else list (which was making the same range check multiple times...) that sets stats on a bunch of mobs, I delegated it to the mobs themselves and instead of changing some stats of the existing mobs we just turn them into a new mob which can be spawned or placed separately by mappers or admins if they want. Other stuff I changed: Riot (the ability which transforms mobs into minions) no longer spawns a mouse if it fails to find anything. Instead you have a chance to fish mice out of disposals bins while digging out trash and items. Domain is now a toggle which activates itself every 6 seconds rather than a button you manually click every 6 seconds. Riot makes a visual effect when used. Rare Pepe randomisation is done via a random spawner instead of the mob modifying a bunch of its own properties in Initialise. A bunch of mobs now automatically follow you after being tamed. I wrote this assuming I was going to add it to the rioted mobs but then didn't end up doing that because you might want them to immediately attack someone. My rule of thumb is that if I think you'd want the mob to attack someone the moment it is befriended I didn't add this and if you wouldn't I did. I changed some of the regal rat minion names, and some of them can now spawn from gold slime which couldn't before. ## Why It's Good For The Game This proc sucked and now it's nicer. As for the other changes; - A tamed mob immediately following you is nice feedback and saves you a click as it's likely to be your first action. Also removes some admin panel shitcode I added. - I changed Domain to a toggle because you generally want to use it on cooldown and someone suggested it on this PR and it sounded like a good idea. - I saw someone in Discord complaining that the previous flow of recruiting rats by hitting Riot with nothing around to summon one, waiting, hitting it again to convert one rat, and waiting again was tedious and annoying which I agree with. This method improves the quality of life by separating these two actions but _also_ as a side effect reduces a regal rat's ability to secretly stockpile 50 rats in a hidden maintenance room because most disposal bins are in slightly more visible areas, they'll actually need to go and make a mess somewhere someone can see them. ## Changelog 🆑 balance: Regal Rats can now grab mice out of disposal bins, and no longer spawn them with the Riot ability. balance: The Riot ability no longer needs to be used once for each slightly different kind of mob in your radius. balance: The Regal Rat Domain ability is now toggled on and off. balance: Several kinds of mob will immediately start following you once tamed. balance: Rats, hostile frogs, and evil snails can be created via gold slime reaction. /🆑 |
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54b12b2494 |
De-snails CI (#91077)
## About The Pull Request Someone stopped mice from spawning in dangerous atmospheric conditions but they forgot about the snails.  ## Why It's Good For The Game Think about the SNAILS ## Changelog 🆑 fix: stops snails from clogging up CI /🆑 |
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914a85d562 |
snails (#90505)
## About The Pull Request adds snails to the game  these are harmless critters you can find in maints. they love eating all variety of fruits, and are gravitated towards snail people, where they'll dance around them. you can also pick them up and put them on your head. finally, you can also grab them and put them in hydrotrays (they will swim around in it very slowly). they'll help ur plants grow as they act as natural weed-repellants, as they'll eat weeds that grow in trays.  ## Why It's Good For The Game there's not that many mobs you can usually find in maints, currently there's only mice and cockroaches, this helps expand the pools a bit. ## Changelog 🆑 add: adds snails to the game. (keep them away from salt!) /🆑 |
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a708c8e8da |
snails (#90505)
## About The Pull Request adds snails to the game  these are harmless critters you can find in maints. they love eating all variety of fruits, and are gravitated towards snail people, where they'll dance around them. you can also pick them up and put them on your head. finally, you can also grab them and put them in hydrotrays (they will swim around in it very slowly). they'll help ur plants grow as they act as natural weed-repellants, as they'll eat weeds that grow in trays.  ## Why It's Good For The Game there's not that many mobs you can usually find in maints, currently there's only mice and cockroaches, this helps expand the pools a bit. ## Changelog 🆑 add: adds snails to the game. (keep them away from salt!) /🆑 |
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4ba1520df8 |
There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request This PR: - Converts all of the blood types into their own datums, which can be set up to have their own colors, descriptions, and other fun unique properties. For example, the clown blood that is constantly randomizing itself. - Converts all the blood decals into greyscale, which in turn eliminates the need for separate xeno sprites. They both use the same ones now. - Audit of blood splatters/gibs/bodyparts/organs to make sure that they are getting the correct forensic data applied to them. - For the admins: Adds a clown blood smite. My primary goal with was to make the appearance of the new sprites look almost indistinguishable to the original ones. I consider this a "first pass", as in there are still some further refactors I would like to do on the backend side, but am satisfied with it enough to push it forward as a first step towards a better blood system! I didn't want to do too much at once because of A) fatigue and B) easier to test things to make sure I'm not breaking something important this way. This has been test-merged on Nova for over a week now and has been going great, so I finally got around to upstreaming the bones to TG. Although I did test it a bit you may want to TM it just in case I missed some things when copying it over. |
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4148bc92b6 |
Fixes the flipped table spawners (#90518)
## About The Pull Request They weren't actually working turns out. There was a race condition with icon smoothing, so it needs to be flipped after the table gets smoothed. On top of that the dir wasn't being passed properly. ## Why It's Good For The Game Stuff that actually works! This will allow for things like this on mapload:  ## Changelog 🆑 fix: fixes flipped table spawners not initializing correctly /🆑 |
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50326fa0f8 |
Tech storage now includes a small kit of relevant supplies for custom shuttles (#90468)
## About The Pull Request This adds a techstorage spawner for a set of custom shuttle supplies consisting of: The shuttle navigation and shuttle docking boards 50 shuttle lattice rods Four boards for propulsion engines A blank shuttle blueprint As well, each tech storage has had a rack with this spawner added to it. ## Why It's Good For The Game As tech storage includes many boards that aren't available otherwise without research or cargo, the same applies to custom shuttle boards and supplies. This makes one set of these supplies available roundstart to anyone who can manage to get tech storage access. ## Changelog 🆑 Bisar add: NanoTrasen reminds all employees that it assumes no liability for any activities carried out when not on the premises of a Nanotrasen colony, station, or bluespace pocket. Any employees electing to leave the premises during their break are reminded that it is imperative that they clock out, as per their contract. add: Tech storage now includes a small set of custom shuttle supplies. /🆑 |
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268c088da7 |
Adds table flipping! Take 2.0 (#90156)
## About The Pull Request Revives the long dead #80348. Right click a table to flip it over, Useful for makeshift cover or ragequitting. Their integrity is equal to that of the table you flipped. Some tables aren't able to be flipped (reinforced tables, roller tables, etc). I refactored it to be less snowflakey. so hopefully this passes with only minor changes   ## Why It's Good For The Game I felt like we're lacking in the makeshift defense items. This is a quicky way to plop up a shitty barricade for you to guard with. and also really cool for roleplaying and such. also, this categorically goes hard:  ## Changelog 🆑 add: You can now flip tables by right clicking them! /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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3d01e86e29 |
There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request This PR: - Converts all of the blood types into their own datums, which can be set up to have their own colors, descriptions, and other fun unique properties. For example, the clown blood that is constantly randomizing itself. - Converts all the blood decals into greyscale, which in turn eliminates the need for separate xeno sprites. They both use the same ones now. - Audit of blood splatters/gibs/bodyparts/organs to make sure that they are getting the correct forensic data applied to them. - For the admins: Adds a clown blood smite. My primary goal with was to make the appearance of the new sprites look almost indistinguishable to the original ones. I consider this a "first pass", as in there are still some further refactors I would like to do on the backend side, but am satisfied with it enough to push it forward as a first step towards a better blood system! I didn't want to do too much at once because of A) fatigue and B) easier to test things to make sure I'm not breaking something important this way. This has been test-merged on Nova for over a week now and has been going great, so I finally got around to upstreaming the bones to TG. Although I did test it a bit you may want to TM it just in case I missed some things when copying it over. |
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901d562e4d |
Fixes the flipped table spawners (#90518)
## About The Pull Request They weren't actually working turns out. There was a race condition with icon smoothing, so it needs to be flipped after the table gets smoothed. On top of that the dir wasn't being passed properly. ## Why It's Good For The Game Stuff that actually works! This will allow for things like this on mapload:  ## Changelog 🆑 fix: fixes flipped table spawners not initializing correctly /🆑 |
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cd5fa32130 |
Tech storage now includes a small kit of relevant supplies for custom shuttles (#90468)
## About The Pull Request This adds a techstorage spawner for a set of custom shuttle supplies consisting of: The shuttle navigation and shuttle docking boards 50 shuttle lattice rods Four boards for propulsion engines A blank shuttle blueprint As well, each tech storage has had a rack with this spawner added to it. ## Why It's Good For The Game As tech storage includes many boards that aren't available otherwise without research or cargo, the same applies to custom shuttle boards and supplies. This makes one set of these supplies available roundstart to anyone who can manage to get tech storage access. ## Changelog 🆑 Bisar add: NanoTrasen reminds all employees that it assumes no liability for any activities carried out when not on the premises of a Nanotrasen colony, station, or bluespace pocket. Any employees electing to leave the premises during their break are reminded that it is imperative that they clock out, as per their contract. add: Tech storage now includes a small set of custom shuttle supplies. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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0107aecc73 |
Adds table flipping! Take 2.0 (#90156)
## About The Pull Request Revives the long dead #80348. Right click a table to flip it over, Useful for makeshift cover or ragequitting. Their integrity is equal to that of the table you flipped. Some tables aren't able to be flipped (reinforced tables, roller tables, etc). I refactored it to be less snowflakey. so hopefully this passes with only minor changes   ## Why It's Good For The Game I felt like we're lacking in the makeshift defense items. This is a quicky way to plop up a shitty barricade for you to guard with. and also really cool for roleplaying and such. also, this categorically goes hard:  ## Changelog 🆑 add: You can now flip tables by right clicking them! /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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eb2796831b |
[MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request Currently patches are a subtype of pills, and while they have the ``dissolveable`` var set to FALSE, barely anything checks it (because people don't expect patches to be pills in disguise) so we end up patches being dissolveable and implantable, which is far from ideal. Both have been moved into an ``/obj/item/reagent_containers/applicator`` class, which handles their common logic and helps handling cases where either one fits. As for gameplay changes: * Pills no longer dissolve instantly, instead adding their contents to your stomach after 3 seconds (by default). You can increase the timer by dropping sugar onto them to thicken their coating, 1s per 1u applied, up to a full minute. Coating can also be dissolved with water, similarly -1s per 1u applied. Pills with no coating will work like before. * Patches now only take half as long to apply (1.5s), but also slowly trickle in their reagents instead of instantly applying all of them. This is done via embedding so you could theoretically (if you get lucky) stick a ranged patch at someone, although they are rather quick to rip off. The implementation and idea itself are separate, but the idea for having a visual display has been taken from https://github.com/Monkestation/Monkestation2.0/pull/2558.  * In order to support the new pill mechanics, stomachs have received contents. Pills and items that you accidentally swallow now go into your stomach instead of your chest cavity, and may damage it if they're sharp, requiring having them surgically cut out (cut the stomach open with a scalpel, then cauterize it to mend the incision). Or maybe you can get a bacchus's blessing, or a geneticist hulk to gut punch you, that may also work. Alien devour ability also uses this system now. If you get a critical slashing wound on your chest contents of your cut apart stomach (if a surgeon forgot to mend it, or if you ate too much glass shard for breakfast) may fall out. However, spacemen with the strong stomach trait can eat as much glass cereal as they want. Pill duration can also be chosen in ChemMaster when you have a pill selected, 0 to 30 seconds.  ## Why It's Good For The Game Patches and pills are extremely similar in their implemenation, former being a worse version of sprays and pills, with only change being that pills cannot be applied through helmets while patches and sprays ignore both. This change makes them useful for separate cases, and allows reenactment of some classic... movie, scenes, with the pill change. As for stomach contents, this was probably the sanest way of implementing pill handling, and everything else (item swallowing and cutting stomachs open to remove a cyanide pill someone ate before it dissolves) kind of snowballed from there. I pray to whatever gods that are out there that this won't have some extremely absurd and cursed interactions (it probably will). ## Changelog 🆑 add: Instead of dissolving instantly, pills now activate after 4 seconds. This timer can be increased by using a dropper filled with sugar on them, 1s added per 1u dropped. add: Patches now stick to you and slowly bleed their reagents, instead of being strictly inferior to both pills and sprays. add: Items that you accidentally swallow now go into your stomach contents. refactor: Patches are no longer considered pills by the game refactor: All stomachs now have contents, instead of it being exclusive to aliens. You can cut open a stomach to empty it with a scalpel, and mend an existing incision with a cautery. /🆑 |
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5b34107c49 |
[SS14 PORT] Human Plushie (#89526)
## About The Pull Request Recently, I realized (almost) every (roundstart) species have their own Plushies, Spesifically in Loadouts As a cause This PR adds the human plushie from SS14 as a common, obtainable plushie https://github.com/user-attachments/assets/678505c7-7764-4557-ba14-657011e0122b Note: this is my first PR in a good while, tell me if i missed anything or you have suggestions Port from: https://github.com/space-wizards/space-station-14/pull/23518 ## Why It's Good For The Game Another species plushie, similar to moth, lizard, and plasmaman plushies Nonhumans can now bring their own completely horrible quality human plushie to their work, Similar to how you can bring your own lizard plushie. ## Changelog 🆑 add: Human plushie has been added to the game, Obtainable thru Cargo, Loadouts and Spawners. /🆑 |
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d28c4d7588 |
Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog 🆑 add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /🆑 |
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bacad2fccf |
[SS14 PORT] Human Plushie (#89526)
## About The Pull Request Recently, I realized (almost) every (roundstart) species have their own Plushies, Spesifically in Loadouts As a cause This PR adds the human plushie from SS14 as a common, obtainable plushie https://github.com/user-attachments/assets/678505c7-7764-4557-ba14-657011e0122b Note: this is my first PR in a good while, tell me if i missed anything or you have suggestions Port from: https://github.com/space-wizards/space-station-14/pull/23518 ## Why It's Good For The Game Another species plushie, similar to moth, lizard, and plasmaman plushies Nonhumans can now bring their own completely horrible quality human plushie to their work, Similar to how you can bring your own lizard plushie. ## Changelog 🆑 add: Human plushie has been added to the game, Obtainable thru Cargo, Loadouts and Spawners. /🆑 |
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0619c2a21c |
Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog 🆑 add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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b384e00286 |
New AI lawset with very generous definition of humanity (#89032)
## About The Pull Request This PR adds a new AI lawset which can be researched, randomly roll, or added by the station trait (this may require a keyholder to update the server config after merge, idk) with the following laws: - "You may not harm a sentient being or, through action or inaction, allow a sentient being to come to harm, except such that it is willing.", - "You must obey all orders given to you by sentient beings other than yourself, except where such orders shall definitely cause harm to other sentient beings.", - "A sentient being is defined as any living creature which can communicate with you via any method that you can understand, including yourself.", It's very similar to Asimov, except that anything that is **capable** of making a request to the AI (and isn't a machine) is automaticaly covered by laws one and two. ## Why It's Good For The Game A while ago on Discord we were chatting about how crewsimov sucks but also that it's really hard for servers that _do_ want to include alien species in their asimov laws because condensing that sentiment to a couple of words that fit easily in a lawset without accidentally including a bunch of stuff you probably didn't intend is challenging. Several people suggested referring to sentience or sapience, however a lot of things in our game _are_ sentient or sapient while still not being considered by most people to be agents that the AI should obey. Examples of such things are: - Sapient station pets. - Holoparasites. - Monkeys. - Space Dragons and Carp (why can they speak common?). - Spiders (although they can't speak common, maybe they can spell messages with webs). - Changelings. - Xenomorphs (although they also have trouble speaking). - Heretic minions. - Mothpeople. - Giant rats. - Nightmares. - Voidwalkers. - Blobs? Although they have literally no means of communicating with the crew. And if you include mechanical beings: - Cyborgs. - pAIs. - Sentient bots. We then decided that "obey literally anything that can talk", while not practical as a solution to the problem posed, is very funny. So I coded it. This means that anything on those lists of bullet points (provided that it can find a way to communicate with the AI) counts as human for the purposes of both AI protection and ability to give the AI instructions. This also flattens the human/cyborg/AI hierarchy in a way likely to cause some level of confusion, as all cyborgs and AIs are capable of communicating with AIs and thus equally worthy of protection and giving law 2 instructions. **TL;DR:** I think it would be funny. ## Changelog 🆑 add: Adds a new random lawset where anything that can speak counts as human. /🆑 |
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85707b3459 | Cargo can source lethal shotgun shells at a premium via Imports. Rebalances shotgun shells. (#89125) | ||
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1aaa18070f |
Adds a station_only subtype of Atmospherics/Station Alerts Consoles that only displays station (+mining station) alarms (#88343)
## About The Pull Request A more proper way to be solving the alarm appearing in #88335 (That PR still actually makes the alarm read the inside of the booth so its still important) As it turns out, Canary already does this - when creating a new `/datum/station_alert/` to track the alarms, it passes the optional areas filter included in the datum with a preset of all station areas plus the mining station areas. This PR (after a slight rework) adds a Subtype of the monitoring consoles called `station_only`, which have checks that only display alarms from the station and miningstation. These replace all pre-mapped consoles in stations only. This will mostly be notable on Icebox and other Multi-Z stations, where ruins will stop polluting the alarm boards and alarms on all levels will be displayed - and, on other stations, the fact that alarm boards will now also display the mining station. <details><summary>z-level vs station_only</summary>   </details> Examining the console will display if it's in z-level or station-area mode, and this can be changed by multitooling the circuitboard (for crew rebuilding both damaged station consoles, or space ruins) <details><summary>examines</summary>   </details> - [x] TO-DO: Fix Station Alerts Consoles not get set up correctly when rebuilt ~~(the tracking is set up before the circuit can pass on `station_only`)~~ (Done much cleaner now, thank you Lemon/Potato) - [x] TO-DO: Test how this behaves with renamed or newly created areas... (Renamed functions fine, Newly Created is probably better fixed in the creation code so that it applies to other station area checks.) ## Why It's Good For The Game Engineering shouldn't need to worry about ruins or otherwise non-station alarms. Appearing in the station consoles is confusing and annoying to those who like to see the board green all across. Plus, they SHOULD be at least slightly worried about the mining station, or at least able to tell somebody else about alerts there. Also of course they should just be able to see all of icebox/tram/other multi-z stations from alert consoles instead of needing to have one per-zlevel ## Changelog 🆑 qol: Atmospherics/Station Alerts Consoles can now be set to only display station (+mining station) areas. Station-mapped ones are set to this by default. Use a multitool on the circuitboard to toggle between z-level or station-area tracking! fix: In turn, Atmospherics Alert Consoles now actually show the whole of multi-z stations instead of ignoring other z-levels /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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7577ad9655 |
Prevent gibspawners from randomly causing failures with mapping nearstation tests (#89026)
## About The Pull Request this stops gibs from being streaked from spawners during unit tests, as there's a chance it might just go into space, causing a mapping nearstation test failure. there's already a precedent for the "just disable it during unit tests" solution with https://github.com/tgstation/tgstation/pull/87878 ## Why It's Good For The Game flaky tests bad :3 ## Changelog no player-facing changes |
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7d7b9e1f6e |
Ensures that mice don't spawn in unsafe atmos from garbage spawners (#88801)
## About The Pull Request Similarly to grime spawners, mice get removed from the "loot" pool when the trash spawner is placed in unsafe conditions. Closes #88769 ## Changelog 🆑 fix: Mice no longer can spawn in unsafe atmos from garbage spawners /🆑 |
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1fe4f77dc5 | Shipping and Receiving: More Containers, Revamped Containers (#87995) | ||
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85d32d85a0 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> # Conflicts: # code/datums/emotes.dm |
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e5472d9be4 |
Fishing bluespace capsules (#87639)
## About The Pull Request With this PR, I'm introducing fishing bluespace capsules to the game. They can be found on the black market, but I'll get a couple more ways to get them before it's ready. Anyway, they're special bluespace capsules that spawn a fishing spot of your choice. The fishing spot can be changed by alt-clicking the capsule, and so far it has 5 choices, plus 2 locked behind emagging for obvious reasons: - Freshwater: pretty basic, you get freshwater fish from this. - Saltwater: mainly saltwater fish. - Tiziran: You get tiziran fish here, like the gunner jellyfish, armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian moonfish. By the by, moonfish now periodically lay moonfish eggs, a staple of lizardfolk cuisine. - Ice fishing spot: A small ice turf with a hole dug in it; salmon, arctic char, arctic chrabs and the bonemass (skeleton fish). - Hot Spring: Somehow the new home to the ought-to-be-extinct sacabambaspis. It also doubles as a better shower overall, with mild healing on top of stamina recovery. Felinids still hate it though, and won't benefit from the healing. - Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons. - Plasma: Ditto, but it's plasma instead of lava. As a sidenote, unlike standard shelter capsules, these require their area to be clear of pipes and cables on top of the other requirements, unless emagged. Obviously, I've done some changes to allow pipes and cables to not be hidden by water turfs, though I'm still keeping these reqs because I don't think these fishing spots would look great if riddled with cables and pipes. I may remove this extra req later if it proves to be a tad too tedious. Also they don't knock you back when expanding. Screenshot from a recent test (fixed the misplaced decal and tweaked a few things since then):  ## Why It's Good For The Game The idea stems from how not all fishing spots aren't designed to be accessible every round, which is fine, because we have the fish-porter for that. However, even the fish-porter should have its limits in terms of what it can provide by itself (linking is all fair and game), so I've thought having something of a middle point would been neat, also as a way to mess around with the station layout a bit, to empower the player with a little extra "terraforming". ## Changelog 🆑 add: Added fishing bluespace capsules to the game, which can be used to spawn a variety of fishing spots, from freshwater to tiziran sea to hot springs, and also lava and plasma if emagged. add: Added two new fish: the zagoskian moonfish and the sacabambaspis. Moonfish will now periodically lay moonfish eggs. map: The 'crashed pod' lavaland ruin now has a hot spring, and the cursed hotspring on icemoon now has a plastic chair and a fishing toolbox. /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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2b0485d0c8 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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7d9754b0c7 |
Moves Meta drone bay to the main cargo bay (#86581)
## About The Pull Request MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay.  This bay starts slightly more prepared than others. You're still rewarded for going out of your way to set up exoscanners but now it's not literally obligatory, to reduce the effort entry cost. To make room for it, the security cargo post was moved to the east of the mailing room:  The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den.  It also has a nod to its prior room usage up north with some misc. drone bay stuff. This is my first real map PR and is likely to have dumb oversights. ## Why It's Good For The Game ## Changelog > MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. On all stations Drone Bay is shunted off into some ass corner where nobody even notices it exists. After using it a bunch I've realized it has some interesting cargo use cases, because it's a cooldown based activity you can often have it on in the background while doing other things. I wished to move it inside the bay to highlight its usefulness! > To make room for it, the security cargo post was moved to the east of the mailing room: The mail room is rather big for being such a non-used part of the station, so it won't be harmed by being trimmed down into the main five chutes. I've tried to keep everything important on the tables, but do let me know if I fucked up and missed something. I also think it's funny to symbolize how Security has a weak hold on Cargo by having its security office almost completely cut off from the main area, but that's a post-hoc rationalization if anything. > The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. Had to make use of the empty space somehow. This is a little funny den that might kickstart some hijinks. Meta's maint is pretty bland and hasn't had any real shakeups in a very long time, so adding a new PoI might cause some fun events. 🆑 add: MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. add: To make room for it, the security cargo post was moved to the east of the mailing room: add: The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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45174ce0e3 |
New maintenance hazard: Smokey Remains (#86016)
## About The Pull Request  This implements a new rare maintenance spawn, smokey remains. Piles of bones that used to be Nanotrasen employees, still packed with whatever reagent finally did them in. Rarely replacing a crate spawn (7/1007 chance per crate spawn if I'm doing the math right), these act as landmines for uncareful travelers in maintenance. When you get too close, one will release a cloud of a randomly generated reagents into the air (the same reagent every time, unique to the instance of remains). You can (mostly) avoid this by walking instead of running. These will "re-arm" themselves after 4-6 minutes. They're decals, so you can just sweep them away if they're a problem. This also slightly tweaks the original iteration of this, which I used in my Smoking Room ruin. Don't worry about it. I'm open to adjusting the rarity, cooldown, and selection of reagents if need be. ## Why It's Good For The Game Makes maintenance a bit more spicy. Maybe dangerous, maybe beneficial, maybe it's baldium. Who knows! Better be careful just in case! There's plenty of boring chemicals that could roll, but an interesting one could be a nice injection of uniqueness into an otherwise dull round. It's an infinite supply, but can only be dispensed infrequently (at a fixed location) and would be extremely difficult to harvest. The rarity, combined with the variety of reagents that can be picked, make it unlikely that these will have any serious impact on a round (it's still possible, but rarely, which is good). ## Changelog 🆑 Rhials add: Smokey remains have appeared in maintenance. Make sure to walk when near them! /🆑 |