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mayfools
6
Commits
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72f76caea0 |
Spy loot tweaks (#94189)
## About The Pull Request 1. Ammo will no longer show as a loot option until a weapon that uses said ammo has been claimed. Some ammo, particularly shotgun ammo has unique status bypassing this, since you could reasonably acquire a shotgun from the armory, a bartender, or cargo. There is also a 10% chance that some ammo will show up anyways, to keep people on their toes. 2. If you claim another weapon of an already claimed ammo type, the ammo in the pool will be refreshed, meaning obtainable once again. 3. Unclaimed items have a 40% chance of being re-added to the loot pool. This is on top of the 80% chance for an item to not be removed from the pool when selecting loot. 4. When hard bounties empty out their loot pool, they will instead draw from the medium loot pool. Likewise medium bounties will draw from the easy pool when they run out. 5. Modified the antag info panel text slightly. 6. Made more appropriate use of `SStraitor.uplink_items`, and checks for abstract items more thoroughly. 7. Some weapons no longer come in gun cases for Spies ## Why It's Good For The Game 1. Initially the thought was Spies would just have dud bounties on occasion. They could take the time to lie low or work on their plans rather than prowl for loot. Alternatively, an aggressive spy would go after them *just in case* they got the correct gun, or a passive spy would go after them for the ability to later bribe someone carrying the correct gun. However, in practice it seems people largely just don't like having dud bounties, as it hurts the pacing. Someone who is on a roll doesn't want to sit there and do nothing. Ghommie tried to implement this earlier but I disagreed with the implementation, so here we are. 2. It would be pretty unappealing to go after a gun after realizing all the gun's ammo has been looted already. 3. I noticed in testing pools would drain themselves pretty fast. This serves as a bit of a stop-gap, and prevents items that rolled on particularly difficult targets from being lost forever. Now you can roll the dice and hope that it shows up again. 4. Might as well reward people with non-junk items if they manage to drain a tier's loot pool, especially since the top tier pool is pretty small. 5. People were oft confused about the wording of the text, thinking they'd get banned. 6. No reason to use the indexed list. 7. Having a gun case thrust into your hands is not very inconspicuous ## Changelog 🆑 Melbert balance: Ammo will no longer show up in the Spy loot pool until a weapon that uses said ammo has been claimed. Some ammo for weapons easily obtainable on station (shotgun shot) are not limited by this restriction. Also, there's a rare chance ammo will show up anyways just to keep people on their toes. balance: Claiming a weapon will refresh ammo in the loot pool that has already been claimed or cycled out. balance: Bounty rewards that no Spy claimed have a chance to re-enter the loot pool after a bounty refresh, rather than being lost for the remainder of the round. balance: When higher tier Spy bounties empty their loot pools, they will attempt to draw from lower tier pools before defaulting to telecrystals. balance: Spies no longer are rewarded with gun cases for bounties; rather just the gun itself spellcheck: Modified the Spy antag info text /🆑 |
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075de00420 |
Chekov's Canister! Adds missing resupply canisters, makes them constructable & spawn in maint,. (#93028)
## About The Pull Request This is was created because I found several rare and exciting canisters in game and then finding out there is no way to actually construct the vendor they belong to!... <img width="768" height="385" alt="image" src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c" /> ### This PR: * Makes all noteable vendors constructable, if you have the canister. * Adds canisters to syndismokes, syndiechem, liberation station, magivend, shambler's juice and bombuddy * Replaces the old tptally random canisters spawner, with a variety of spawners weighted for power and split according to different themes. * Adds the new main canister spawner to maint. ### Spawner weights The random canister spawner from maintenance has a: * **93,5%** chance to spawn a common station vendor refill(with weights for wardrobes being somewhat reduced.) * **6%** chance to spawn a rare and special vendor refill. * **0.5%** chance to spawn a oddity level., super powerful vendor refill. ## Why It's Good For The Game One must never place a filled canister in maint if it isn't going to be constructed It's wrong to make promises you don't mean to keep. ## Changelog 🆑 add: Nearly all notable vendors are now constructable if you have the canister. add Added refill canisters for syndiesmokes, liberation station, magivend, bombuddy 3000, shambler's juice and syndichem. add: Random vending refill canisters now have a chance to spawn in maint. image: Robco Toolmaker and Centdrobe canisters have new sprites. /🆑 |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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d59f5ad806 |
Techweb nodes DEFINED & bug fix (#84177)
## About The Pull Request 1. Techweb strings are now defined in `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev 2. All places that used those strings have been updated with the definitions as well. 3. `code/modules/research/ordnance/scipaper_partner.dm` had some old boosted ids, they have been updated as well along with their values. ## Why It's Good For The Game fixes #84153 - I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code. - As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased. ## Changelog 🆑 ShizCalev, SpaceLove refactor: Techweb strings are defined now so to maintain modularity balance: Research papers will have less overall point generation. /🆑 --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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6d9dbb9897 |
Requires Unregulated Bluespace Research for the Event Horizon Anti-Existential Beam Rifle (#84312)
## About The Pull Request The Event Horizon Anti-Existential Beam Rifle now requires Unregulated Bluespace Research, which itself requires both Bluespace Parts and Illegal Tech. This puts it in the same tier as the Desynchronizer.  ## Why It's Good For The Game The original intent for the weapon was for it to be an extremely late-game option as the end-all, be-all gun where only one really could exist at a time. This thing is an absolute _monster_ in that it has very little cooldown, can hit things multiple screens away, and gibs whoever it hits. I'm down for it - it's fun and stupid and goofy and something I would love to see _sometimes_. I saw it in like 4 rounds in a row earlier today. Fuck. I feel like it's either "make it harder to get" or "nerf it into obscurity" and I really don't want what we replaced the meme rifle with to end up being as shitty as the meme rifle was. Worth noting that a lot of people were recommending a change that would make the rifle require only a single vortex core, but would require and consume a vortex core when it fires, meaning it can only be fired a total of like 4-5 times in a round. That sounds great but I don't know how to go about coding it and I feel like a change needs to be made sooner rather than later, so we're doing this for now. If someone comes back and implements that instead before this gets merged, I'll close this PR. Also @optimumtact told me to ping him when I post this. ## Changelog 🆑 Vekter balance: The Event Horizon Anti-Existential Beam Rifle now requires Unregulated Bluespace Research to be constructed. /🆑 |
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5f36ef1d6e |
New Tech Tree (#84024)
## About The Pull Request Reshuffles the tech tree nodes, adding reagent purity and cybernetic organ scan experiments. The total point requirements barely changed. Made the discount experiments unlock nodes for free, instead of providing partial discounts, to provide more incentive to actually do them. Also devided all points by the amount generated per second, for convenience. Now points correspond to seconds. <details> <summary>New tech tree</summary> <img width="4320" alt="Tech New" src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6"> </details> ## Why It's Good For The Game - Breaks bloated general nodes into more specialized nodes, making the tree more balanced - Combines scattered nodes dedicated to a single design into specialized nodes, reducing the number of nodes - Reshuffles the unlocks within specialized tree to adjust progression on some trees to follow the idead: Cheap nodes first, then nodes that require experiments or nodes of neighbouring trees, then expensive nodes with end-game tech. - You no longer need a dissection experiment to unlock a microwave, every experiment is relevant to the tree unlocked by it - With specialized nodes, it is easier to pick a node for the new things that people add - Better foundation for potential per-department point system. It will be easier to put it on top of a cleaner tree - The nodes are separated in tiers, with progressively increasing costs, so that early tech is cheap and easy to research with just points, but later tech is more expensive, making the discount experiments for those more likely to be performed. ## Changelog 🆑 balance: Reshuffled tech tree, making nodes more specialized qol: Research points devided by the amount generated per second, so now research points correspond to seconds add: Introduced reagent purity scan experiments (required for Cryostasis node) add: Introduced synthetic organ scan experiment (required for top tier cyber organs) add: Added a variant of machinery scan experiment that accepts any machines with upgraded parts (required for tier 3 parts) del: Removed material scanning experiments from the tech tree /🆑 |