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observer_fix_tm
32
Commits
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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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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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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224b8362c7 |
[MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#28683)
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death * Conflict Removal * Update bow_arrows.dm * Update bow_arrows.dm * tthis also update the actual bow & arrow code * Update arrow.dm * [MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death [MDB IGNORE] (#3595) * Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death * modularize bone dice(???) * gives the cargo crate arrows * conflict * icon updates rotates our bows the same way, adds invisible pixels for easier loading to our primitive bows, removes bow/arrow icons that are clones of upstream's also a hack for arrow overlays on bows- currently just defaults to default arrows if an overlay doesn't exist for it, but our only arrows aren't that distinct with default arrows at that size (we do not have alternative arrow overlay sprites) * recipe changes im not gonna try explaining everything here but the general idea is that the cargo fletching kit is sorta novelty bows, and the big boy stuff you get from smithing * update ammo hud for bows * this shouldn't be here * i forgot to save these cleans up the recipes, ashwalker arrows are just made by combining by hand (you could already do this, the recipes were a noobtrap) and the cargo kit is cheaper * un-nerf the chaplain bow --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> * Update crafting.dm * Update bow.dm --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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1fdf3d739a |
[MIRROR] Donk Co Interstellar Trading Post 6016 (#29007)
* Donk Co Interstellar Trading Post 6016 (#83075) ## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Donk Co Interstellar Trading Post 6016 * [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943) * Donk Co Interstellar Trading Post 6016 * i'd rather a pepsi --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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b748c455df |
Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e4adc1a939 |
Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#84435)
## About The Pull Request Adds a new crate to the Service section of cargo. The Fletching and Bow-Making Starter Kit. Comes with some materials and a fletching instruction manual. The manual teaches you how to make shortbows (18 force from normal arrows utilizing projectile multipliers), arrows, holy arrows (but you need a divine bow to make them), quivers (but they only hold 10 arrows), plastic arrows and violins. For reasons.  ### Fixes Bows now no longer utilize hardcoded sprites for their loaded sprite. Now they use overlays. Bows properly become undrawn once fired. No longer can your bow magically launch arrows by sheer force of will. ## Why It's Good For The Game Initially I just wanted to provide a way for bow wielding chaplains to produce additional arrows for their bow. Running out of those always felt pretty lame. But then I got to thinking; actually, I kind of want to LARP sometimes as an archer. I think that'd be kind of goofy and fun. So I bundled that together into a solution for both. The shortbow is really, really not meant to be a meaningful weapon. It's just kind of silly, and meant to let people pretend to be Robin Hood and occasionally hurt someone in a workplace accident. I'm particularly thinking of clowns being the perfect users for this with their clumsy trait. I will make this weaker if I have too. (I am not, at this moment, redoing flaming arrows okay? I saw the code comment. I know. Not right now. @tralezab, if you have any flaming arrow sprites lying around, please let me know.) ## Changelog 🆑 add: Fletching starter kit! Make your own bow, shoot your friends in an unfortunate workplace accident. Replace all those holy arrows you lost. fix: Bows now properly undraw once they have fired an arrow. code: Bows now utilize overlays in order to display loaded arrows. Unique overlays per arrow. /🆑 |
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e93a5b8edc |
[MIRROR] Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#28087)
* Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310) ## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> * Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) --------- Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> |
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ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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a2cad3c467 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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6fd6ebd850 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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064682b5cd |
[MIRROR] Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant [MDB IGNORE] (#24860)
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777) <!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## 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: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- 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: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant --------- Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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ba076e94bc |
Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## 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: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- 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: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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190d5087b3 |
[MIRROR] Fix crafting granters runtiming for food items [MDB IGNORE] (#24565)
* Fix crafting granters runtiming for food items (#79191) ## About The Pull Request Caused by #77465 Two global lists, food items are only found in one. This locate failed and caused the next line to runtime error. ## Changelog 🆑 Melbert fix: Cooking Deserts 101 grants all intended recipes /🆑 * Fix crafting granters runtiming for food items --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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7cce84a33c |
Fix crafting granters runtiming for food items (#79191)
## About The Pull Request Caused by #77465 Two global lists, food items are only found in one. This locate failed and caused the next line to runtime error. ## Changelog 🆑 Melbert fix: Cooking Deserts 101 grants all intended recipes /🆑 |
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104eeba880 |
[MIRROR] Crafting recipes without an explicit name are now named after their results. [MDB IGNORE] (#22984)
* Crafting recipes without an explicit name are now named after their results. (#77465) ## About The Pull Request What it says on the tin. The code comment accompanying the "name" var suggests this was already the case, but it was only true for the crafting UI. Adjusted some other code that gets recipe names to account for this change. ## Why It's Good For The Game Convenient, both as a fallback and for the sake of avoiding repetition where it isn't necessary. That said, I haven't gone out of my way to remove pre-existing names that match the result, in case that practice is still considered desirable. It also fixes #77379 and similar issues. ## Changelog 🆑 fix: crafting recipes without a name, such as the mothic pizzas, will inherit the name of the item they make /🆑 * Crafting recipes without an explicit name are now named after their results. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> |
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4d654c7e2a |
Crafting recipes without an explicit name are now named after their results. (#77465)
## About The Pull Request What it says on the tin. The code comment accompanying the "name" var suggests this was already the case, but it was only true for the crafting UI. Adjusted some other code that gets recipe names to account for this change. ## Why It's Good For The Game Convenient, both as a fallback and for the sake of avoiding repetition where it isn't necessary. That said, I haven't gone out of my way to remove pre-existing names that match the result, in case that practice is still considered desirable. It also fixes #77379 and similar issues. ## Changelog 🆑 fix: crafting recipes without a name, such as the mothic pizzas, will inherit the name of the item they make /🆑 |
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8f6dd1c466 |
[MIRROR] Adds in the smoothbore disablers. [MDB IGNORE] (#22528)
* Adds in the smoothbore disablers. * Resolve merge conflicts + ammo HUD stuff * No better way to do this than a skyrat edit since the proc sleeps * Fixes a changed path --------- Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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63d6c2e962 |
Adds in the smoothbore disablers. (#76773)
## About The Pull Request This PR adds in a craftable smoothbore disabler, a pistol companion to the lethal laser musket. Unlike the musket, it fires a disabler shot. Singular. Weak in armor too. After you fire it, you've gotta crank it, but only one crank. The good thing about it is that you can simply add more smoothbores to your inventory, and use 4 of them to take down a target. The bad thing is that it's a smoothbore (which for an energy weapon, means no lens is installed). It has 22.5 degrees of inaccuracy. Have fun. Militia Men start with a holster containing two of these, fitting with their equipment. But of course, the Militia General has an upgraded laser musket, so... He needs a better smoothbore too. **INTRODUCING THE ELITE SMOOTHBORE DISABLER** Using ANCIENT TECHNOLOGIES and PURE BLING, you can fire TWO shots, not be weak against armour AND have actual accuracy (and a +5 damage boost because i figured why the hell not). This is the strongest upgraded variant of the shitty maint guns, so the tome to craft it is currently unavailable. I want someone to figure out a creative way to put it somewhere that isn't just a random spawn in maintenance.  The Militia General only has one elite smoothbore. It's too rare and powerful to simply have two. Even though a regular disabler is better in every way. Smoothbore Disabler Recipe: 1x Weapon Stock 5x Cable Coil 1x Pipe 1x Micro-Laser 1x Power Cell 1x Mouse Trap Needs: Screwdriver, Wrench. Takes 10 seconds to make. Elite Smoothbore Disabler Recipe: 1x Smoothbore Disabler 5x Gold Ingots/Sheets 1x Hyper-Capacity Power Cell 10u Tempomyocin Needs: Screwdriver. Takes 20 seconds to make. Recipe requires recipe book. ## Why It's Good For The Game Having a sidearm to go with your laser musket is neat, alongside the fact that it just allows following up on someone. I don't have much to say honestly, I just think it's neat. Also the idea of an assistant going FULL BLACKBEARD, carrying 4 pistols and having to toss them away in order to shoot again cracks me up. Oh and this is the part for coders: I've de-spaghettified some code with the maint gun recipe granters, and the gun crank is now a component. It's likely you could use it on any item that sends the proper signal, so I kind of overbuilt it on purpose. Also the attack_self on guns now returns parent. This should allow it to send a signal alongside putting your grubby fingerprints on the weapon when you switch modes. There could be bugs but they should be easy to fix if they pop up, mode switching on guns works without a fuss. ## Changelog 🆑 add: Added the smoothbore disabler and it's prime variant. You can now craft a disabler with only one shot and terrible accuracy. code: Gun cranking has been made a component and could theoretically be used on more than guns. /🆑 |
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2f552919c1 |
[MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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e3cd27ab6d |
[MIRROR] The Laser Musket (2023) (Settlement Helper Edition) [MDB IGNORE] (#22156)
* The Laser Musket (2023) (Settlement Helper Edition) (#76231) ## About The Pull Request This adds a craftable laser musket to the game. It's slow and unwieldy, but consistent! I'd be happy to tweak the numbers if it's too good/bad. This PR also adds an independent militia ERT, who travels the spinward sector to help defend stations! TO DO LIST: - [x] Finish worn sprites - [x] Add a crafting recipe on par with the pipegun - [x] Add bayonets - [x] Separate charging into two stages and REDO THE AUDIO AAAA - [x] Clean up code (Needs review, totally) Scrapped: - Possibly add overcharge mechanic (This is just beyond my skill level for now) - Find a unique sound for the weapon firing (We have a unique projectile, and I can't a sound that fits more than the laser gun one)      Inhands by RedSentry27 Suit sprite by Kinnebian Prime Laser Musket sprites by RedSentry27 Balance Considerations (ew): 25 damage (30 on prime) Normal wound 40 Stamina damage (45 on prime) Weak to armour (prime not weak to armor) 2 second charge time, needs to be charged twice No overcharge Requires two hands to hold (like a chainsaw) Crafting Recipe: One rifle stock Fifteen Cable Coils Four Iron Rods One micro laser One capacitor One pair of prescription glasses One drinking glass Craft for 10 seconds with a wirecutter and screwdriver Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a space ranger") One laser musket Fifteen cable coils Five silver One water recycler Fifteen units of nuka cola Craft for 30 seconds with a screwdriver while wearing cowboy boots and a cowboy hat ## Why It's Good For The Game The idea of assistants and revs forming firing lines in the halls to shoot eachother sounds hilarious. Besides, we need a parallel to the pipegun, and this is the funniest way to do so. ## Changelog 🆑 Cheshify, Kinnebian, and RedSentry27 add: Maintenance engineers have sent out blueprints across the sector for a new laser musket. admin: A new energy-gun toting ERT is available to send to the crew. --------- Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> * The Laser Musket (2023) (Settlement Helper Edition) * Update guns.dm * Update guns.dm * Fixes vox/teshari greyscale config paths --------- Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@gmail.com> |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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b9fa1bc8f4 |
The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request This adds a craftable laser musket to the game. It's slow and unwieldy, but consistent! I'd be happy to tweak the numbers if it's too good/bad. This PR also adds an independent militia ERT, who travels the spinward sector to help defend stations! TO DO LIST: - [x] Finish worn sprites - [x] Add a crafting recipe on par with the pipegun - [x] Add bayonets - [x] Separate charging into two stages and REDO THE AUDIO AAAA - [x] Clean up code (Needs review, totally) Scrapped: - Possibly add overcharge mechanic (This is just beyond my skill level for now) - Find a unique sound for the weapon firing (We have a unique projectile, and I can't a sound that fits more than the laser gun one)      Inhands by RedSentry27 Suit sprite by Kinnebian Prime Laser Musket sprites by RedSentry27 Balance Considerations (ew): 25 damage (30 on prime) Normal wound 40 Stamina damage (45 on prime) Weak to armour (prime not weak to armor) 2 second charge time, needs to be charged twice No overcharge Requires two hands to hold (like a chainsaw) Crafting Recipe: One rifle stock Fifteen Cable Coils Four Iron Rods One micro laser One capacitor One pair of prescription glasses One drinking glass Craft for 10 seconds with a wirecutter and screwdriver Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a space ranger") One laser musket Fifteen cable coils Five silver One water recycler Fifteen units of nuka cola Craft for 30 seconds with a screwdriver while wearing cowboy boots and a cowboy hat ## Why It's Good For The Game The idea of assistants and revs forming firing lines in the halls to shoot eachother sounds hilarious. Besides, we need a parallel to the pipegun, and this is the funniest way to do so. ## Changelog 🆑 Cheshify, Kinnebian, and RedSentry27 add: Maintenance engineers have sent out blueprints across the sector for a new laser musket. admin: A new energy-gun toting ERT is available to send to the crew. --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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c609e00999 |
[MIRROR] Adds the Death Sandwich to the game [MDB IGNORE] (#20911)
* Adds the Death Sandwich to the game (#75013) ## About The Pull Request Adds the Death Sandwich to the game, the ultimate form of bread-conveyed-meat-based consumables.  And remember; Eat it right, or you die! ## Why It's Good For The Game I'm genuinely surprised we don't already have a meatball sub in the game also I love humor food, and I doubt my edition of the Eggcellent Challenge would ever be merged if I tried to do so, so this is the next best thing. ## Changelog 🆑 Wallem add: The ancient recipe for the Death Sandwich has been rediscovered buried in the deepest depths of an erupting volcano. /🆑 * Adds the Death Sandwich to the game --------- Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |
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9c0900bc9f |
Adds the Death Sandwich to the game (#75013)
## About The Pull Request Adds the Death Sandwich to the game, the ultimate form of bread-conveyed-meat-based consumables.  And remember; Eat it right, or you die! ## Why It's Good For The Game I'm genuinely surprised we don't already have a meatball sub in the game also I love humor food, and I doubt my edition of the Eggcellent Challenge would ever be merged if I tried to do so, so this is the next best thing. ## Changelog 🆑 Wallem add: The ancient recipe for the Death Sandwich has been rediscovered buried in the deepest depths of an erupting volcano. /🆑 |
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3a5a1d4058 |
[MIRROR] Imports and Contraband: Different! Cargo crates without locks! MEAT! [MDB IGNORE] (#20423)
* Imports and Contraband: Different! Cargo crates without locks! MEAT! * helping make 20423 a little more mergeable (commits to a nonmaster branch) (#20434) * regal condor my beloved * damn ok --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> * [merges to pr 20423, get this first] more nitpicks in regards to the imports pr (#20497) missed mirror and a nitpick i forgot Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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997dac9616 |
Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request ### **Cargo Black Market goods should stay in cargo's hands** #### New Cargo Console Category: Imports This category is explicitly the non-departmental category beyond simply having a Misc category. It is meant for material that nobody is meant to be buying for their departments, and mostly for the odd-ball crates that might show up. It also allows us to maintain contraband as exactly that; contraband that the departments shouldn't have access too whatsoever. If someone is buying from this category, they probably intend to be a cheeky fuck. <details> <summary>The New Changes</summary> #### Baseline Imports MEAT: MEAT (meat backpack you can eat) <details> <summary>MEAT</summary>   </details> Duct Spiders: They're adorable and cause a mess, but that doesn't stop Nanotrasen from importing them from the Australicus sector to your station! Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium. Allows for those people looking to make bamboo decorations without hoping botany exists, and are at least willing to pay. Also lets them make horribly dangerous stuff with bamboo, of course. A Single Sheet of Bananium: The problems this will cause I think speak for themselves. (mostly due to a clown fruitlessly attempting to make something actually disruptive while bankrupting cargo) Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait but expensive and obviously drugs) A dumpster...: A corpse in a dumpster, doesn't get more complicated than that. Useful for corpse reasons. Made using some code I borrowed from over here! https://github.com/lizardqueenlexi/orbstation/pull/354 #### Contraband Imports Foam Force Pistols: Same as it ever was with a price reduction. I brought it down because riot darts are like 8 bullets a clip, and do less damage than a disabler using riot darts. It feels like a sidegrade weapon, and even if it technically is a ballistic weapon, it...isn't that strong. I think this is pretty safe. Definitely Not a Duct Spider: It's actually a giant spider in a box. If you want to waste cargo's money while also sending them a mess to deal with, this is the crate for you. Russian Surplus Military Gear Crate: I took this opportunity to futz with boltaction rifles. There are two kinds of mosin nagant you can get in this crate. One of them is the good kind (no jamming). The other is the shit kind (yes jamming), but you get more of them. You can get the good ammo, or you can get the shit ammo. You'll have to pick through it a lot more carefully to make sure you know which ones you've received. Since this dilutes the pool even further, getting a good number of mosins that aren't trash is even more expensive, and even if you do get mosins at all, you might still only get the bad ammunition that doesn't work against actual human threats as well. It also now cannot be purchased through the security cargo supply console, and as to why they could in the first place baffles me. Doesn't have a lock anymore because...it's contraband? Who is locking this stuff? **Side note: _You can make surplus 7.62 in the autolathe as well. It is not very good except to fight fauna or naked assistants._** **Side Side note: _I've killed off the shitty brand_new subtype and brought peace once more to this land._** #### Illegal Imports (Emag) NULL_ENTRY: A journal that suggests how to make a...very interesting weapon. The Regal Condor. Kind of an evolution on some other ideas I've had over the years. This one is basically a secret weapon with a few hurdles to jump through. Very lethal. Very expensive. **Side note: _For reference, it's effectively 19 TC worth of gear to make, but there does exist some methods to acquire this more cheaply if you can get some bits and pieces from world spawns. Given it requires you to get some pieces of equipment that might require additional purchases of contraband, and getting into the captain's office to loot a specific piece of clothing, the stakes more than make up for the effectiveness._** Smuggled WT-550 Autorifle Crate: This is basically the same, but you might have noticed had you recently attempted, like me, to buy these when you emagged them using a personal account and discovered a tragic oversight. You couldn't, because they still needed armory access. This removes that access, because you've already gone to the effort of getting your hands on an illicit firearm through cargo, and if they techs somehow miss the fact that you've purchased a WT-550...all the better for you! Smuggled WT-550 Ammo Crate: Includes AP and Incendiary! **Side note: _You can get WT-550 ammo again via the Illegal Technology node._** Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs, smoke grenades, a couple of gluon grenades and a couple of frag grenades. Funsies. Special Ops: The NEW Special Ops crate. Contains a chameleon mask, jumpsuit and agent card. And a knife. **Side note: _This is what appears in some cargo loan events._** Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are 6 of them. But they don't come with spare ammo. Hand them out to your techs! </details> #### New Crates - MEAT crate - Standard - Duct Spider crate - Standard - Giant Hostile Spider crate - Contraband - 50 sheets of Bamboo crate - Standard - A single sheet of bananium crate - Standard - Natural (drugs) fish bait - Standard - Dumpster with a corpse in it - Standard - Shocktrooper crate (Grenades) - Emag - Special Ops crate (Disguise) - Emag - Appears in some cargo loan events - Refurbished Mosin Nagant crate - Emag - Regal Condor construction journal (NULL_ENTRY) - Emag #### Changed Crates - Foam Force Pistols (cheaper) - Contraband - Russian Surplus Crate (less reliable, can't be bought by security console) - Contraband - WT-550 crate (more obtainable via personal accounts, thus incriminating, not armory locked) - Emag - WT-550 ammo (includes incendiary and AP) - Emag #### Crates that got moved, unchanged, into Imports - Foam Force Crate - Cosa Nostra Crate - Black Market LTSRBT - 'Contraband' Crate - Biker Gang Crate #### Not crate changes - You can print Surplus 7.62 (same as normal 7.62 but it sucks against armor) from hacked autolathes. - You can get WT-550 ammo from illegal tech. - Removes the redundant Brand New Mosin subtype - Fixes a potential exploit with jamming chance on Mosins. ## Why It's Good For The Game I just think some of the magic of Cargo getting their hands on obviously dangerous equipment and either hording it for themselves or attempting to pawn it off was lost in recent times. A lot of this 'black market' gear, however, suddenly became openly available to the crew anyway. For _free_. Contraband crates and mafia crates could be purchased via the Service budget. Security could just stock up en masse on mosins through their console. And one fairly unfortunate consequence of a few recent changes has made it nearly impossible to actually get illicit gear in the first place, even if you did go to the effort of getting the money for it. On top of this, most of cargo's goods are pretty safe purchases. There isn't much that would be considered 'actually a really bad idea to buy' other than maybe supermatter shards. I wouldn't mind there existing ways for someone to waste cargo's money while also causing them to have to clean up the mess. ## Changelog 🆑 balance: A significant overhaul of various illicit and dubiously legal goods and gadgets available via cargo. balance: Cargo now has an Import category for all non-departmental goods. (And black market goods) balance: Most contraband that already exists has been moved into Imports. adds: Includes several new imports of dubious quality. You get what you pay for. code: Removes the brand new mosin subtype as it is now defunct. fix: Fixes potentially exploitative code in the jamming proc. Cleans up that code while I'm at it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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e7dd9219e8 |
[MIRROR] Add Croissants & Traitorous Baking Techniques [MDB IGNORE] (#18463)
* Add Croissants & Traitorous Baking Techniques (#72232) ## About The Pull Request This is my Christmas present to mimes everywhere. First of all this adds Croissants, because I thought they already existed and was shocked to learn that they did not.  Here's a croissant and an unbaked croissant. In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly simply from sugar, dough, and butter. Secondly it adds this pack of traitor gear, exclusively for Mimes and Chefs.  The contents of this pack are: - One combat baguette, indistinguishable from a regular baguette. If wielded as a sword it gains a 50% block chance (equal to the Captain's sabre) and does 20 damage. - Two throwing croissants, which do 20 throwing damage and return to your hand like boomerangs. - A cookbook which teaches you the secret to turning croissaints into deadly boomerang weapons. You make a croissant into a throwing croissant simply by inserting an expertly bent iron rod into it. The chef can't make any use of the baguette unless they also gain the ability to mime, but they can use it to make food. https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4 Watch me here struggle to use them to kill an ape (they don't return to your hands if thrown at an adjacent tile). ## Why It's Good For The Game It's insane that croissants aren't already in the game. This gives mimes an "invisible" sword to go with their invisible gun (it announces to everyone nearby when you're about to use it, but they can't know if it's just a _regular_ baguette). It's funny to throw bread at people. ## Changelog 🆑 add: You can now bake croissants to add to your breakfast. add: Traitorous chefs can bake dangerous throwing croissants, Mimes can do this and gain the additional benefit of a deadly combat baguette. /🆑 * Add Croissants & Traitorous Baking Techniques Co-authored-by: Jacquerel <hnevard@gmail.com> |
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0631fe5bde |
Add Croissants & Traitorous Baking Techniques (#72232)
## About The Pull Request This is my Christmas present to mimes everywhere. First of all this adds Croissants, because I thought they already existed and was shocked to learn that they did not.  Here's a croissant and an unbaked croissant. In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly simply from sugar, dough, and butter. Secondly it adds this pack of traitor gear, exclusively for Mimes and Chefs.  The contents of this pack are: - One combat baguette, indistinguishable from a regular baguette. If wielded as a sword it gains a 50% block chance (equal to the Captain's sabre) and does 20 damage. - Two throwing croissants, which do 20 throwing damage and return to your hand like boomerangs. - A cookbook which teaches you the secret to turning croissaints into deadly boomerang weapons. You make a croissant into a throwing croissant simply by inserting an expertly bent iron rod into it. The chef can't make any use of the baguette unless they also gain the ability to mime, but they can use it to make food. https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4 Watch me here struggle to use them to kill an ape (they don't return to your hands if thrown at an adjacent tile). ## Why It's Good For The Game It's insane that croissants aren't already in the game. This gives mimes an "invisible" sword to go with their invisible gun (it announces to everyone nearby when you're about to use it, but they can't know if it's just a _regular_ baguette). It's funny to throw bread at people. ## Changelog 🆑 add: You can now bake croissants to add to your breakfast. add: Traitorous chefs can bake dangerous throwing croissants, Mimes can do this and gain the additional benefit of a deadly combat baguette. /🆑 |
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c68fea7cba |
[MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. * our changes * yes * 0 * Update blackmesa.dmm Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1 - change proc_holder/spell to action/cooldown/spell - docs all the spell vars, renames some of them - removes some useless vars - start with pointed spells, as they're easy * kill proc_holder pt2 - kill a buncha vars and replace it with flags - convert a ton over - general code improvements * kill proc_holders pt3 - convert a good few more spells - rename some signals - handle statpanel - better docs * kiill proc_holder pt4: - restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with - converts touch attacks to actions - converts blood crawl, jaunt subtype * kills proc_holder pt5 - clears up some icon issues so all the currently converted pages don't have errors - shapeshift - some more action cleanup * kills proc_holder pt5.5: - some documentation - reworks feedback to prevent oversight with teleports and stuff * kills proc_holder pt6: - converted cult spells - converted magic missile - converted mime spells - chipped away at the errors - removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own. - merged magic/spell and magic/aoe, as the comment intended - more unified behavior for spell levelling * kill proc_holders pt 6.5: - replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby * kills proc_holder pt 6.75: - minor fixes * kills proc_holder pt7: - cuts down on some errors - refactors some wiz events * kills proc_holder pt 7.5: - malf ranged modules - some minor errors * kills proc_holder pt 7.75: - mor eminor error handling, cleaning up changes * kill proc_holder pt8: - refactors spell book - refactors spell implant - some more minor error fixing * kill proc_holder pt 8.5: - scan ability * Adds some robust documentation * kill proc_holder pt9: - converts some / most mutations over * kill proc_holder pt10: - sort out all the granters - refactor them slightly - fix some compile errors * Some set-unset sanity - going to need to test removing Share() * Removes transfer actions. It doesn't seem to do anything. - Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though * Removes sharing from actions, docs actions better * Some better documentation for spell and spell components * Kills proc_holder pt11: - Finally finishes ALL THE SPELLS IN THE SPELL FOLDER - Fixes some more errors * kills proc_holder pt11.5: - minor error fixing and sanity * Method of sharing actions. Can be improved in the future, needs testing * Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now. * Curse of madness bug I put in. * kills proc_holder pt12: - sub 500 errors! - converts cytology mobs - converts and refactors spiders slightly - some minor fixing around the place as usual * kill proc_holder pt13 - Finishes heretic spells - Sub 300 errors! - some touch refactoring to account for mansus grasp * kills proc_holder pt14: - revenant - minor bugfixing for heretic stuff * kills proc_holder pt14.5: - some missed stuff for revenant + heretic * kills proc_holder pt15: - alien abilities - more minor fixing - sub 100 errors. The end is nigh * kill proc_holder pt16? 17: - Finishes cult spells - sub 50 errors! - refactors the way charge works - renames / moves some signals * kills proc_holder pt final: - sdql spells - no more errors! * Bugfixes round 1 * Various bugfixing - documentation done - give spell works - can cast spell gives feedback conditionally - is available takes into account casting ability * Some accidental reversions + fixes * Unit tests * Completely refactors jaunting - All bloodcrawling is now handled on the action itself instead of across various living procs - slaughter demons have their own blood crawls - jaunting dummies don't have side effects on destroy() anymore * Wizard spell logging and even more refactoring |