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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
354 Commits
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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7d9754b0c7 |
Moves Meta drone bay to the main cargo bay (#86581)
## About The Pull Request MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay.  This bay starts slightly more prepared than others. You're still rewarded for going out of your way to set up exoscanners but now it's not literally obligatory, to reduce the effort entry cost. To make room for it, the security cargo post was moved to the east of the mailing room:  The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den.  It also has a nod to its prior room usage up north with some misc. drone bay stuff. This is my first real map PR and is likely to have dumb oversights. ## Why It's Good For The Game ## Changelog > MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. On all stations Drone Bay is shunted off into some ass corner where nobody even notices it exists. After using it a bunch I've realized it has some interesting cargo use cases, because it's a cooldown based activity you can often have it on in the background while doing other things. I wished to move it inside the bay to highlight its usefulness! > To make room for it, the security cargo post was moved to the east of the mailing room: The mail room is rather big for being such a non-used part of the station, so it won't be harmed by being trimmed down into the main five chutes. I've tried to keep everything important on the tables, but do let me know if I fucked up and missed something. I also think it's funny to symbolize how Security has a weak hold on Cargo by having its security office almost completely cut off from the main area, but that's a post-hoc rationalization if anything. > The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. Had to make use of the empty space somehow. This is a little funny den that might kickstart some hijinks. Meta's maint is pretty bland and hasn't had any real shakeups in a very long time, so adding a new PoI might cause some fun events. 🆑 add: MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. add: To make room for it, the security cargo post was moved to the east of the mailing room: add: The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. /🆑 |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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45174ce0e3 |
New maintenance hazard: Smokey Remains (#86016)
## About The Pull Request  This implements a new rare maintenance spawn, smokey remains. Piles of bones that used to be Nanotrasen employees, still packed with whatever reagent finally did them in. Rarely replacing a crate spawn (7/1007 chance per crate spawn if I'm doing the math right), these act as landmines for uncareful travelers in maintenance. When you get too close, one will release a cloud of a randomly generated reagents into the air (the same reagent every time, unique to the instance of remains). You can (mostly) avoid this by walking instead of running. These will "re-arm" themselves after 4-6 minutes. They're decals, so you can just sweep them away if they're a problem. This also slightly tweaks the original iteration of this, which I used in my Smoking Room ruin. Don't worry about it. I'm open to adjusting the rarity, cooldown, and selection of reagents if need be. ## Why It's Good For The Game Makes maintenance a bit more spicy. Maybe dangerous, maybe beneficial, maybe it's baldium. Who knows! Better be careful just in case! There's plenty of boring chemicals that could roll, but an interesting one could be a nice injection of uniqueness into an otherwise dull round. It's an infinite supply, but can only be dispensed infrequently (at a fixed location) and would be extremely difficult to harvest. The rarity, combined with the variety of reagents that can be picked, make it unlikely that these will have any serious impact on a round (it's still possible, but rarely, which is good). ## Changelog 🆑 Rhials add: Smokey remains have appeared in maintenance. Make sure to walk when near them! /🆑 |
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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. /🆑 |
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2f69fe6190 |
Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request Adds three new deathmatch maps. ### Important nonDM Balance Changes Cult daggers fit on belts. Heretic blades fit on belts. Veil shifters fit on belts. I really don't know why these didn't, it makes inventory management rather annoying at times. It also screwed my loadouts over. Cursed Blades fit on cult robes. They're cult equipment after all. Bronze suits fit toy watches!! ### Ragnarok  A vicious battle in the jungle, between the three major religious sects: Prove your deity's might! And try not to upset any primates. Or fall into the chasm. Going clockwise: **Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword, and some bolas, this cultist has a 'well-balanced' set of equipment to annihilate their opponents. **Cultist Artificer**: This set harnesses the blood magicks - with spells of stunning, blood rites, and ranged hallucinations, with a wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes to finish the look. **Holy Crusader**: Nullifying most, but certainly not all, of the fearsome arsenal of the opponents with the null rod at their belt, the Crusader packs a dangerous claymore and armor to protect them from the demons. **Rat'var Apostate**: Hey, what's that guy doing there in the dark? They don't have any magic because their god is Fucking Dead, but they're still going to show up for a token effort. Good luck! **Heretic Scribe**: This mad soul wields an antique rifle and an assortment of other dangerous relics, with a set of magic geared towards staying far apart, picking enemies off from range and evading their attacks for the final blow. **Heretic Warrior**: With the deadliest of Mansus Magic at their disposal, this warrior is only limited by their ability to juggle all their spells at once - don't get overwhelmed sorting your spells while an Invoker runs at you with a sword and shield and makes you cry yourself to death. ### Lattice Battles  A fresh change of pace: In this pacifist map, the only way to kill your opponents is to snip the lattices and catwalks from under them. Watch your step. ### Species Warfare  Prove the might of your static by duking it out with every other kind of crewmember out there. Features a messy dorms, a ticking-timebomb atmos, a rather sterile robotics, a slippery closet, a fluffy medbay, and an energetic bridge. Mirror Shields now shatter on throw (which stuns and hurts) ## Code changes Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. Tidied up the file those are in. Added belt_contents() to outfits, but it dosen't work.... Added a heretic rust sister-type to rust walls and floors. Fixed a typo in cult ascension. ## Why It's Good For The Game These maps all aim to do something interesting and unique with DM rather than the usual deathfest and hugging of random crates. Ragnarok allows players to practice unusual and rare magical mechanics, similar to Ragin' Mages. Lattice Battles adds SPLEEF to the game, which I think is awesome. Species Warfare is, I think, fun and funny. Each 'department' has incredibly chaotic and thematically-appropiate content for the species its meant to symbolize, and I look forward to the chaos that every round in it is inevitably going to have. > Mirror Shields now shatter on throw. I'm surprised they didn't! Since they aren't used anywhere I can do what I want with them. ## Code changes > Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. I think this is a clever solution to the problem of 'what if I want someone who acts as the antag, but isn't?' Some procs do need the datum to modify it, so there's GET_X, but those aren't common and don't seem likely to be an issue. > Added belt_contents() to outfits, but it dosen't work.... Help would be very much appreciated, I don't know what I'm doing wrong here. It's only used for the heretic scribe's unfathomable curio. Some post-PR cleanup coming up. ## Changelog 🆑 add: Added three new DM maps - Ragnarok, Lattice Battles, Species Showdown. /🆑 |
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e5761e0bfc | Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) | ||
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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1fdc6d5b55 |
[NO GBP] Fixes a regression with the no-decal maintenance loot spawner (#84896)
## About The Pull Request Accidentally removed the can_spawn proc definition at some point. ## Why It's Good For The Game Fixing the CI. ## Changelog N/A |
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9032f8ccff |
[NO GBP] the random spawner loot weight config is not an integer (#84814)
## About The Pull Request Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. ## Why It's Good For The Game The config isn't an integer. ## Changelog N/A |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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c4c41797b6 |
TV helmet no longer has fov or makes you flash sensitive (#84815)
## About The Pull Request TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. Since those are gone, removed pepper proof from it as well. ## Why It's Good For The Game I don't really know why the tv helmet specifically was cucked like this. Out of all the costume helmets, none do this. I don't think it adds much? It just makes it a pain in the ass to use? I want to be a tv helmet guy and see 360 degrees and weld in peace, I don't think that's too much to ask. For fairness sake it also doesn't have pepperproof anymore. You can replicate all its effects by just wearing a gas mask underneath. ## Changelog 🆑 qol: TV helmet no longer has gas mask FOV, nor does it give you flash sensitivity. qol: Since those are gone, removed pepper proof from it as well. /🆑 |
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b6e64012ce |
[NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#84777)
## About The Pull Request I've forgotten to fill the `loot_list` arg of the `skew_loot_weight` call, and I'm preventing the maintenance spawners from running the proc more times that necessary, also stopping the `no_decal` subtype from removing decals typepaths from the global `maintenance_loot` list. ## Why It's Good For The Game Pseudo-bugfixing. ## Changelog N/A |
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7be649a7f6 |
Adds a config that skews random spawners weights. (#84616)
## About The Pull Request Title. It's an exponent that multiplies weights of random spawners. For example, if the exponent were 0.8, and the spawner has a natural 99.9% chance to spawn a donk-pocket and a 0.01% of a vial of adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%. ## Why It's Good For The Game This can give admins/keyholders more control over random spawners. ~~However, most of the random spawners are maploaded things so an admin would've to get to edit the config quite fast before SSatoms initializes to witness the most out of it, but I'm just ranting.~~ ## Changelog 🆑 admin: Added a config that regulares random spawners weights. /🆑 |
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84e8c2a109 |
12% chance of a ouija board spawning in the chaplain office. (#84615)
## About The Pull Request The ouija board is quite fun, but it's found nowhere, with the exception of Wawastation and the tranquility shuttle (by the time you get there the round's already about to end), so I may as well make it possible for other stations to have it sometimes. ## Why It's Good For The Game The ouija board is fun, and ghosts are mischievous and misleading, uncoordinated creatures most of the times. ## Changelog 🆑 add: 12% chance of a ouija board spawning in the chaplain office. Wawastation always has one. /🆑 |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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6d80956db1 |
Holodeck closet & crate items are marked as holograms (#84326)
## About The Pull Request - Fixes #83834 - Fixes #74765 When a holographic closet/crate is opened for the 1st time all their items are marked as holograms & get deleted when the simulation is changed ## Changelog 🆑 fix: Holodeck closet & crate items are marked as holograms as well fix: Holodeck closet & crate items delete themselves when the program is changed /🆑 |
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7b1a0daad2 |
DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request This sets up an alternative to the DRAGnet snares using the teleporter to determine the destination of their snare teleport -- The DRAGnet beacon.  Rather than using a convoluted system that routes via the teleporter, DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are fired and successfully teleport a target, they will instead be sent to the synced beacon. Syncing can be done by either pressing the gun to the beacon or vice-versa. These beacons can be wrenched into place, then swiped with a security ID to block them from being unwrenched. An emag will unlock and unwrench the beacon, and fry its access control. To facilitate this change, roundstart DRAGnet armory spawns are now done through spawners (like the other weapons), which includes a single beacon to be used by the two guns. You can print more with basic sec tech, and one is included in the DRAGnet crate from cargo. The teleport is also slightly more accurate, to make it more consistent. As usual, if not synced to a beacon, DRAGnets will just teleport your target willy-nilly. ## Why It's Good For The Game The current system is both clunky and prone to mishaps, dissuading players from engaging with it. The "active" teleporter concept has always been a bit of a mystery to players, and when a system for properly using the DRAGnet teleport is set up, it's incredibly easy to break even on accident. Every time you teleport a prisoner you have to pray that no bumbling space explorer decided to reroute the teleporter to the abandoned satellite. This system is much more clear and reliable. It's also more versatile, allowing for multiple teleport networks to be set up simultaneously. Security is starved for creativity at times. They deserve to be able to do some wacky dynamic stuff with their tools. ## Changelog 🆑 Rhials balance: DRAGnets now come with a beacon they can be synced to, which will set the destination for the snare round's teleport ability. /🆑 |
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f62cd39a51 |
Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request Before:  After:   Notable changes: Sinks replaced with custom liquid plasma dispensers. Welding fuel tanks are now outside. Solid plasma sheets removed. Stony road is now a new tile, asphalt. Added a plasma gas tank, with a controller inside. You can refill plasma canisters using piping connectors, like the space version of this ruin. Shortened the road to make the ruin play nicer with terrain generation. Expanded the back room slightly. Moved the lizard to the back room so he aggros watchers and bileworms less. Gave the lizard a name, and adds a missing lizard plush. Reinforces the outside walls/windows. Adds some flavour items (trash spawners, posters and empty canisters). ## Why It's Good For The Game There was a bunch of little things that annoyed me about this ruin, so I went through and changed a lot. Replacing the solid plasma and welding fuel sinks was important because those were silly and added little to gameplay. The plasma chamber can be siphoned off into canisters and taken to the station where they can be sold, or sabotaged to create fiery clouds. Instead of removing the sinks entirely, I made them dispense liquid plasma instead and changed the sprites. Making them into solid sheets is a fun puzzle for miners to solve. The road also had to go. The pipes appearing above ground looked awful and the decals didn't work. So now it's a section of asphalt road. The asphalt can be removed, it's basalt underneath. This helps the outside match Lavaland's pallette better. The road was shortened to make the ruin more compact and look better when it generated over lava, I hated the roads ending cleanly in the middle of a lava lake. The inside didn't get changed a lot. Atmos was fixed so it filters out Lavaland stink. Some minor cosmetic stuff like adding posters to bare walls and moving the freezer section away from the door. The backrooms got expanded and now has a sofa so it's more usable as a break room. ## Changelog 🆑 add: The Lizard's Gas ruin in Lavaland has been revamped, and now dispenses plasma gas fuel. /🆑 |
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c57afc4689 |
Wawastation (#82298)
- [x] #82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog 🆑 add: wawastation, the station map /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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63f5f65ef6 |
Borgs: the moduling (Various fixups to borg module code) (#83116)
## About The Pull Request - Gets rid of the item addition copypaste code (Why nobody did this for 7 years is beyond me) - Adds variable and proper checks for if a module is already installed (Borgs will no longer eat up unlimited masses of lavaproof track upgrades, among others) (Technically this never allows duplicates, at least currently, as I don't recall any modules being capable to used multiple times intentionally without also deleting themselves with single_use) - Unsingleletters most if not all of `robot_upgrades.dm` ## Why It's Good For The Game Makes the borg module code much cleaner, makes it significantly easier for new ones to be added. Fixes unintended behaviour with some modules being able to stack, which until now was always solved by copypasting code. ## Changelog 🆑 fix: Fixed some borg modules just being constantly eaten up by borgs even when they shouldn't allow duplicates refactor: Borg module code now has better handling for adding/removing items, and to prevent duplicate module usage (Unless one wishes to override the behaviour. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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6da03cfb66 |
minor raptor tweaks (#83407)
## About The Pull Request i think i made these a bit too strong, this hopefully balances them out a bit. they were initially accidentally given alot of armor against ranged attacks, this is now removed. also ive reduced their base hp by a bit. im open to other suggestions and feedback ## Why It's Good For The Game they were stronger than i intended. this keeps their usefulness for battling tendrils, or ore vents but also prevents using them to cheese several megafauna ## Changelog 🆑 balance: you can now polymorph into raptors balance: raptors overall have less health and no longer have armor against ranged attacks /🆑 |
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761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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066815ab88 |
The armoury contraband locker guns have a chance to be rigged. (#83167)
## About The Pull Request Gives a 10% chance for the handguns in the armoury to be rigged. The makarov and desert eagle will have a clown pin, ultra clown pin or the explosive ultra clown pin when rigged, randomly and uniformly weighted. The pins can not be removed, even the normal ones, so there is only one way to find out. The Unica 6 will be reversed, shooting you instead when rigged. ## Why It's Good For The Game People are too trustworthy of the gear they use in the contraband locker. By giving them a chance to be rigged and backfire on them, people will treat these guns like contraband and not toys. If someone was treating them like a toy, they could receive a nice introduction of the syndicate. ## Changelog 🆑 balance: There are reports of malfunctioning guns being confiscated. /🆑 |
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4b174e479b |
Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. (#82862)
## About The Pull Request Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. ``` 1. Be helpful and answer any questions you are asked. ``` ## Why It's Good For The Game Encourages the AI to be helpful to people! There's no way this can backfire. ## Changelog 🆑 add: Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. /🆑 |
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bc4e7d3b4e | Remove data systems in favor of global datums (#82943) | ||
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c1a775efe1 |
Implements data systems (#82816)
## About The Pull Request Subsystems currently come in two different flavors: 1. Systems that process at intervals with the master controller 2. Global data containers that do not fire And I think they should be split up... This moves 4 non firing, non init subsytems -> datasystem ## Why It's Good For The Game Clarity in code |
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ac1a70a835 |
random spawners now check if the destination turf is unblocked in a straight line (#82323)
## About The Pull Request random spawners now check if the destination turf is unblocked in a straight line  (spammed grime spawner, nothing spawned behind glass) ## Why It's Good For The Game bug ## Changelog not player facing |
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95b7fa1fb7 |
Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. ## Why It's Good For The Game More unit tests to make sure things are done correctly. ## Changelog 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 |
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466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
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c9b3629353 |
Adjusts some of the contraband weights for Contraband Crates. (#81771)
<!-- 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 This makes getting Contraband Plus (the better stuff with more interesting effects), slightly higher in probability out of contraband crates. It also removes the completely redundant narcotics roll, and the truly awful permabrig contraband roll, from Contraband Plus. Some of the more interesting narcotics are now directly in Contraband Plus. ## Why It's Good For The Game The weights were a little uninteresting. You rarely if ever saw the effects of the contraband crate change with the current values. It was kind of lame to see a shiv in a contraband crate knowing that it was a wasted Contraband Plus roll. This hopefully stops that from happening too often. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Adjusts the values and contents of the Contraband Crate's item loot table. /🆑 <!-- 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: san7890 <the@san7890.com> |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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1e2f6e817c |
[NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time) (#81690)
## About The Pull Request I saw this runtime again despite thinking I fixed it and then realized I needed to be calling `ispath()` since we are not working with an instantiated object with these lists. Oops ## Why It's Good For The Game Working code is good ## Changelog Nothing player facing |
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4431166cf1 | Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#81611) | ||
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961482c6bd |
Removes some easily accessible sources of Mythril (#81595)
## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361  With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog 🆑 Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) | ||
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cdaa1d29a4 |
A "postal workers strike" negative station trait. (can be positive) (#80213)
## About The Pull Request Added a negative station trait, which blocks the mail like it's sunday or a official holiday. However! If it's actually sunday or a official holiday, when the mail would be normally blocked already, instead it'll unblock it. It was done this way because it's easier (station traits are loaded before the events and economy subsystems are initialized) and cooler. ## Why It's Good For The Game Granted there are quite a few station traits around cargo already, features interacting with other features is honestly a good thing. ## Changelog 🆑 add: Added a "postal workers strike" negative station trait. In the case of holidays and sunday though, it'll be a "postal system overtime" instead. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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bb781627ab |
The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request `/obj/structure/closet/crate/maint` was a type of crate that spawned a completely different crate, and then deleted itself. I have decided to swap this out for an actual spawning effect. I have also did some subtypery to remove some duplicate code that handled randomly opening the spawned closet/crate (through I am not that satisfied with `/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a sensible typepath name, I would like to ask for suggestions). I also removed a loot define, because it was no longer needed as its contents were used on a single page. ## Why It's Good For The Game Things that act like spawners should be spawners. Maybe this fixes the CI issue on northstar where a mousetrap box gets deleted before it initializes during create and destroy? It was placed above a spawner that spawned one of these self deleting crates. I am unsure, I could not replicate this issue during testing. ## Changelog Nothing player facing. |
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2893b7fb97 | TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) | ||
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96d7e9c690 |
Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I needed this for another thing so I'm doing this first since it touches a lot of code. As for the bugs fixed in the changelog, it's only what I noticed while going through everything and there's likely a few more things fixed with this. This should be testmerged for a while, I'll bring this out of draft when it feels safe. 🆑 admin: Invisimin can now be used on mobs that are already invisible, whether through temporary or permanent effects. fix: Monkeyize/Humanize mob transformations no longer permanently reveal invisible mobs if they had effects making them invisible otherwise. fix: Objects with the undertile element that have been made invisible through other means are no longer revealed by being uncovered. /🆑 |
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c2fb08407a |
Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e8d12b29fe |
Removes all spawn locations of the awakened plush except the bus ruin (#78559)
It's supposed to be a coderbus easter egg, stop putting it elsewhere. I want it to stay rare enough that it confuses people when it makes it to the station. The secure closet had it on the loot table and due to how that's coded it has to have something replace the slot (or rework the loot spawning code there) so I put a live bomb in the slot instead. 🆑 ninjanomnom del: An easter egg plushie that was spawning where it shouldn't has been brought back home. add: The secure closet can now spawn live gibtonite, enjoy your free bomb. /🆑 |
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f861532d24 | Basic Legion & Hivelord (#78624) | ||
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c570c96ebb |
adds crushed can, jelly doughnut, and shipping container random spawners (#78444)
## About The Pull Request i got bored so i made some new spawners, mainly for mappers but maybe an admin will use them too. pics here:  firstly, this adds crushed can spawners, for if you want a random crushed can sprite in your map, and don't really care which it is. if you _do_ care, however - you can set the var/random_icon field on one of these to 0, in your copy of strongdmm. then just change the icon state to whatever specific can design you'd like it to be (ie: "wellcheers") here you can see a few of them in action  secondly, this adds doughnut, jelly doughnut, and slime jelly doughnut spawners - pictured below these use a weighted list based on flavor - more down to earth flavors are more common, while more interesting and unique flavors like bungo and blumpkin are a bit rarer.  thirdly, this adds a shipping container spawner. this one uses a weighted list so the super obvious syndi corps are rare, less obvious ones are less rare, and regular corporate ones are common. here you can see a few.  ## Why It's Good For The Game more flexibility for mappers, more dynamic spawns... what's not to love? ## Changelog 🆑 not player facing /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b2ecd81be4 |
Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑 |
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0976420f2f |
seedling basic mobs (#78224)
## About The Pull Request this is a mob that was removed from the game since years ago. this pr refactors them and readds them to the game. seedlings now can have different colored petals!  to obtain this monster, botany can now grow them out of 'seedling' seeds that they can find in the exotic seeds crate. this mob loves to help all plants and when its grown out of the seed, it will help the botanists look after their plants. it can water plants (if it finds a bucket), remove weeds and remove dead plants. they will also use their solarbeam ability to provide small healing to damaged plants. it will try to refill its bucket with water if there is a water source near by. it will also follow the orders of whoever harvested it.  traitors can buy a seed from the uplink that grows an evil version of the seedlings, they can command them to attack people and use abilities and to cause chaos on the station. ## Why It's Good For The Game refacotrs the seedlings into basic mobs ## Changelog 🆑 refactor: seedlings have been refactored into basic mobs please report any bugs add: seedlings now can have different colored petals and can look after botanys plants add: seedlings are re-added to the game! they grow out of seedling seeds obtainable from exotic seed crates or traitor uplink /🆑 |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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b1c5e5e0f6 | Foodening (#77887) |