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2552 Commits
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18ffabca05 |
Laser Musket & Smoothbore Disabler BUFFS (Crank it AND Run) (#86867)
## About The Pull Request This rebalances the Laser Musket and Heroic Laser Musket Replaces glasses with 2 drinking glasses in the crafting recipe Removes 2-handed demand Standard shot damage slightly increased and stamina damage greatly decreased Heroic shot made a 3-round scatter shot, very powerful, damage and stamina damage decreased to compensate Crank-charge weapons, except the thermal revolvers, can be charged while moving Muskets can also be worn on jackets ## Why It's Good For The Game These things were severely underused, and I always kinda wanted them to be crankable while you moved, I just didn't know how. This should also help the Militiamen ERT be less of a joke. I would appreciate balanceposters giving some advice on the numbers if you're seeing this. The heroic musket is incredibly rare, and SHOULD be pretty powerful. ## Changelog 🆑 balance: laser muskets have been rebalanced balance: crank weapons can be charged while moving /🆑 |
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
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c42d4dcfb2 | Health Analyzer Rework (medial mains inquire within) (#86666) | ||
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5e66d872df |
Fixes soapbox component hooking into literally every atom [NO GBP] (#86861)
## About The Pull Request anything and everything from ghosts to supermatter damage was getting soapbox speech, this adds a check for isliving so it only gives it to mobs ## Why It's Good For The Game bugs bugs bugs ## Changelog 🆑 fix: fixes soapbox being given to non-mobs /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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ff2760e908 |
Adds new tasty fish to deep fryers. (#86690)
## About The Pull Request This PR introduces three new fish that can be caught from deep fryers. That's right, deep fryers are also fishing spots now. Is it silly? Yeah, but this is more or less the reason I made a whole PR to make fish edible. They've two gimmicks: one is that they're already fried, and neither raw nor gorey and can be cut into nuggets. The other is that they can evolve into the next type just by growing, no need of pairing them with each other, starting from the 'fryish', then the 'fritterish' (and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the english food company) and finally the 'nessie-fish' which is very rare and big and you'd probably get 20 nuggets by cutting it alone. Other than that, this PR adds a simple growth mechanic to fish, where they get a bit larger each time they're fed. The gained size and weight depends on several factors like hunger, their current size and weight and how much until they hit the maximum cap of twice the initial size and weight. This means bigger fish grow slowier, and it's better to feed them once in a while but not every other second. Obviously size and weight influence a lot of fish mechanics, so it's good to have a way to increase these values outside of breeding RNG (which is very shallow). TL;DR: Feed the fish once their hunger reaches 50% circa for maximum growth. Included in the PR are a few tidbits, like fixing a little mistake around the 'picky eater' fish trait, more readable code around the fish_growth component (unrelated to the aforementioned growth mechanic) and hunger or adding the fish evolution datum for armored pikes (normal pikes plus stinger trait, which I basically forgot to), and adjusting how weight and size of offsprings is calculated. ## Why It's Good For The Game First and foremost, a brand new on-station fishing spot that is not the fishing portal, toilets (or the rare moisture traps in maint). Second, a fish growth mechanic through which weight and size can be increased. Third, a few code things. Four, little bugs, now fixed. Fifth, have a screenshot of me fucking around to find out how many bites it takes to eat all of the deepfried gargantuan nessie (53, and I had to spawn another 10 humans to finish it):  ## Changelog 🆑 add: You can now fish new, tasty treats by the station deep fryers. add: You can now grow fish inside an aquarium by feeding them regularly (at 50% hunger for maximum growth). add: Added the evolution for pikes to armored pikes. /🆑 |
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42cb158487 |
Replaces QDEL_NULL with QDEL_LIST in infective component (#86812)
## About The Pull Request Diseases copy their instances, so they should be cleaned up afterwards Closes #86800 ## Changelog 🆑 fix: Fixed infective components not cleaning up disease datums after themselves /🆑 |
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a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
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873c4951c3 |
Adds a var to specify if damage should damage clothes (#86755)
## About The Pull Request Adds a new var called `wound_clothing` to `apply_damage` and `receive_damage` which will be checked in `check_woundings_mods` if it should also apply the damage to the jumpsuit. It's `TRUE` by default. Changes `irradiated` and `body_temperature_damage` to not wound clothing. This also removes the `10 >= damage` check for burns for clothing damage as it was there to prevent freezing from harming clothes which is no longer a problem. ## Why It's Good For The Game Not all brute/burn should also the damage the clothes. This allows for damage to specify if it should damage clothes or not. Radiation burns should not shred my clothes. Code that prevents all damage equal or below ten burn from damaging clothes is BAD, my clothes should BURN. `TRUE` by default so everything else should work normally. fix: #84046 ## Changelog 🆑 Goat balance: burn damage equal or under to ten will now damage your jumpsuit (does not apply to internal temp damage) fix: radiation burns no longer damage your jumpsuit. code: added a new var to applying damage to set if it should apply damage to clothes. /🆑 |
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c4974b63ab |
Bigger Booms: Adds Pipe-Organ Gun and Canister Gatling, two emplaced weapons, along with Mounted Gun code. (#86390)
## About The Pull Request  So, as you may know, I really like the bootleg weaponry this game has, but after dealing with gun code for the crossbow, I wasnt inclined to make more of it. However, when I'm playing ss13 I often have background noise on, and one day I was listening to an age of empires game, which, if you aren't aware, is basically a medival rts, featuring a weapon called an "organ gun". Said organ gun is basically 8 or so muskets stuck together firing at once. And well, given SS13 has pipeguns, also called muskets, I couldnt pass up the pun of "pipe organ gun." And thats why this pr exists. However, as I am noticing I have a habit of doing, I tend to end up coding more than I ever initially planned. So what does it add? Well, lets start with the pipe organ gun. <img width="428" alt="image" src="https://github.com/user-attachments/assets/0cb93fb9-6ed3-4cb1-a340-0b54832ac577"> The pipe organ gun is made from wood, pipes, iron, typical maints weapon stuff. Where it differs is it isn't a handheld object - it's a machine you push and pull around akin to say, the pirate cannons. It can hold up to 8 pipegun shells, and launches them all at once when lit with anything that ignites stuff, like a welder, match, torch, etc. It does a lot of damage, but requires time to reload, and a smart enemy can just lie down and ignore it. Or maybe it'll just roll 8 of the really bad ammo types and do nothing, who knows. https://github.com/user-attachments/assets/5ee1353b-c965-4f47-aa22-4f5cfeb04c51 Initially I planned to use the cannon code as a base, but that presented a lot of issues, as they need to use cannonballs (which arent ammo in the traditonal sense), along with only being single shot among other things. So I made an entire new type of structure called Mounted guns, which are like cannons that can use conventional ballistic ammo, and dont have any of the restrictions, and made to be customizable. You want a gun that takes plasma bars as ammo and launches fireballs? it can do that. You want to have a rebar ballista, that can shoot up to 3 rods at once, but only needs to be loaded once? It can do that too. Hell, you could probably just make full-on gun emplacements with some code changes. If it's a projectile, it can shoot it, and if its an object, it can use it as ammo. A list of the current stuff you can change is below. <img width="510" alt="image" src="https://github.com/user-attachments/assets/107abbc1-a004-4724-9627-a3388f92cd63"> Which leads me to the second gun I added, which is more of an example of what can be done with the mounted_gun class. The canister gatling spawns on the flying dutchman pirate ship, with enough ammo for five shots. <img width="453" alt="image" src="https://github.com/user-attachments/assets/46fdc16e-813a-4e14-b25a-9cf49d245ca6"> Five shots may not sound like much at first - but thats because each shot is a burst of 50 individual shrapnel bullets. It's unable to break any walls or doors except for windows, but against anything that isnt a structure... well, as shown below, they'll have a very bad day. https://github.com/user-attachments/assets/3519c49d-97e6-4095-99cf-ee8039adbaba If people like these concepts, I genuinely might add that engineering rebar ballista. ## Why It's Good For The Game As said above, I'm a big fan of the whole improvised armory concept ss13 has, and the fact the only "big" gun featured is the trash cannon (which is locked behind maint loot) is a shame. I felt the pipe-organ gun was a good compromise - as stated, its just eight pipeguns stuck together, with all the strengths (high damage output) and weaknesses (slow reload, needs to be dragged around, cant hit people on the floor, cant damage walls) that it lacks. As for the canister gatling, I dont forsee it being a massive problem, as it cant breach walls or doors, so it isn't just a better cannon. ## Changelog 🆑 WebcomicArtist add: Added pipe-organ gun: a buildable object akin to trash cannon that takes pipegun rounds, and shoots up to 8 off at once. add: Added The Canister Gatling, a rapid fire but non-destructive cannon for skeleton pirates. Also Canister shot ammo. sound: Added sounds for the above guns. image: Added sprites for the guns as well. code: Added a whole "mounted_gun" class that is basically cannons but you aren't forced to use cannonballs as ammo and load them with gunpowder. /🆑 |
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240e397b95 |
Fixes xenos being able to pick up items that they shouldn't by most means, expands itempicky component functionality (#86714)
## About The Pull Request Xenos can apparently use shenanigans such as https://github.com/tgstation/tgstation/issues/86703 to put some items in their hand, and there are likely methods like this dotted around the codebase. However, the signal to put something in their hand is called consistently across any process that would cause them to pick up or otherwise have something to put in their hand, so instead I added /datum/component/itempicky to xenos. While I was in there, I expanded the functionality of itempicky; it can run a callback to determine a condition that needs to be met now. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/86703 Expands a component's usefulness ## Changelog 🆑 Bisar fix: Xenomorph restrictions on items they can pick up have had their determining logic made more _robust_. code: The itempicky component (restricts what can be picked up via a whitelist) can now, optionally, have a callback fed to it to determine cases of bypassing that whitelist. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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0acaf6850b |
You can try to pet fish while holding them too (careful around aggressive ones) (#86594)
## About The Pull Request Earlier this day, I have found myelf adding a check to the fish petting proc Ben added recently along with his aquarium UI rework, so I've thought it'd be good if players could do it regardless of aquariums. I've also added a couple lines to check if it's a safe environment and the fish isn't dead, because petting a dead or drowning fish shouldn't solicit much of a cute reaction. Furthermore, petting aggressive fish comes with a coin flip where you get your hand bitten half of the times. I think it's a pretty much reasonable interaction. Also, petting chasm crabs lowers their anger slightly, which determines the behavior of the juvenile lobstrosity they grow to be. ## Why It's Good For The Game Polishing a fish feature added by another contributor. ## Changelog 🆑 add: You can pet fish while holding them. Be wary of petting aggressive fish. /🆑 |
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1aad3e118c |
You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request You can now interact with the fishing portal generator with a multitool to load it in the buffer and subsequently link fishing spots to it by tapping them with the same multitool. The maximum number of fishing spots that can be linked at once depends on the tier of the matter bins of the machinery. Normally, while you can link fishing spots from other z-levels, they can only be activated if they're on the same z-level as the machinery (or if both are on station for multi-z stations). This limitation can be bypassed by upgrading the machinery with a tier 3 or higher capacitator. While it's possible, I'm not spriting new fishing portal overlays and icons for the radial menu for every fish source out there (yet). The code is enough work for now. This also comes with a unit test, because there is no such thing as too many unit tests for fishing. ## Why It's Good For The Game Fish portal generators are designed to let players fish a different bunch of things while being able to be moved wherever you like, unlike a lake or an ocean, with all the comfort of being able to able to catch fish from distant locations. Allowing players to link other fishing spots to it fits its design. It also means that you can go out and explore, find more fishing spots and then return to the station without having to detach yourself from the ongoing round for several more minutes. ## Changelog 🆑 add: You can now link fishing portal generators to other fishing spots with a multitool. The number of fishing spots that can be linked at once and whether the link can be activated from different z levels depends on the tier of the stock parts it's built with. /🆑 --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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a004694460 |
quickfix for a CI failure that went through because enabling auto-merge seems to ignore CI (#86740)
## About The Pull Request Unused var removed. ## Why It's Good For The Game I was told to do it. ## Changelog N/A |
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ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
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5703a6ed98 |
Once again re-assigns tackling to r-clicks (#86669)
## About The Pull Request This will fix #86668, caused by #86031 ## Why It's Good For The Game This will fix #86668, caused by #86031 ## Changelog 🆑 fix: You once again need to right click to use tackling gloves. /🆑 |
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adc47b42ee |
You can release fish after catching it (#86126)
## About The Pull Request This PR nerfs the mood event from fishing from 5 to 4. In exchange, after catching a fish, you can release it in the appropriate fishing spot for a minor positive mood event (if it's alive, or if the user has either the morbid or naive traits). It also counts towards fish population for fish that are limited in the amount of times they can be catched. Mobs with the naive trait (clowns) get the positive mood event even if the fish is dead or being released in a bad place like lava Some fishing spots like toilets and moisture traps don't have this option, but that's because they've their own interactions with fish that'd otherwise be overridden by it. This PR also fixes mobs with the morbid trait (coroners) not enjoying aquarium in their own morbid ways and add a few touches pertaining the naive trait like alternative chat messages when interacting with the fish. ## Why It's Good For The Game This gives players a way to get rid of unwanted fish without leaving it to die on the floor, also it's in the spirit of recreational fishing. ## Changelog 🆑 fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums in their own weird ways. add: You an now release fish after catching it for a positive moodlet (or to repopulate certain fishing spot with rare fish). /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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00e2f6cd7b |
Fish sources are more thoroughfully stressed during unit tests. (#86637)
## About The Pull Request The profound fisher component (for both mobs and gloves) as well as the proc responsible for rolling rewards are now being tested too. This is something I've meant to do in a while, #86633 just happened to kick it off now. ## Why It's Good For The Game More tests, fewer mistakes flying under the radar. ## Changelog N/A |
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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bf798d8dc4 |
Fixes being able to shout chuunibyou phrases while mute (#86650)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4391 It was an easy fix so why not. This override was in place specifically to allow mimes to use the spell but did not take into consideration the mute trait. Mimes use `TRAIT_MIMING` not `TRAIT_MUTE`, so this should not have any effect on the original intent. ## Why It's Good For The Game Fixes an oversight. ## Changelog 🆑 fix: fixes being able to use chuunibyou shouts while mute /🆑 |
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ad64d9419e |
Replaces HAS_TRAIT_FROM with HAS_TRAIT in engraving checks (#86630)
## About The Pull Request Stumbled upon this by accident. If you add a trait that **should** prevent engraving from a source other than INNATE_TRAIT you'd probably want it to actually work. This doesn't actually do anything at the moment but could save someone a few hours in the future. ## Changelog 🆑 code: Non-innate engraving blockers should work now (none as of now) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5022f12815 |
Some echolocation fixes & fulton runtime (#86604)
## About The Pull Request Fixes psyker echolocation permanently breaking when in the vicinity of holopad holograms or someone being fulton'd Also fixes non humans that have human appearances (eg syndicate commandos) being invisible to psykers. Also also fixes a runtime related to fulton extraction that I found while testing the above ## Why It's Good For The Game My eyes! ## Changelog 🆑 fix: Echolocation no longer breaks when witnessing a hologram fix: Echolocation no longer breaks when witnessing a fulton extraction fix: Humanoid NPCs are no longer invisible to echolocation users /🆑 |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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e61afc4318 |
New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request Introduces a new MODule in the uplink, makes the user transperent and grants the ability to siphon light sources to recharge your suit. Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U ## Why It's Good For The Game I've been playing a ton of Splinter Cell and Intravenous recently and this random idea popped in my head. "Wouldn't it be cool if traitors could blend in the darkness to get a jump on their opponents?" Also unrelated "Wouldn't it be cool if tots had a tool to recharge their suit that didn't involve sitting in a pod for 10 minutes?" This PR introduces a new module to the uplink, the Wraith. It comes with a passive and active component. Passively it works exactly like the crew version of the cloaking module with just a couple of differences. 1) Doesn't need to be manually activated, if you lose the cloak it's regained after 5 seconds. 2) Lower stealth alpha value( how trasperent you are basically), slightly less visible than the crew version, not as good the ninja module however , I tuned it just enough so that you are more or less undetectable in the dark. The active component of the module lets you destroy stationary lights to recharge your suit power, if used on handheld or borg lights it turns them off for a minute. **Why do we need this module when we already have the stealth implant and the chameleon projector?** I can think of a few reasons. 1) MODsuits were designed to be customizible, traitor suits range between 6 to 16 TC, having to invest in a 7-8 TC item after you already bought a suit is fairly expensive. 2) This MODule would be a better fit for ambushes, as it doesn't have the *uncloaking* delay of its counterparts. It is however considerably worse if you get caught, as the cloak is disrupted on bump or damage. 3) It has better interactions with the sandbox. Lights can go out for many reasons, maybe it’s just a power outage, or some assistant broke it, or maybe it was anightmare. It leaves room for plausible deniability, adding to the paranoia. It's also not complete invisibility, if you want to stay undetected you need to lurk in the darkness, you might expand your domain, at the cost of the crew eventually wising up to your shaeneningans. Lastly, since the active component of the module uses the same proc of the saboteur handgun, I've updated the code to be a generic proc rather than a signal, to make it easier to reuse in the future. Item desc provided by NecromancerAnne. Module sprite made by Orcacora. ## Changelog 🆑 add: The Wraith Cloaking Module is now available in the uplink, costs 3 TC. code: the saboteur handgun now uses a generic proc rather than a signal /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f9d0d5f5ec |
Infiltrator suit now hides wings, antennae and obfuscates your voice (#86546)
## About The Pull Request Infiltrator suit now hides wings, antennae and obfuscates your voice Hidden moth wings are no longer capable of flight ## Why It's Good For The Game Further helps the infiltrator suit hide your identity by hiding wings/antenna and makes it where you no longer have species-specific "say" verbs or lisps. ## Changelog 🆑 qol: Infiltrator mod hides your voice fix: Infiltrator suit now hides moth wings/antenna fix: hidden moth wings are no longer capable of flight /🆑 |
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59e3f1a240 |
Fishing rewards are now chosen once the minigame starts, not beforehand (feat. Crushing the difficulty now skips the minigame) (#86175)
## About The Pull Request Rolling the reward up to 30 seconds before the minigame starts leaves ample room for conditions to mutate and unforeseeable events to happen, which can lead to more frequent issues. Furthermore, it makes more sense this way, since you aren't pulling a carp until it bites the hook. Also TIL that the difficulty of the fishing sources is added to the default difficulty of the minigame, which is 15 and doesn't replace it, which means most fishing spots have a default difficulty of 35 to 40, so I thought it'd be nice if you somehow were able to skip the minigame if you reduce the difficulty to 0 or less, which is totally possible with some prep. IIRC, using the athletics fishing gloves at maximum fitness level (21) + max fishing level (10) + settler quirk (5) + a favorite bait (5) can lower the difficulty by a whooping 41 points, so it's totally possible to achieve the skips on many fishing spots. Doing this however won't train your fishing skill. ## Why It's Good For The Game More stability. Also we skip the minigame entirely if it gets so easy it becomes another waiting phase with little to no input. ## Changelog 🆑 balance: With enough preparation, good skills and equipment, you can manage to skip the minigame phase of fishing by reducing the difficulty all the way down to 0. /🆑 |
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e21d5e37e2 |
Slims down the aquarium content component, moving most of its code to the items it's attached to. (#86104)
## About The Pull Request If I ever want to convert aquariums to component so that we get portable fish tanks, I'll have to remove the garbage code from aquarium contents first, because it's a bit confusing to look at, and most of it is hard-coded or about fish animations, which is annoying because it'll also prevent me from making different animations for different fish in the long run. This PR should replace some of the mess with a few signals so that we can have slightly more freedom around the visuals of aquarium contents. #86090 should be merged first by the way to avoid issues with missing visuals. ## Why It's Good For The Game See the previous section. ## Changelog N/A |
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6faa37853b |
Void Heretic Rework: You Can (Not) Heat Up. (#85728)
## About The Pull Request Reworks most of the Void Heretic kit. All Void spells now apply a stacking debuff that makes you gradually colder. Void Blast has been replaced with a new spell "Void Conduit" and a new Side knowledge spell, "Void Prison" has been introduced. Waltz At The End Of Time has been completely overhauled. Lastly Void Blade has been resprited along with the overlay of Void Chill, check any of the linked videos to see the new look. All new sprites have been kindly made by OrcaCora. ## Why It's Good For The Game Void path is *Supposedly* themed around the cold of space but doesn't have any tools to live up to the fantasy of being an harbringer of the Void whose main goal is to freeze the station to an icicle. Then there's also the issue of Void being utterly underwhelming compared to his neighbors, Cold is way too easy to treat as a status effect, so much so, a simple cup of coffee can utterly shutdown the void storm, which is just unacceptable. # **Changes** - **Void Chill**: Is now a stacking debuff, each stack slows movement speed by a percentage while lowering body temperature, upon reaching the cap, which is 5 stacks, the victim cannot heat up anymore, all void Spells apply 1 stack of the debuff, with the exception of the grasp applying 5 (2 for the mark and 3 for the detonation) and the blade upgrade applying 2. **Reasoning**: Void chill currently suffers from being completely shutdown by sipping tea, coffee or having the COLD_RESIST trait,with this change you can still negate the damage and the slowdown you get from being cold but not the slowdown from the debuff itself. - **Aristocrat's Way**: Now grants no slip on ice and water tiles on cold or depressurized turfs **Reasoning:** Since the rework revolves around making Void heretic more involved in freezing the station, they should be able to move in their domain without getting punished for it. - **Void Cloak:** Can now be toggled on and off to make the cloak visible or invisible; when the cloak is visible it grants low pressure immunity trait. **Reasoning:** Not having pressure resistance as a Void Heretic just sucks, as you are clearly intended to somewhat go into space at some point; giving it to the cloak is a good compromise since you sacrifice better protection (***the armor values of the cloak are pitiful***) for utility. - **Replaces "Void Blast" with a new spell, "Void Conduit"**. **Void Conduit:** Opens a gate to the Void; it releases an intermittent pulse that damages windows and airlocks and applies a stack of void chill to non heretics, Heretics are granted the low pressure resistance trait. **Reasoning**: I like the idea behind Void Blast; unfortunately, the spell has limited uses if an area isn't already spaced, which is hard to do considering the current kit of Void Heretic doesn't provide anything to help in that regard. I wanted to give Void Heretic a tool to turn any area of their choosing into their ideal habitat. Not amazing for quick assassinations, good if you are anticipating a fight or want to simply expand your domain, the added Trait might seem redundant, but let's not forget that the void cloak is still a side knowledge, I don't want newbie heretics to space an area and accidentally killing themselves because of it. Video Demonstration: https://www.youtube.com/watch?v=nhPdj1hIgSI - **New side knowledge: "Void Prison."** **Void Prison:** It makes the target invulnerable and unable to do anything for 10 seconds , when the spell ends, it applies a few stacks of void chill, cannot be self-cast. It occupies the same slot of Blood Siphon (inbetween Raw Ritual and Void Phase.) Video Demonstration: https://www.youtube.com/watch?v=nKZd8aEcZFw **Reasoning**: Void is technically meant to be an assassination path and not really apt at tackling multiple opponents, this spell might come into clutch if you are outnumbered, or simply want some breathing room from your pursuers. - **Void Jaunt and Void Pull** Cooldown respectively reduced to 25 and 30 seconds, down from 30 and 40. **Reasoning:** I felt that the cooldown on these was a bit too high overall; as it stands, Void Phase cooldown is twice as long as Ashen passage, one of the best and arguably most sidepathed spells in the game. Granted phase is faster and has more range but I don't think it justifies its cooldown being this long. Void pull could also use slightly less cooldown, being the very last spell you unlock and offering a simple melee knockdown. - **Seeking Blade:** Now applies 2 stacks of void chill per hit. **Reasoning:** Seeking blade is a bit underwhelming for being the final blade upgrade, teleporting to a target you just stunned at melee range is incredibly niche, now that Void chill is a stacking debuff we can probably just slap it on the blade itself. - **Waltz At The End Of Time:** The Heretic becomes weightless and able to levitate around, (carp movement essentialy). The heavy storm is no longer bound to the room the heretic is in but is now an aura around them, this does a few things. 1) Releases a pulse that depressurizes areas, shatters windows, airlocks and firelocks, and applies a stack of void chill to non heretics, the passive burn and oxy damage effect has been removed. 2) Grants to the Heretic projectile deflection. **Reasoning:** Void Has the reputation of having the weakest ascension in the game, which it's hard to disagree on considering you can completely neutralize the effects of the storm by simply sipping tea and how generally little it does overall. It's also kind of strange that you have this massive Eldritch storm ravaging the station and for it to have no effects on its atmosphere, infrastructure, or projectiles whatsoever. Video Demonstration: https://www.youtube.com/watch?v=1_blr20-hgA ## Changelog 🆑 add: New Heretic Side Knowledge, Void Prison. add: New Void Spell Void Conduit has now replaced Void Blast. balance: Void Chill is now a stacking debuff, upon reaching the cap, makes the target unable to heat up. balance: Aristocrat's way now grants immunity to ice and water slips on cold turfs. balance: Void Cloak now grants low pressure resistance when visible. balance: Void Phase and Void pull have received a minor CD reduction. balance: Seeking Blade now applies a couple of stacks of void chill. balance: Void Heretic Ascension has been overhauled, it's now protects the heretic from projectiles, destroys windows and airlocks and applies void chills to non heretics. image: Void Blade and Void Chill have received some new sprites. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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ef52709343 |
fixes leaper polymorph outbreak (#86559)
## About The Pull Request fixes a bug where if people ride animals that share abilities with their rider, and this animal happens to be polymorphed, players would be able to turn into it by clicking that ability. this pr makes it so riders are unable to use the ridden mob's polymorph ability, or if they are, it will only transform the ridden. ## Why It's Good For The Game closes #85114 , closes #85122 ## Changelog 🆑 fix: fixes being able to transform into polymorphed mobs by riding them /🆑 |
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74cb194301 |
Fix trash cannons being unusable / Only food crafting recipes transfer reagents to target (#86566)
## About The Pull Request Adds a crafting flag for clearing and transferring reagents on craft, only applies it to food recipes. This makes it a partial fix to #81226 ## Changelog 🆑 Melbert fix: Trash cannons can be filled with fuel and fired again /🆑 |
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4e1b14fd98 |
Hallucinatory Anomalies now produce hallucinatory decoys of itself, and hit a wider area (#86086)
## About The Pull Request This "buffs" the hallucinatory anomaly by giving it a bit more impact and flair. This affects both the detonate effect and what happens when one initially spawns. When a hallucinatory anomaly spawns, it will spawn surrounded by "decoy" hallucination anomalies -- Illusions meant to distract you from the real one. The idea is that these are not actually there, and that they are the result of reality getting muddy in proximity to the anomaly. Scanning one of these will provide a message, either of nothing happening or a minor hallucination as your character suffers from the real anomaly's effects. Using an anomaly neutralizer on a decoy will do nothing. There's nothing to neutralize, because nothing is there. You're losing your grip on reality. Now, the detonate effect will affect people at a wider radius, through walls. This is done with a second helper different from `visible_hallucination_pulse()`, which does affect the blind and ignores walls, `hallucination_pulse()`. ## Why It's Good For The Game Hallucinatory anomalies are easily the most underwhelming and understated anomaly in the group. They have the impact of a dry fart on a round, rarely affecting anyone and vanishing without anyone noticing or caring. It makes little sense for the detonate effect to impact only those who can see it. Anyone with a pulse can make the connection between the "hallucination anomaly" vanishing and Bubblegum bodyslamming them less than a second later. By affecting those out of sight, in a wider range, there's a higher chance the detonation will not only catch people off guard, but lead to more chaos on comms. As for the illusory decoy anomalies, it was just a neat idea I had to differentiate how people typically deal with them. It makes for a more trippy experience for whoever has to deal with them, and adds confusion (which is the whole shtick with hallucinations -- confusion). So, overall, more snazziness and personality, and more of an impact when left alone. ## Changelog 🆑 Rhials balance: Hallucinatory anomalies now have a wider range, and will spawn hallucinatory decoys of itself to mislead you. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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9d2f101375 |
fixes basic mobs not losing their aggroed appearance after death (#86489)
## About The Pull Request mobs can change their look when their AI finds an enemy, but their icons werent reverting back to original state correctly post encounter ## Why It's Good For The Game fixes basic mobs not losing their aggroed appearance after death ## Changelog 🆑 fix: fixes basic mobs not losing their aggroed appearance after death /🆑 |
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3a2d4258b2 |
Aquarium fish visuals cleanup and unit test. (#86090)
## About The Pull Request Right now, there are two ways to set the aquarium visual for fish. The first is to make a small little blob of pixels representing the fish inside the aquarium, and then set the fish' sprite_width/sprite_height vars for that little blob of pixels. The second is to set the fish' source_width/source_height representing the boundaries of the fish original icon state and then sprite_width/sprite_height to get how much the icon state will be resized when used as an aquarium visual. So far so good, except we're only humans, and this sort of stuff can and will confuse us and overall make the process of adding new fish more complex. There are quite a few fish that don't have these vars set up in the right way, so I've decided to butcher out the second method in favor of the first one. Given the size of the aquarium icon states, this is a pretty trivial task. Furthermore it works better for fish whose sprites are coiled or snakey-looking (jumpercables and emulsijack) or on a diagonal axis. I've also added an unit test to ensure future contributions don't ever forget to set the right vars and make an aquarium icon state. ## Why It's Good For The Game Less confusion, and two less fish variables (they've over 40!). ## Changelog 🆑 fix: fixed a few minor nits with aquarium fish visuals. /🆑 |
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96daf86508 |
You can kill germs by actually cooking the food now (or by setting it on fire). (#86224)
## About The Pull Request It always seemed weird to me that you can kill germs by washing the food in a sink but not by cooking it to be frank. Also fire should work too, though that's not a worksafe strategy. ## Why It's Good For The Game It makes perfect sense for heat to kill germs. It can also be a fun alternative to using a sink. ## Changelog 🆑 qol: You can kill germs by actually cooking the food (i.e. frying and grilling) now, or by setting it on fire. /🆑 |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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9f686f5cc6 |
new aquarium ui and few new additions (#85627)
## About The Pull Request gives the aquarium a new ui:  u can now also pet and nickname ur fish through this interface. petting them will have them do a small dance and increase their happiness  the hearts indicate how happy the fish is with the tank's living conditions and if theyve been petted recently. ## Why It's Good For The Game gives aquariums a better UI making it easier to use ## Changelog 🆑 qol: gives aquariums a new easier to use UI /🆑 |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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d1a37bd047 |
Sticker packs/Chief Engineer sticker (#86154)
## About The Pull Request - Changes sticker container from a generic box to a specialised 'sticker pack' with label - Adds a Chief Engineer seal of approval sticker  ## Why It's Good For The Game The CE can now quell crew concerns about machinery they find in the hallway Before:  After:  ## Changelog 🆑 LT3 add: Added Chief Engineer SEAL OF APPROVAL sticker code: Stickers now come in sticker packs, not boxes code: Stickers can now add examine text to whatever they're stuck on /🆑 |
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40dfabd836 |
Fixes ballistic weapons not making any firing sound (#86250)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 |
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9a247b7133 |
Fixes consistency issue in crafting (#86283)
## About The Pull Request So I am keeping the PR title a bit vague as this is exploitable, and I will leave the specific steps to reproduce out for sake of preventing more people from using it... But basically under certain conditions when crafting a recipe using the crafting menu, the requirements were not actually being consumed in the correct amounts. With knowledge of this exploit, you could take something that needs x amount of resources, and only spend a fraction of that. Then disassembling the item yields the full amount, granting you extra resources out of thin air. ## Why It's Good For The Game Patches an economy breaking crafting exploit ## Changelog 🆑 fix: fixes a crafting exploit that allowed you to get more resources back from disassembling than you put into the recipe /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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ec0ad6af1c |
Refactors creampies and face paint into a single face_decal component (#86014)
## About The Pull Request Creamed component has been refactored into a more generic face_decal component, with pie-unique logic moved to a subtype instead. Spraypainting someone in the face now uses the new component instead of modifying their... lipstick. Closes #83614 by adding monkey and lizard spraypaint sprites, just like with creampies Fixes an issue with spraypaint overlay being removed when something is covering your hair due to how lipstick and beards are rendered. ## Why It's Good For The Game Easier to use, could be used for more cases. ## Changelog 🆑 refactor: Refactored creampies and spray paint to use the same component. sprites: Monkeys and lizards now have their own face spraypaint overlays /🆑 |
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a6a894dd00 |
500 cigarettes, and one edible component update (#85891)
## About The Pull Request Makes cigarettes edible, and adds an achievement for eating 500 of them. The examine text also hides all the interesting info about being able to eat it   This means the edible component has been touched up with a variable to hide examines. ## Why It's Good For The Game An interesting challenge for achievement hunters. Also it's kinda funny and goes in line with the Sisyphus one ## Changelog 🆑 add: Achievement for eating 500 cigarettes balance: Cigarettes are now edible code: Adds a variable to hide the food examine on the edible element /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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2e0ff48bbb |
Fixing three fishing issues in one PR. (#86042)
## About The Pull Request This will fix #83730, fix #85985 and fix #86033. ## Why It's Good For The Game See above. ## Changelog 🆑 fix: You can no longer pickup closets and crates wrapped in a package with a fishing rod. fix: Fixed a few harddel issues with mob spawns that caused charred corpses fished from lavaland to create an invisible blockade. fix: Fixed being able to fish up mobs that have fallen in totally different z-levels with a rescue hook (i.e. from bitrunning domains to lavaland). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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531486b995 |
Curator LIVE Journalism (#86046)
## About The Pull Request The first Curator now spawns with a **Broadcast Camera**, a normal-sized item that can be wielded to start a live broadcast to all entertainment screens across the Station! It also broadcasts sound through a new Entertainment radio channel that can be spoken into by the Curator. The broadcast name can be changed by right-clicking the camera. <details> https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a </details> Also adds a new clothing set to the Heroic Beacon of the Curator themed around Journalists containing some unique clothing, a microphone, a Press badge used for shoving into people's faces and crafting more clothes (like Press armor and helmet), and also a set of 1 TV and 1 entertainment radio in-case station does not have places to watch Curator's brilliant broadcasts.  ## Why It's Good For The Game The job of Curator has 3 things it can do: - Curate Library (lol) - Explore Space - **Create News!** Although the Curator does have extended access to the Newscaster - that's not enough of content. Inspired by the Combat Correspondent from the Colonial Marines server - Curator now has a **Broadcast Camera**! Using it they can show the station what the most important matters that are going on without lifting the butts of their comfortable chairs. No matter what Curator will report: Security raiding Medbay? Interviews of Cargo Techs complaining about Command? Maybe even shows produced in a studio? Anything really! Also, entertainment screens will get more use, as right now they only _sometimes_ broadcast Bitrunning avatars and nothing else unless admins mess with them. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Curator has received a new BROADCAST CAMERA which can broadcast the surroundings LIVE on Entertainment Screens/ Alongside with some other Journalism related gear in his Heroic Beacon sound: Entertainment screens now play muffled speech when hearing a message on Entertainment frequency /🆑 |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |