Is this even working
Oooough
ok I'll crack at this
couple more fixes
Probably the worst of all my commits so far
Seriously, someone needs to check this.
It compiles
update atmos
stuff
update paths
snakes
linters 1
linters again
more CI
whoops
Update map_previews.dmi
Kills loose limbs
The component it used no longer exists.
podperson
CI Fixes(?)
Linters
## About The Pull Request
Makes a number of changes to blacksmithing to make the role more
appealing, convenient, and special:
<details>
<summary>New Additions</summary>
- [ ] Added a new blacksmith recipe that requires legendary skill and
the skillchip: parts for a classical single-action revolver. High
damage, but finnicky to use; no safety mechanism, can't accept speed
loaders, and the hammer has to be cocked before each shot. Cocking the
hammer is faster if both hands are free, allowing for fanning the
hammer.
- [ ] Smiths can now make new storage options: a cowboy holster that
stores a handgun and multiple ammo boxes, a charging belt that recharges
one energy gun, a botany bag with expanded storage, and multiple types
of scabbards.
- [ ] Added a new skillchip specific to blacksmithing; without the
skillchip, your options on what you can produce via smithing are
reduced. This is to make it so that the smithing job role (or at least,
whoever has been given the skillchip from the QM's locker) is more
special. Currently smithing is just sort of something anyone can do, the
only things unique about spawning in as the blacksmith is that you have
cargo access and smithing-specific bounties.
- [ ] Replaced the water barrel with a new structure: the reagent
quenching trough. This spawns in filled with a new reagent, quenching
oil. Quenching a smithing item in the trough with any reagent will imbue
it for zero reagent use, and heat the trough's reagent.
</details>
<details>
<summary>General direction changes</summary>
- [ ] Perfect hits are no longer probability-dependant; they're based on
the player's timing. Except if the player is max level at blacksmithing,
in which case all hits are perfects.
- [ ] Right-clicking with a hammer on the anvil will allow the player to
automatically forge the item they're working on, with a slower pace
compared to manual forging. This is mostly meant to allow talking to
someone while working on forges.
- [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated
space on most maps and so must occupy a hallway or something else
instead. "Playing optimally" with multi-anvil smithing means taking up
significantly more space, in addition to looking extremely silly and
bypassing part of the loop with blacksmithing (levelling up the smithing
skills to produce equipment faster); the smithing chip will reduce the
swings needed to finish a job to compensate.
- [ ] Reworked reagent imbued equipment; removed the bonus from leaving
a weapon unimbued. This bonus can now be regained specifically by
imbuing smithing oil (smithing oil is special; imbuing it doesn't
inflict it as a reagent for effects, but makes the armor/weapon/etc.
better by numbers). Also, reagent imbued equipment no longer has a big
damage multiplier but will merely stop applying reagents after a certain
integrity threshold is passed.
- [ ] Significantly reduced the income from smithing cargo bounties. It
honestly kind of sucks that blacksmiths' value to the station is that
they print money and not for the actual quality of their items.
- [ ] Blacksmiths now have weapon access by default. It's honestly kind
of weird that the guy whose whole schtick is making weapons, didn't have
weapon access to start.
- [ ] Moved the crusader belt from the general crafting menu to the
smithing crafting menu; it now requires lv7 smithing and the smithing
chip. This change is because it's highly contingent on blacksmithing
equipment for its main storage so it seems most sensible for a smith to
work it.
- [ ] The leather apron that blacksmiths roundstart with now has
dedicated storage for various smithing and glassblowing tools.
</details>
<details>
<summary>Interactivity changes</summary>
- [ ] Trying to pick up a heated blacksmith item will now burn your
hand.
- [ ] Various quenched smithing items now have associated force values
for dealing damage, but will also (usually) cut the user's hand for
doing so.
- [ ] You can now use water tiles or certain reagent containers (needs
at least 300 units) to quench smithing equipment.
- [ ] The forge now heats up it's surroundings and burns carbon dioxide
while doing so. The wall-mounted heater now auto charges it's cell to
compensate for this.
- [ ] You can now weapon-bash your blacksmithing shields, similar to how
you can slap your baton against your riot shields to intimidate.
</details>
<details>
<summary>Convenience and misc.</summary>
- [ ] Changed the Rapier sprites to match the other smithing weapon
sprites.
- [ ] Added more tutorial tooltips when inspecting blacksmith equipment.
- [ ] The blacksmithing noises are quieter, thank god.
- [ ] Using tongs on a stack now pulls only one item from the stack,
instead of pulling all items in the stack. You never actually want to
have more than one sheet in the tongs so there's no reason to include it
really.
- [ ] Completed blacksmith items can now be picked up with tongs and
placed into the crafting bench with them. This is meant to reduce the
tool-juggling for moving the item from the anvil to the basin, then
moving the item from the basin to the bench.
- [ ] The blacksmith ID trim now has an actual icon
- [ ] Commented out the cortical borer cage recipe. We don't really need
this since we don't run cortical borers.
- [ ] Halved the number of necessary chains and plates for all recipes,
but doubled the time needed to hammer them; this is to reduce how much
item juggling is needed.
- [ ] Cargo guards and cargo secoffs now have blacksmithing access.
- [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all
the same mechanics as a skillchipped crewie, except cannot make the
revolver
</details>
<details>
<summary>Code refactoring</summary>
- [ ] The reagent clothing and reagent weapon components now come from a
general reagent imbued parent component.
- [ ] Refactored how anvil smithing works; it now relies on an item
component that handles item heat, hammer strikes, and quenching, instead
of all the code being handled within the anvil itself.
- [ ] Removed the skyrat_obj_flags variable that only functioned for the
anvil_repair flag and nothing else. We have different ways to check for
the stuff it relied on so it's not really needed.
- [ ] Removed the in_use code from various forging objects. It's a
really cumbersome system and annoying to manage all the time. Doafters
with interaction_key stand as a replacement.
</details>
Overall, in the hands of blacksmiths, smithing-chipped characters, and
the tribal factions, this should feel like a general buff. For everyone
else, this should feel like a nerf, and they should go to the blacksmith
or get skillchipped so they can make smithing stuff. It should also feel
less 'shallow' and a bit more interactive with the rest of the game.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="180" height="108" alt="image"
src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26"
/>
<img width="399" height="52" alt="image"
src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177"
/>
https://youtu.be/hcPZXzCOSIUhttps://youtu.be/V7GeLetcRtkhttps://youtu.be/YEyW9pKidTU
</details>
## Changelog
🆑
add: Way, way too many blacksmith job features & smithing system changes
to list. But here's the highlights:
balance: Forged blacksmith weapons can now be used nonlethally via
striking with pommels, spear shafts, etc. which knocks down victims and
stamina damages them like a weaker baton.
qol: Blacksmith tongs now only pull one item at a time, if used on a
stackable item.
qol: Blacksmiths can now auto-smith at an anvil by right clicking with a
hammer.
qol: Blacksmithing tools now have more tooltips to tutorialize their
usage.
qol: Blacksmithing crafting bench can now store item stacks, forging
plates, and forging chains. Right-click to view what's in it.
balance: Removed multi-anvil smithing. Individual smithing pieces can
now be made faster with the smithing chip and other means to compensate.
add: Blacksmiths can now build a single action revolver if they are
fully levelled.
add: Blacksmiths can build a variety of new equipment at the crafting
bench -- gun-charging holsters, knife belts, multiple types of
scabbards, and even a new expanded-storage botany bag.
add: Replaced the water barrel for smithing with a barrel of smithing
oil; smithing oil is now used to grant the bonuses that was previously
given by leaving the item unimbued. The new barrel can have its contents
changed for reagent imbuing.
add: A new reagent "smithing oil" which gives innate bonuses to any
blacksmith equipment imbued using it.
balance: Material types now affect the quality of resulting items and
how quickly they can be forged.
balance: The reagent smithing hammer now has increased toolspeed if
forged well.
balance: Reagent imbuing's durability penalty has been altered; it
reduces durability for each time an imbue effect procs, and then stops
functioning for such when below a certain durability percentage.
/🆑
---------
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
headmin disabled this map and asked i removed these
i dont think these things are too impactful as they are purely defensive
meaning theyre meaningless save for like, icebox security, and escape
shuttle but its whatever in the end.
## Why It's Good For The Game
no more mounted guns.
## Changelog
removes both the mounted guns.
🆑
del: Removed both mounted guns in the heretic gateway per headmin
request
/🆑
## About The Pull Request
This PR adds a simple holiday spawner type that can be used for objects
that are only spawned if the holiday they're associated with is being
celebrated. Right now it has three subtypes, all related to the kitchen
(liquid ingredient, powdered ingredient, meat ingredient).
The involved holidays are the fictional tiziran and mothic festivities
Atrakor's Might and Fleet Day. Extra stuff is also spawned on Bee Day
and Beer Day. On Vegan Day, the monkey meat slabs in the meat fridges
are replaced with plant-based meat slabs (killer tomato slices and pod
people meat, plus veggies) and the fridge is renamed from "meat fridge"
to "vegan fridge".
This PR also adds a few more holiday-specific mail objects such as
Speak-Like-a-Pirate Day, Fleet Day, Atrakor's Might, Chernobyl's
Disaster Anniversary (it's just a geiger counter), Monkey Day and
Draconic Language Day.
EDIT: I've decided to make the bar backroom beer keg into a spawner that
will spawn special kegs on specific days (otherwise it's a 1 in 25
chance). These kegs can contain drinks a little more refined than the
average beer keg. Also it comes with a resprite of kegs because the old
one was starting to look a little ass compared to other reagent
dispensers.
## Why It's Good For The Game
For being fictional festivities revolving around food and culture, and
despite the lot of recipes for moths and lizard people, we aren't
offering anything to chef players to let them cook said recipes beside
what's given on any bog-generic round. This is a step toward a slightly
less lackluster implementation of those festivities and recipes into the
game. Also chance for cooler kegs for the bartender.
## Changelog
🆑
add: The kitchen fridges may have additional ingredients on certain
holidays, in particular Atrakor's Might (lizardpeople) and Fleet Day
(mothpeople), and Vegan Day.
add: Added a few more holyday-specific mail items.
add: Replaces the beer keg in the bar backroom with special kegs on St.
Patrick's Day, Beer Day and Speak-Like-a-Pirate day. On any other day,
there's a chance that the beer keg will be replaced with one containing
whiskey or rum, or in rare cases, one of those special kegs.
imageadd: resprited the keg as well.
/🆑
## About The Pull Request
Somehow, we can teleport on away missions when we used not to be able to
a long time ago.
I'm not against it, however it can end quite badly with people getting
stuck in indestructible walls or stuff like that, or end up somewhere
with cordon turfs decoupled from the cordon area (museum cough cough),
which doto your spaceman what Dr. Manhattan did to Rorschach btw.
I'm totally fine with spacemen getting stuck on destructible turfs,
rocks that can be mined, machinery and other destructible or movable
structures, areas that are hard to access in and out, behind shutters
and puzzle doors or even at the rims of indestructible walls if they're
connected to any of the aforementioned things. It isn't a rigid
standard, using random teleportation to cheese away levels should be a
risky endeavor, but I also don't believe that you should end up
teleported somewhere that you cannot otherwise escape on your own or be
hypothetically freed from by another spaceman without more teleportation
having to be involved 100% of the times (or admins if they feel
merciful). That's where I draw the line.
Beside, more than a few maps didn't use cordon turfs and/or turfs or had
these massive portions of indestructible walls.
Oh, by the by, a little unrelated but I'm bringing the visuals of
indestructible "rock" walls up to date with the visuals for rock turfs
that can be mined. Included are also icon-states so that the two can be
easily distinguished during mapping.
Feedback welcome.
## Why It's Good For The Game
I'm not against using teleportation for away missions. Right now there
are a couple easter egg areas that can only be accessed that way.
However the risks of getting GBJ'd are immense if done randomly.
Also for some reason, despite having the secret z-trait injector for the
museum stops phasing/jaunting, the museum areas are not of the secret
type, so they don't block teleportation. WHATEVER, IT ISN'T LIKE IT HAS
SOME OMEGA LOOT WORTH THE TROUBLE
## Changelog
🆑
map: Made it a bit harder to get stuck on away missions if you willingly
or unwillingly use teleportation techniques. You still definitely can,
but usually only on sections of the map that can be reached one way or
another, including rock walls that can be mined, just not those that
cannot.
image: Updated the visuals for indestructible rock walls to match the
destructible ones.
balance: RNG teleportation should work marginally better around areas
and turfs where teleportation is restricted by skipping them instead of
having a chance to fumble because of that.
/🆑
## About The Pull Request
So, turns out the Armadyne Combat Gloves in the secvendor (and loadout)
available to sec were subtypes of the combat gloves.
<img width="539" height="160" alt="inherit"
src="https://github.com/user-attachments/assets/a587f136-3ff4-4c00-a049-d4680e904b23"
/>
This meant that they were fully insulated to boot. It's a 50 credit
glove item that secoffs can get for 10 credits, and there are 6 in each
sec vendor.
<img width="85" height="98" alt="gloves"
src="https://github.com/user-attachments/assets/0a8ad937-d05d-4a4a-987e-f5a4c8407428"
/>
~~This brings the siemens_coeff down to the levels of the standard issue
black gloves, which is 0.5~~
This makes the gloves a subtype of color/black
<!--Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
I feel this was an oversight, as I don't think security is meant be able
to get round start insulation.
## Proof Of Testing
~~It's a one line change.~~ It's no longer a one line change, it never
is.........
<img width="299" height="153" alt="cobm"
src="https://github.com/user-attachments/assets/4c9261bc-a2e4-4393-a0b4-59e1d042c2d2"
/>
Here is the compiled version IN the away mission that gave it the
conflict
## Changelog
🆑
balance: Armadyne Combat Gloves are no longer a combat glove subtype
/🆑
## About The Pull Request
The maintsroom is a passion project of love, slowly but surely I hope to
make this gateway be something genuinely special to be enjoyed by most
people, im not trying to do anything specific rather just- broad appeal.
## Why It's Good For The Game
the vision, bug fixes, and improoving player experience while removing
softlocking.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Softlock prevention
<img width="445" height="315" alt="image"
src="https://github.com/user-attachments/assets/161df46e-77ad-4231-9d5c-687280fda81b"
/>
Hint of where to get the keycard to progress, the text is hard to read
but thats fully intentional
(This is written in a lore friendly manner and is written by somebody
addressing the person reading the note directly)
<img width="708" height="347" alt="image"
src="https://github.com/user-attachments/assets/7dcd4035-7daf-4b2b-96ec-95ab8d164331"
/>
Xenomorph name select and description working properly
<img width="1224" height="682" alt="image"
src="https://github.com/user-attachments/assets/b2e6eb9a-523c-4eb5-bd6e-a517e560833b"
/>
</details>
## Changelog
Slight adjustments to the map in preparation for the next PR which will
be adding a megafauna boss
Adds hints to the players telling them how to progress and adds multiple
keycards to certain areas to prevent players from taking the one keycard
and then leaving softlocking everybody else out of progression
Fixes an issue with the xenomorphs in which they could not select their
name and description now they can.
(The additions do not need to be player facing as said CL will be
covered in the next PR as i plan to do no tests between this PR and the
next PR)
🆑
fix: Fixed maintsrooms xenomorphs not being able to choose their
name/desc
/🆑
## About The Pull Request
removed it s "ss13" and "medbay" network tag and added heretic_gate
instead, having defined said network as well. IDK if the network is
really necessary, afaik no other cam in the gate uses it, so your call
## Why It's Good For The Game
dat. should fix#95786
## Changelog
🆑
fix: fixed heretic gate cam appearing in on station ss13 network
/🆑
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:
ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif
EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over
ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)
## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system
## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable!
add: added evil versions of the ed209s to the syndie uplink
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
<!-- 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
It was always the intention for this to be there
I just didnt have the will power to do this until recently
special thanks to junglerat and isitdarkii on discord for helping with
the code and spriting respectively
## Why It's Good For The Game
a nice setpiece, but also its arguably- not.
a balance adjustment will need to be made later down the line if these
ever want to be used in game for anything other than just a set piece,
they can still totally be used to kill people- theyre just stuck in a
gateway that has anti-teleport so its whatever
## Changelog
Also added 1 more hmg for map symmetry, moved the SAM site on the ship
to the back, added two 40mm cannons to the front of the ship.
<img width="310" height="747" alt="image"
src="https://github.com/user-attachments/assets/9ab3790a-5df3-473d-924e-c793c25e1262"
/>
🆑
add: The heretic gateway now has a 40mm cannon in it.
/🆑
<!-- 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: Jacquerel <hnevard@gmail.com>
Co-authored-by: Isratosh <Isratosh@hotmail.com>
## About The Pull Request
Nerfs a few things about it, anchors some thigns that I meant to be
anchored
## Why It's Good For The Game
Apparently inert means, less charges and not intert as in no charges.
## Changelog
Removes some stuff and does some nerfs
🆑
fix: Removes inert wands of fireball and healing from the academy,
apparently inert doesnt mean not working but just fewer charges.
/🆑
<!-- 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
Converts the xenomorphs in the maintsrooms to be non reproductive, non
evolving and non hostile to the crew
## Why It's Good For The Game
Gateway antagonists are (in general) poor a poor idea.
## Proof Of Testing
Tested it, and it works. (if its still a branch that means it doesnt
work)
## Changelog
cleared out a bit of space in front of the tavern called the "edge of
the universe" so that its not blocked along with moving 1 shaggoth and 1
hound of tindalos so the turrets dont just shoot endlessly (as often)
made the xenos not hostile to crew (neutral technically so if you shoot
them they can shoot you)
🆑
balance: Made the maintsrooms xenomorphs friendly
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
Both of these gateways are disabled in the config for reasons, i tried
to fix those reasons but got apathy in response, now they are simply
bloat in the codebase
## Why It's Good For The Game
less bloat
## Changelog
-2 maps
🆑
del: Removed the snowdin and caves maps
/🆑
## About The Pull Request
Fixes some oversights, some stuff that meant to be removed, nerfs the
xenos a lot until they are entirely overhauled to- not be so hostile.
## Why It's Good For The Game
itterative development i am very greatful for all of the playtesters
## Proof Of Testing
it works as intended
</details>
## Changelog
fixes more stuff with the maintsrooms
🆑
fix: fixed the maintsrooms more.
/🆑
## About The Pull Request
This PR is to fix several issues with the maintsrooms gateway, the
maintsroom was balanced around nova DPS- nova has on average, a lot more
DPS available to the crew so this aims to make things a bit easier- at
the beginning at least, also adds more lore and makes the notes proper
notes instead of var eddits.
## Why It's Good For The Game
Stops people from dying from 20 300 hp blobbernauts that moved as fast
as the player.
## Proof Of Testing
Tested in local, it works.
## Changelog
Less enemies, more time to react to enemies
🆑
balance: Made the maintsroom slightly easier
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
removes 4 mobs that spam d-chat.
the map has never been run so it doesnt matter to do a CL
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
This PR takes the improvements from:
- #95313
And builds on it quite a bit. Slots now have:
- New symbol icons based on SS13 objects instead of Font Awesome icons
- Several new slot machine subtypes for every department
- New slot machine random spawner that is used to replace all slot
machines on all maps
- ~~Greyscaled the slot machine sprite and replaced it with GAGs (to
color them by department)~~
- New rare trap/hazard abilities depending on symbols (syndiebomb =
flashbang, handcuffs = cuff, singulo = shock, etc.)
- Syndie slot machine that comes preinstalled in all syndie
outposts/nuke bases
- Slot machines circuits can be configured with a screwdriver to change
the type and emagging results in the syndicate version
- Tweaked the pixel offset for the jackpot flashing icon so it is in the
correct position
- Improved the name generator with more adjectives and nouns for all
subtypes (ex. clown slot machine = "Lucky Giggles")
- IDs and Department budget cards can be linked as the owner of the slot
machine, however NT takes a 40% cut off the profits since jackpots/bonus
spins are paid out by NT
##### And yes... there is a clown and mime subtype... honk
## Why It's Good For The Game
<img width="1503" height="791" alt="dreamseeker_t8lLODECva"
src="https://github.com/user-attachments/assets/597355be-aee0-483a-82a4-7f8d6fa9ae90"
/>
Better slot machine icons and code.
## Changelog
🆑
add: To help cover budget expenses, NT has redesigned and installed new
slot machines that are themed by department. Slot machines can also be
linked to bank accounts via ID cards or department budget cards. NT
takes a 40% cut of profit to payout major jackpots and bonus spins.
Please gamble responsibly.
map: Replaced all slot machines with slot machine random spawners. Added
syndicate slot machines to Syndicate bases and nuke outposts.
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
<!-- 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
Adds a new gateway which is like the half life gateways step brother in
terms of gameplay except more dangerous and less intuitive while being
more entertaining and offering more interactions at the same time, this
one is ported from nova but will offer a smidge less loot and be a
smidge more brutal due to the differences in server balance and culture
## Why It's Good For The Game
admin funny.
wont be rotation and will be reliant on admins specifically enabling it
during the round for people to access it.
## Proof Of Testing
Tested and loaded in local, works as intended
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added a new gateway for admins to fuck around with.
/🆑
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<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
## About The Pull Request
1. Refactors gauze
Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`
Closes#92990
2. Adds Tourniquets
A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head
Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter
<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>
## Why It's Good For The Game
Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.
## Changelog
🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
## About The Pull Request
That's all.
The sprites clearly have a pedestal which is attached to the floor. They
shouldn't behave as if they are free floating wash basins.
<details><summary>example: a barber shop</summary>
<img width="614" height="818" alt="StrongDMM_ahHbCymkjR"
src="https://github.com/user-attachments/assets/aeee4090-e209-4ad7-8d1d-fef9dcbb36e2"
/>
</details>
Also runs the UpdatePaths script so it can collapse some duplicate tiles
which have been annoying me with diffs each time it's run.
## Why It's Good For The Game
More mapping flexibility for bathrooms and medical spaces.
## Changelog
🆑
code: sinks can be mounted to floors
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Removes a ferry console from the heretic beach away mission
## Why It's Good For The Game
It allows players to call the ferry shuttle to the station and access
CC, which shouldn't be possible outside of admin intervention
## Changelog
🆑
fix: Removed a ferry console which should not be at the heretic beach
🆑
Co-authored-by: Josh Powell <josh.powell@softwire.com>
## About The Pull Request
We've all seen that thing that happens where you open a door in
maintenance, and a large barricade of wood materializes where the door
just was. That's not right. The obvious solution would be to make the
barricade appear on top of the door beforehand, and while that works in
terms of behaviour, it looks really weird:
<img width="82" height="82" alt="image"
src="https://github.com/user-attachments/assets/e2c170d8-8a3d-4f09-80a4-976c525bed9f"
/>
and even weirder on objects such as windows & shutters. I suppose that's
why you're not able to build them on top of these things in actual
gameplay.
Instead, this replaces every instance of a mapped-in wooden standard
barricade that appears on top of an object (save for one on top of a
girder in icebox) with a crude barricade, causing it to both appear on
top of the object and look right doing so.
Additionally, comes with a linter for big barricades on top of airlocks
& windows.
## Why It's Good For The Game
It doesn't look weird nor act weird. Even aside from the airlocks, these
things are weird with windows, acting like they're inside the glass.
Additionally, while this does technically reduce their integrity,
increase projectile passing rate & reduce plank drop amount, so I'm
labeling it balance out of good faith, the only actual balance
implication this has is that the barricade being on top of the door
prevents it from being opened via a simple bump, which could and does
effect atmos situations, but I'd sooner call that a bugfix than a
balance change.
## Changelog
🆑
balance: wooden barricades mapped on top of objects are now crude
barricades, preventing them from materializing when you open a door.
/🆑
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
Looks over all offstation map files save for shuttles & bitrunning
domains for piping & cabling defects, inefficiencies, & deviations from
standard design. Any defects explainable as the result of damage have
been ignored, obviously. As usual, no pieces of equipment other than
piping & cabling were moved.
A few gameplay-effecting issues were addressed:
The Icebox Thing ruin's medical section had a scrubber disconnected from
the main line.
The Lavaland Beach Biodome had an injector for its scrubber line into
the outdoors, but as the outdoors are unpowered it has been replaced
with a passive vent.
The Lavaland Surface Gas Station's oxygen tank was on the incorrect
piping layer. This tank has also become an air tank, instead.
The Lavaland Surface Gas Station's central air vent was disconnected.
The Film Studio's crew's bedroom's vents were disconnected.
The Haunted Trading Post(space donk co ruin with the AI chamber) was
surrounded by electrical grille spawners, but these spawners spawn
yellow cables while the ruin uses red cables. They have been replaced
with a new layer 1 electrified grille spawner.
The Waystation ruin was hotwired due to electrical grille spawners.
The "Research" gateway's Dorms & Medbay APCs were disconnected.
A few maps have an incredibly large amount of useless cables, these
being the Icebox gas station & comms agent outpost, & the interdyne
space ruin. These cables are being left in under presumption of intent.
One map, the "the_outlet" space ruin, has air pipes leading to all of
its air alarms, for an indiscernible reason. These pipes are also being
left in under presumption of intent.
## Why It's Good For The Game
Just because they're all dead or criminals doesn't mean they like
wasting credits on piping, or that they don't have standards.
Solves the issues mentioned above.
## Changelog
🆑
map: A great deal of offstation structures have been given more
efficient piping & cabling.
map: Several offstation structures have had piping & cabling issues
resolved.
/🆑