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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
1227 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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58f75eadec |
Express console code refactor, cleanup and fixes (#86634)
## About The Pull Request Rewrites a good chunk of express console code, removing one letter variables, duplicate code and straightening all the staircases with early returns. RIP cooldowns in ui_data() Mapped-in consoles now actually work, as currently they initialize before SSshuttles which results in them having a completely empty packs menu. This is fixed by making them report themselves to SSshuttles which will call package init on them once it itself initializes. Emagging the console will update the prices in the UI, and emagged consoles will try to send at least 1 package instead of requiring the budget to have enough funds to send all 5 pods. Because when you press a button with a price tag on it, you'd expect at least something to happen. Beacons now reset their offsets when anchored because thats been triggering my OCD. Upgrade disks aren't deleted and instead drop when the console is deconstructed. ## Why It's Good For The Game Code is crunchy, stuff is broken, prices aren't displayed correctly when the console is emagged and you'd expect at least something to arrive when you press a button with a price that you can afford. ## Changelog 🆑 fix: Mapped in express supply consoles now work instead of displaying an empty UI. fix: Emagged express supply consoles now display updated prices. refactor: Rewrote a large chunk of express supply console code balance: Express supply consoles now drop their upgrade disk upon being deconstructed, and emagged consoles now will try to send at least one package to the station if cargo budget doesn't have enough funds for all 5. /🆑 |
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e024533e44 |
Makes meteor shields buyable during any round, not just meteor shield station goal (#86561)
## About The Pull Request Meteors range from pain in the ass to an apocalyptic annihilator of the station, depending solely on RNG. Meteor shield network is the only way to buy meteor shields, which are incidentally the singular counter to meteors, especially bluespace meteors. Even if you buy them, they're arduous to set up, so a lot of times people just... don't. They also don't know how they work, which I'll explain here; they destroy meteors within fourteen tiles. In any case, this changes the meteor shield crates to be buyable during any round, not just the meteor shield network station goal. ## Why It's Good For The Game Letting people choose to go to the lengths to set up meteor shielding even if it's not the station goal is another avenue for them to prevent a random event from ending the round -- if they do it right, anyway. ## Changelog 🆑 Bisar balance: Meteor shielding is now purchasable at cargo even if it isn't the current station goal. /🆑 |
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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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c72171edcf |
Fixes surprise lemons in fruit crate (#86793)
## About The Pull Request No, the shipping manifest isn't wrong. When life gives you lemons, shut up and eat your damn lemons. ## Changelog 🆑 LT3 spellcheck: Fruit crate description now correctly warns that it contains lemons /🆑 |
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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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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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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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99424053f6 |
[NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request The Cytopro makes a grand return post-revert! Also renames the starting petri dishes to "basic sample petri dish" This noticeably does NOT fix the fact that the machine sells the wrong sort of labcoat, so I strongly recommend merging #86122 immediately following this PR. ## Why It's Good For The Game Puts #85338 and #85996 back ## Changelog 🆑 add: The vendor of cytology equipment, the CytoPro, is once again available in your local science department! /🆑 |
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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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4481704974 |
Detective Board for evidences (#85609)
## About The Pull Request Hello. I'm making a board where a detective can attach various papers and photos that relate to the case he's solving. I made it possible to create cases, attach evidences, remove evidences. But I couldn't make it possible to connect the evidences correctly. My experience in this ended with the fact that the game simply stopped working. That's why I'm asking for help from more experienced developers. Full Preview: https://github.com/user-attachments/assets/f27219bb-4143-46f0-8dd6-1d28cf8876a6 Board on stations: Meta Station:  Delta Station: Not placed Tram Station:  Ice Box Station:  Wawastation:  NorthStar:  Birdshot:  ## Why It's Good For The Game This is good for MRP servers, where detectives can investigate cases just like in the movies ## Changelog 🆑 FeudeyTF add: Added board for detective's evidences /🆑 --------- Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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aad0bdfc0d |
The Cratening: Several crates for several corps! (#85890)
## About The Pull Request Originally wanted to include those with syndicate-corp themed gear for nukies, but... I think this might be an useful thing for mappers in general, and with the wallening hitting, I reckon they will be going around stuff a lot, so! most of them pictured!  ## Why It's Good For The Game Adds representation of several lesser known corporations and a nice touch of flavour to add to places for mappers! ## Changelog 🆑 add: Added crates of the following varieties; Interdyne, Interdyne freezer, Tiger Co-Op, S.E.L.F. MI13, A.R.C., Cybersun (4 colour variants), Waffle Corp, Donk, Gorlex, Gorlex weapons, DeForest, Nakamure Engineeing, Robust Industries /🆑 |
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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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11fce492bb |
Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 |
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7fcfc9dc1c |
Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#85279)
## About The Pull Request Fishing is full of stuff that goes under the radar with little visibility and the [wiki page](https://tgstation13.org/wiki/Fishing) is outdated as fuck (look at all those ugly old codersprites oh my goodness). I don't want to shove tip of the rounds for something so niche but a few tips inside the fishing toolboxes people get sometimes, as well as maintenance shouldn't hurt. This PR is for currently a draft until the other PRs are in. Many of the tips refer to stuff that hasn't been merged yet. ## Why It's Good For The Game I cannot trust the wiki contributors to do a good job at it nor keep up with the continuous changes I do. Also these might help players sometimes. ## Changelog 🆑 add: Fishing toolboxes (and occasionally maintenance) now come with a paper slip containing fishing-related tips. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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b857200de9 |
Adds drawing chalk outlines on dead mobs, white crayons are now called sticks of chalk (#85918)
## About The Pull Request  *The Miami Mutilator is at large once again. Thank god we have such hardboiled detectives as Manny Pardo on the case.* This pull request allows for players to use white crayons, which have now been renamed to sticks of chalk, to generate outlines of dead or "dead" bodies found throughout the station in an attempt to let detectives actually set up crime scenes as opposed to, more typically, just causing them. Players will attempt to draw a chalk outline if the target is a mob and the mob is dead (or fake-dead), using a single charge of the crayon/chalk. Also, adds a quick macro so that we can get the proper left/right orientation of the dead mob for reference. ## Why It's Good For The Game Detective should have more thematic, simple ways to organize crime scenes in-round, and what better way to do that then through existing items and mechanics that we already have. Also, I was 100% shocked to learn that these have always been white crayons as opposed to sticks of chalk, which certainly seems odd. In essence, this change doesn't really let you do anything "new", but just makes it easier and simpler to do so in a regular round without nearly as much fiddling. This mechanic exists exclusively within the afterattack of sticks of chalk as opposed to all crayons for thematic reasons, but I'm not 100% sold on that and it would be simple to move over to all crayons if people feel strongly about that. ## Changelog 🆑 add: White crayons (Renamed to Sticks of Chalk) may now be used on dead bodies to draw a body outline onto the ground easily. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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23929b39b6 |
Adds a new cytology-focused vending machine to the science area (#85338)
## About The Pull Request Creates a new vending machine in the science area, called the CytoPro and filled with cytology gear (and a few things that might be useful in xenobiology). This vending machine is added to the cytology labs of all maps. Here's how it looks in-game (with the panel screwed open, I was hacking it to test at the time)  The current product list is shown below.   I've put them in the locations shown below. Birdshot:  Delta:  Icebox:  Northstar:  Tram:  Wawa:  **Feedback on more products welcome!** ## Why It's Good For The Game Currently, there aren't a lot of backup sources for cytology gear. Most maps spawn with a single cytology closet containing the necessary gear, and good luck to you if someone makes off with the supplies before you get there. In addition to adding a source of backup cytology equipment, I'm hoping that this new vendor makes cytology quicker and more accessible. Plus, science really needed a new vending machine, and I think the purple-white colour and stylized microscope are neat. Since the cytology lab is usually located very close to the slime pens, the addition of monkey cube boxes, xeno bags, and bio suits also helps support xenobiology projects. If the 14 cubes supplied at round start are insufficient (which they really shouldn't be) then they can supplement their supply with the boxes in the CytoPro. ## Changelog 🆑 add: A new vendor of cytology equipment, the CytoPro, is now available in your local science department! /🆑 |
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3fc1503fbd |
portable gravity machine (#85694)
## About The Pull Request https://github.com/user-attachments/assets/98aa2177-ee0f-48d0-bbd4-83d01e688b54 it makes gravity in a radius you may order it from cargo may take power from wire instead ## Why It's Good For The Game good for like space bases and stuff ## Changelog 🆑 add: portable gravity unit, bought at cargo /🆑 |
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85e01a497f |
You can sell stuff on the blackmarket now. (#85464)
## About The Pull Request The idea came up during the last blackmarket-related PR (#85066), when the original creator @TheChosenEvilOne came and said the LTSRBT was originally supposed to allow players to sell stuff on the blackmarket. I replied saying the idea has some potential, and then other github users followed, also saying it's a good idea. So, here we are, adding another feature to the LTSRBT, to let you provide other players with potentially knock-offs and fraudulent (or genuinely honest) items on the blackmarket. How you do it is fairly simple: left click the machine to open it, place the item inside, then right-click to open the UI. From there you can adjust the name, description and price of the market item. Finally, click on the "Place on Market" button twice, pay a 30 credits fee, and it's done. You have an item on the market, and once it's sold, 85% or the earnings (the price) will be deposited on your account. By the by, the icon of the item you're trying to sell will also show up on the market. You should get a picture of what you're getting before falling for an obvious scam.  By the by, it's a cardboard cutout. ## Why It's Good For The Game This fits the design of the LTSRBT and blackmarket in general. ## Changelog 🆑 add: You can sell items on the blackmarket with the LTSRBT now. fix: Added some checks to prevent the swapper device and bluespace anomalies from theorically being able to send things and people to nullspace. /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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bd31edf6fe |
adds a single pack of experimental medication as a cargo goodie (#85479)
## About The Pull Request title above. ## Why It's Good For The Game allows people with hereditary manifold sickness to purchase a single pack of big pharma endorsed overpriced medicine. edit: the 2 pack cargo crate has been increased to 600 credits, to better reflect the goodie case price and because companies taking advantage of people with medical conditions is soul ## Changelog 🆑 add: big pharma now supplies a single pack of experimental medication as an easy to access (albeit expensive) cargo goodie! balance: price for the cargo crate with 2 pill bottles of experimental medication has been increased to 600 to better reflect the goodie case price. /🆑 --------- Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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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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49243c9c9c |
Stuffing people into contractor pods now unbuckles them first (#85461)
## About The Pull Request Closes #85451 ## Changelog 🆑 fix: Putting people you're fireman carrying into contractor pods no longer sends both of you to zelda's shadow realm /🆑 |
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36ca9a8559 |
Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#85346)
## About The Pull Request I've componentized part of the code that manages raising lobstrosities from chrabs so that it can be added to other fish too. As proof of concept, I've added tadpoles. Tadpoles are not fished like the rest, instead you merely right-click a puddle and after 5 seconds you'll get one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce, require lukewarm freshwater, need to be feed frequently, and become frogs after about 3 minutes. ## Why It's Good For The Game A small needed refactor for the chrab code, plus another small fish to make it easier to complete the first fish scanning experiment. ## Changelog 🆑 add: Added tadpoles, which can be scooped from puddles with right-click. Functionally they're like most fish, which require an aquarium to survive, and also need to be fed fairly frequently, however they quickly become frogs after about 3 minutes of care. add: Every station now has a couple puddles. One at the public garden and the other in prison. qol: Changed the name of an aquarium UI button from "Reproduction Prevention" to "Reproduction and Growth", as it controls both fish breeding and growth. /🆑 |
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27d048f6cb |
(Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)
## About The Pull Request This is a suggestion that was to me several months ago to add the ability to pay credits to restock the black market. I liked the idea because it'd add anothe small reason to buy the board, though I had forgotten about it shortly after and just happened to remember it now. So, yeah, you can swat the LTSRBT with a holochip to restock the market(s). The price is shared amongst all pads and starts at 675 credits, but it doubles up everytime this is done, for obvious balance purposes. I've also updated included this new feature in the unit test, given the LTSRBT new sprites and renamed the Blackmarket subsystem to Market, because of how it can support different types of market datums, not just the blackmarket ## Why It's Good For The Game This adds one more reason to buy and build the LTSRBT and make markets less dependant on the bad side of RNG, if you have the credits. It's a bit of a money sink. ## Changelog 🆑 add: You can now restock the black market by hitting the LTSRBT with enough credits. The price doubles each time this is done. imageadd: Updated the LTSRBT sprites. balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the original 4000 (the ansible and crystals to build it are included btw), and slightly lowered the average blackmarket price for the same item to account for shipping costs. /🆑 |
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854efc7ace |
Emergency climbing hooks now spawn in emergency boxes if the station has multi-z level. (#85273)
## About The Pull Request Emergency climbing hooks now spawn in emergency boxes not only on Icebox, but also on Northstar and Tram. ## Why It's Good For The Game Firstly, I think it's funny to see some assistant just casually climbing up from the -1 floor on the sideways of tram, when he fell out of it. Secondly, trying to get somewhere when the Northstar or Tram got blown up multiple times is an absolute nightmare if you have no good flashlight, or something similar. ## Changelog 🆑 add: Emergency climbing hooks now spawn in emergency boxes on all of the multi-z level stations. /🆑 |
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e6e5cb9320 |
Fish ordered from bought fish cases now sells for 1/20th of the normal price (#85287)
## About The Pull Request Fish money printer goes brrrr... But yeah, it turns out just buying and sending back fish crates is making cargo lotsa money, which is basically an exploit. Good thing we've the TRAIT_FISH_FROM_CASE trait which we can use to differentiate fishes from cargo from other more natural sources. ## Why It's Good For The Game This will fix #85284. ## Changelog 🆑 fix: Centcom technicians have been trained to recognize cargo-bought fish. You will no longer be able to trick the economy system by buying fish and sending it right back. Also nerfed fish selling price very slightly. /🆑 |
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49b45ee51a |
Removed a janky fish bounty and introduced exporting fish thru cargo. (#85146)
## About The Pull Request The fish bounty for specific kind of fish has been removed for being a bit janky and relying on RNG way too much. The other two remain, and have had their payout buffed a little to compensate. To make it make it better, a fish export has been added. Each and every fish can be sold to cargo, with a selling price determined by their size and weight, meaning bigger fish sell for more. A fish of default size and weight generally sells for around 130, rarely goes above 600 for most fish, yet a few can sell for 1k, and it can **theorically** go all the way up to ~11k if you were to reach max size and weight for the biggest fish in the game. This PR also reduces the weight of the jumpercable a bit for balance reasons. It's a big, self-reproducing fish that requires no care whatsoever so it's quite the cash cow, only offset by its rarity (EMAG or blackmarket RNG). Conversely, I made the bone fish evolution a bit easier (still a useless-ish braggard niche tbh). ## Why It's Good For The Game The aforementioned fish bounty was janky, complex, relied on RNG too much and the info on it didn't really fit in the bounty console. It's better gone tbh. My fault for adding it in the first place. As for the fish export, I want something simple, that doesn't require the fish to be alive rather than dead, with a low payout per fish on average, to complete the addition of "bomb fishing" from the other PR, ergo dropping maxcaps in the ocean for shit and giggles, but that can also have the potential to generate a decent income by cultivating big fish. ## Changelog 🆑 del: Removed a janky fish bounty add: introduced exporting fish through cargo. balance: reduced the average weight of the jumpercable. Conversely, eased up the requirements for the bone fish evolution. /🆑 |
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9f780d3e35 |
Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#85012)
## About The Pull Request Strong-Arm implants utilize a five second cooldown between activation (this is per implant, not for both). As a result, the implant does a larger chunk of damage in one blow. It does not do stamina damage anymore. If you strike a mob with either the MOB_BEAST or MOB_SPECIAL biotypes, you inflict additional damage (40 extra). You can fit both a toolset implant and a muscle implant into the same arm. ## Why It's Good For The Game Strong-arms were really weird implants in that they were not locked behind any research progression, but instead could be purchased from cargo. However, they were still not exactly amazing to have, so they only really get purchased by bored medical doctors, since the implant was a medical departmental order option (for some reason). I tried giving them a little extra oomph a while ago, but I never felt like they were in a particularly good space even after that update. Borrowing some ideas from an older PR, I've introduced a cooldown to allow for them to work alongside other unarmed features, but still not allow them to stack with other effects. It makes them exceptionally good as opening attacks, but not to the point of being intrusive. They were also a method of infinite stamina damage, so that has been resolved as well. The mob bonus damage makes them a little fun option for miners, really, that's why I added it. I thought it would be a cute feature, and maybe incentivize a few to get augmented. I don't think they will, since augments aren't super useful for miners, but still. The pairing with toolsets is because they're not quite as useful generally as the toolsets, and since they are a weaker arm implant in the progression, I don't feel it is too extreme to have both, because overall most people will gravitate towards toolsets if they had to choose. ## Changelog 🆑 balance: Strong-arm implants go on cooldown when activated, but deal more overall lethal damage on a single blow. balance: The strong-arm implant does additional damage to fauna and some other dangerous mobs. qol: You can pair toolset arm implants with the strong-arm implants. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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2c0f5d181a |
Datumizes pod types (#85033)
## About The Pull Request Changes supply pods to use datums instead of a massive nested list to store data and index defines as styles. Complete feature parity. ## Why It's Good For The Game this is nightmare fuel to work with  and this is a sin against nature and god   ends up as  which is ??? Using a nested list to store pod data is a very bad idea, it has horrible formatting, is unreadable without having index defines open in a second tab and is not extendable. And as you can see above, if someone added another pod type before 14th everything would break because other pod type lists **__only have 8 elements__** instead of 10 like the seethrough one does. ## Changelog 🆑 refactor: Pod code now uses datums instead of being a huge nested list /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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63e2f45ed3 |
TSA: Scanner Gates and N-Spector update (#85077)
## About The Pull Request Scanner gates now have a much-refined sprite with dirs. https://github.com/user-attachments/assets/22659e12-5565-4feb-a8e7-0f1a56c4a99e _The message in the video is outdated, now working with the formula `src.say("[detected_thing][reverse ? " not ": " "]detected!!")`_ Scanner gates now can have false positive/negative which depends on the tier of scanning modules in it: - Tier 1 - 4% - Tier 2 - 3% - Tier 3 - 2% - Tier 4 - 1% Scanner gates now loudly blare into chat when they detect stuff. Now there is a preset scanner gate to detect **GUNS** in main Brig entrances on maps, they are not upgraded with N-Spector. *** N-Spector now can not only scan items for contraband but people too. It takes 4 seconds, makes a loud noise, and warns the person getting scanned in a chat with bold text. https://github.com/user-attachments/assets/6aaca7bb-8273-485b-a727-c84f132b92f5 *** Made scanner code using proper cooldowns. The scanner gate description now tells on which mode it's turned on. Now smuggler satchel description tells you that it can prevent items from being detected by contraband scanners. ## Why It's Good For The Game Scanner gates sprites were ancient and as such been updated. Scanner gates having false-positive will make sure for Security to always be on their toes, and also cause interaction between crew who got false-positive. Also, it finally makes use of scanner gates being upgradable, as before this there was no reason for using higher-tier scanning modules for its construction. Scanner gates blaring into the chat now make it clearer for spectators to acknowledge why the scanner got triggered. Putting not upgraded scanners in the Brig entrance doors gives them some use outside of being sometimes built by bored Security Officers. *** When N-Spector was upgraded, I immediately thought it should also be possible to scan people, like how TSA scans people with metal detectors. It takes around the same time as stripping a backpack, and backpack searches still would be more effective as they can show stuff that the scanner cannot detect. The warning and loud sound make it possible for the person getting scanned to walk away if they start getting scanned unprompted. This would not likely cause any trouble, as going up and starting scanning someone for no reason would be the same as going up to someone and starting to strip their backpack. With N-Spector Security can perform more fluff interesting searches. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Scanner gates now blare into the chat the reason why it got triggered add: Scanner gates now can have false positives/negatives, and the chance of them being reduced when they are upgraded add: Brig entrances now have scanner gates preset to detect GUNS add: You can now scan people with N-Spector for contraband image: Scanner gates now have a better sprite with dirs qol: Scanner gates description now tells to what mode they are set fix: You no longer can remove N-Spector from scanner gates without unlocking them first /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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4611958e74 |
Buffing some awful black market items to be less awful. (#84895)
## About The Pull Request With this PR, I'm making some awful or bad blackmarket items less bad (some are still bad imo). I don't aim to tweak every item that I find mediocre at best, because it ultimately boils down to opinion and maybe what I don't like, others do, but also because the feature was designed to have some "scammy" items in there (the broken chameleon hat is a prime example). Moving on, some of the more noticeable changes: - the old spacesuit in a box should no longer cost thousands of credits - the thermite bottle now contains enough thermite to melt one r-wall - replaced the shotgun dart item with a more expensive box of XL shotgun darts (25 units of reagent capacity vs 15) - replaced the science googles with a more expensive medical-security combo HUD (the sprites exist already) - the donk pocket box item can now spawn subtypes of the donk pocket box, this includes the gondola box, though it's pretty rare. - the suspicious pill bottle item can now spawn a pill bottle of maintenance pills The rest should be price changes. ## Why It's Good For The Game Many of the blackmarkets choices are downright a bummer, and I'm not talking about things like the broken chameleon hat, but stuff such as shotgun darts, science googles, thermite; I mean, SOME of stuff that's OBVIOUSLY easy and more convenient to get from a (proto/auto) lathe or the chemist and just make the blackmarket look kinda bad. ## Changelog 🆑 balance: reduced the prices of some blackmarket items across the board. balance: the thermite bottle (from the contraband spawner and the blackmarket), now spawns with 50u of thermite vs 30, enough to melt one reinforced wall. add: Replaced the science googles from the blackmarket with a security + health scanner HUD. add: Replaced the single shotgun dart from the blackmarket with a box of XL shotgun darts. add: The donk pocket box from the blackmarket now comes in different flavors. /🆑 |
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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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e4adc1a939 |
Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#84435)
## About The Pull Request Adds a new crate to the Service section of cargo. The Fletching and Bow-Making Starter Kit. Comes with some materials and a fletching instruction manual. The manual teaches you how to make shortbows (18 force from normal arrows utilizing projectile multipliers), arrows, holy arrows (but you need a divine bow to make them), quivers (but they only hold 10 arrows), plastic arrows and violins. For reasons.  ### Fixes Bows now no longer utilize hardcoded sprites for their loaded sprite. Now they use overlays. Bows properly become undrawn once fired. No longer can your bow magically launch arrows by sheer force of will. ## Why It's Good For The Game Initially I just wanted to provide a way for bow wielding chaplains to produce additional arrows for their bow. Running out of those always felt pretty lame. But then I got to thinking; actually, I kind of want to LARP sometimes as an archer. I think that'd be kind of goofy and fun. So I bundled that together into a solution for both. The shortbow is really, really not meant to be a meaningful weapon. It's just kind of silly, and meant to let people pretend to be Robin Hood and occasionally hurt someone in a workplace accident. I'm particularly thinking of clowns being the perfect users for this with their clumsy trait. I will make this weaker if I have too. (I am not, at this moment, redoing flaming arrows okay? I saw the code comment. I know. Not right now. @tralezab, if you have any flaming arrow sprites lying around, please let me know.) ## Changelog 🆑 add: Fletching starter kit! Make your own bow, shoot your friends in an unfortunate workplace accident. Replace all those holy arrows you lost. fix: Bows now properly undraw once they have fired an arrow. code: Bows now utilize overlays in order to display loaded arrows. Unique overlays per arrow. /🆑 |
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6aa646c2d7 |
Cleans up relic code & adds new relic theme (#84511)
## About The Pull Request Cleaned up crusty old code and made it more readable, removed single letter variables, camel case, etc. Improved naming for strange objects. Unidentified objects are "Strange [thing]", activating the item replaces the word "strange" with a new prefix. Improved the list of strings. Added cosmetic themes for artefacts. All current strange objects are now "prototype" artefacts, reflecting their man-made origin in space. Artefacts with different themes pick from different sprite and name pools, reflecting who made them. New "necrotech" theme for relics. These are strange objects from lavaland. Instead of getting half-multitool-half-gun-blows-up-when-used monstrosities crafted by insane maint dwellers, you will now get strange relics that look like this.  And they're called something like "ruined instrument" or "dark relic". ## Why It's Good For The Game Code needed cleaned up. It was in a bad state. Years of neglect. Themes add more flavour to these items. I really didn't like how the boulder machine looked when it produced lots of relics, so now it produces more appropriate ones. Lets admins and mappers use variable editing to decide what relics do and what cooldown they should have before they are activated. Previously, this would be overwritten when the relic was activated. ## Changelog 🆑 code: Cleaned up relic code. image: Added necrotech themed relics. /🆑 |
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d4765c0657 |
Cytology without plumbing (#84235)
## About The Pull Request Makes Growing Vat work as a normal machine akin hydrotray. Doesn't need plunger to clear reagents, doesn't need plumbing to input reagents. Still has the plumbing port, but can be used without it. Also made the examine text a bit more compact. Removed science plumbing RCD from the game. Removed plumbing tools from cytology equipment, and added a protein powder jug instead.  Automatically fixes #84573 ## Why It's Good For The Game Plumbing was an unnecessary complication for Cytology. Growing vat is a relatively simple machine that shouldn't require plumbing knowledge. Now it works more like hydrotray, and you can pour reagents directly, and clear them out with a right click. ## Changelog 🆑 refactor: Vat grower is a normal machine now that doesn't need plumbing qol: Cytology petri dish smartfridge starts with 3 random samples add: Added protein powder condiment bottle, available in the cytology supplies locker and the cargo pack del: Removed science variant of plumbing RCD fix: Fixed a bug when machines without stock parts didn't spawn frames on deconstruction fix: Fixed vat grower not growing /🆑 |
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07fabb5fac |
Corrected the bio emergency crate (#84547)
## About The Pull Request Corrected the bioemergency crate to bring general instead of generic bio suits, thus allowing for a source of general biosuits to exist, and allowing for the Security Biosuits recipe to be crafted. ## Why It's Good For The Game Allows for security to craft their own security bio suits, keeps the equipment consistent by making it so we get a general type of the object instead of the generic which shouldn't exist. Fixes downstream: https://github.com/NovaSector/NovaSector/issues/530 ## Changelog 🆑 fix: Bio Emergency crates now bring Bio Suits and Hoods compatible with the Security Hoods and Suits Schematics. /🆑 |
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9c8a1725d4 |
Fixes Bitrunner lacking job-based bounties (#84367)
## About The Pull Request Fixes #84283 by just adding actual bounties for Bitrunner, giving them something more interesting to do than random bounties for jobs they don't have access to. These bounties revolve around optionally turning in the special rewards from each of the bitrunning domains (a bike horn, the abductor plush, beach ball, etc) for a credit reward. I considered the idea of making each one drop a specific bounty chit that you turned in for a reward, but at that point it's just "paying you per domain" and I'm not sure how that would balance with economy. This is more just meant to be a framework for others to add things that might be a little more interesting. This also adds a special drop from the Pizzeria domain because I thought it was funny. |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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4ac4375faf |
Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. |
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6ed64b7c1d |
reduces the price for most livestock crates (#84132)
## About The Pull Request this ones always been itching at the back of my head, mainly because i'm greedy, and you should be too, animals in cargo are hardcore expensive, 2000 credits for a cat? 800 credits per single chicken? 1200 per pig? obscene! this PR lowers the costs across the board with some exceptions, which i'll note here: crab rockets remain the same price as they were, you get 50 crabs PER rocket, thats ALOT of crabs per cubic inch, what would you do with so many? i don't know, but its why they're remaining expensive, at 1600 per rocket. butterfly crates also retain their original price, as you also get 50 butterflies per crate purchased, at a cost of 1000 credits for a crate of 50, i think this is fair. monkey cubes, truth be told this one i'm kinda scratching my head on, they're remaining the same price right now due to how accessible they are from other avenues (xenobiology, botany both public and private), but i'm willing to change their price to accommodate if they seem to be needing a price reduction, but overall i think that theres alot of ways to accrue them so them remaining particularly expensive isn't necessarily a bad thing. one part of this PR that bothered me was that i couldn't figure out how to display gnomes on either the cargo console or the express console, but they also have been price slashed, down from 4000 credits per 3 gnomes to 3000 credits per 3 gnomes, overall a 25% decrease in cost, think of all the mystical forest friends you can have for that price! EDIT: i forgot about duct spiders, whoopsy me, they aren't in the livestock crates tab and are considered imports instead, so it slipped my mind completely, they are down from 1200 credits to 800, still moderately expensive, but still a discount nonetheless. heres two pictures displaying the before-the-price decrease values, and the after-the-price- decrease values: BEFORE  AFTER  i'll gladly edit or change any prices that seem way too low, and provide what i believe are reasonable answers for all of them, and i'd gladly love feedback from anyone on whether or not they think somethings too low, or still too high. ## Why It's Good For The Game buying animals from cargo is generally a very difficult think to pull off for mass gimmicks due to the difficulty of accruing wealth crew-side in the jobs that would more than likely attempt to participate in such gimmicks (assistants, for one) so i think cutting their prices will not only help people actually be able to realize their gimmicks in round, but also drum up more cash for cargo, as you can now reasonably buy multiple animals without immediately going bankrupt and having to farm exorbitant amounts of money that you probably won't be able to make within the scope of an average round without some truly exotic methods, i think this will improve the cashflow for the livestocks tab, while also healthily promoting peoples funny little critter gimmicks. ## Changelog 🆑 balance: most livestock crates, with some exception, have been made cheaper to facilitate healthier mental states in the crew, go build a farm! /🆑 |
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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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920cd7459d |
Neutralised anomalies respect the core limit (#83964)
## About The Pull Request This PR changes it so that if you refine an anomaly by neutralising it, it respects the same limit on number of anomaly cores as refining one you bought from Cargo. If it would produce an illegal core, it will create a mostly useless inert core which you can sell at cargo for 80% of the price of buying a raw core. ## Why It's Good For The Game https://hackmd.io/@tgstation/r1tzxpwPL This was a requirement in the original design doc which just never made it into the game. We want to be able to control how many cores of each type can possibly exist in a round, as this is what allows them to have the "these items can be really busted" allowance. ## Changelog 🆑 fix: Neutralising an anomaly cannot produce more anomaly cores than are supposed to exist in a single round /🆑 |
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bc0e2587cd |
Phazons now use ectoplasm cores (#83939)
## About The Pull Request Phazons now use ectoplasm anomaly cores instead of bluespace ones. Text implying otherwise has been changed as well. Allows ectoplasm cores to be bought via the science supply console. ## Why It's Good For The Game Bluespace cores are some of the most overused ones in anomalock technology, and often the most desirable ones. Ectoplasm cores, however, have a single gimmicky and mediocre use. This PR aims to make them more appealing to the crew while reducing machines that rely on bluespace anomalies, so their available number can be more freely tweaked. ## Changelog 🆑 balance: Phazon mechs use ectoplasm cores now balance: You can now acquire ectoplasm cores from the science supply interface /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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47be0bffc2 |
Ctrl click refactor (#83784)
## About The Pull Request Same idea as #82656 but for ctrl click & ctrl shift click cause why not - Does your signal & `can_perform_action()` checks using `interaction_flags_click` flags before delegating the event down to `ctrl_click()` proc. - The one new change now is that `ctrl_click()` proc is now blocking, meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will stop the object from getting grabbed/pulled. So remember to return these values if you want to stop the grab action or return `NONE` if you want to process the click but still want the object to get grabbed as well ## Changelog 🆑 refactor: Ctrl click & Ctrl shift click has been refactored. Please report bugs on GitHub /🆑 |
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6163752e3c |
Removes unused code from stock market and an unused market define. (#83872)
## About The Pull Request This PR removes a completely unused file, which added `/datum/supply_pack`s originally containing the materials for the mineral stock market contents, plus a define, MARKET_QUANTITY_HELPERS. Neither of these wound up being used in the final revision of the galactic mineral market, and I stumbled upon these to my horror that they're still in the code and completely unused as a result. Yikes! ## Why It's Good For The Game Removes unused code that is both not being utilized by the mineral market, but in fact was superseded by the current implementation during development and managed to slip it's way through review. ## Changelog No front facing changes, as the code was unused. |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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73dfd61634 |
[NO GBP] Fixes drake empowerment for berserker armor by adding drake remains, which are used to make drake armor and empower the suit (#83700)
<!-- 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 Fixes https://github.com/tgstation/tgstation/issues/83684 Adds an intermediary item called drake remains, which are used to construct drake armor and empower berserker armor. There is no functional balance change here, as the components to make a drake armor are relatively the same. ## Why It's Good For The Game I borked it. This is the most reasonable and flexible method to fix the bug and what I should have done in the first place. ## 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. --> 🆑 fix: Drake empowerment for berserker armor now uses valuable drake remains, made from ashdrake hides and bones. add: Drake armor is made use drake remains to construct. (This is a net neutral to the previous recipe) /🆑 <!-- 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. --> |
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8442124bcd |
Gondolas are now basic mobs (#83451)
## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |