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484 Commits
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |
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65b3788bcb |
Advanced Plastic Surgery 2.0, It's rare now. (#78504)
## About The Pull Request A revival of #76508 which got closed due to it eating up genetics niche. This PR fixess that issue by seperating the surgery into two. the normal roundstart plastic surgery and advanced plastic surgery. both works identically with the one exception being that the advanced one allows the feature that the last PR tried to add. which is to allow surgery to mimic people in photographs. the regular one remains as-is. The disk containing the surgery can be found in a lot of places, a role-restricted item to doctors and roboticists for 1TC, as a rare maint loot and BEPIS technode reward ## Why It's Good For The Game Opportunity for more fun gimmicks, ammo for BB's and paranoia, staple of SS13 gameplay. This also retroactively buffs forensic scanners and records since it really only changes your name and voice. You can change your hair all you want but anything more than that is a trip to genetics. overall allows for more engaging gameplay while not detracting from genetics niche with how niche and rare it would appear in rounds. ## Changelog 🆑 add: Adds an advanced plastic surgery procedure, allowing you to imitate people in pictures. Simply hold a picture in your offhand of the person you wish to imitate as while conducting the surgery! Remember, it's not foolproof, it only changes your name and voice! adds: You can obtain the disk containing the afromentioned surgery. as a role-restricted item to doctors and roboticists for 1TC, as a rare maint loot and BEPIS technode reward /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- 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: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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1599dc6b21 |
Adds the message monitor to the tcomm research node (#78426)
## About The Pull Request After five long years of waiting, adds the messaging monitor board to the tcomm research node. Closes #35946 ## Why It's Good For The Game Consistency! |
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c7a33df99b |
Buildable mass drivers (#78360)
## About The Pull Request Adds the ability to build mass drivers, you activate them by attaching a signaler to their launch wire. They also have a safety wire, that when pulsed, increases the power of it. To reset the power back to normal you cut the safety wire. This is mostly just a port of https://github.com/BeeStation/BeeStation-Hornet/pull/5563 ## Why It's Good For The Game Less weird unique machines, and you can do some interesting stuff with mass drivers, like traps, cannons, and many other interesting things. ## Changelog 🆑 add: mass drivers are now buildable, you activate them by attaching a signaler to their launch wire, and can increase their power by pulsing the safeties wire, and reset it back to normal by cutting the safeties wire. /🆑 |
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b7778ff44c |
Service borg extra apparatus upgrade (#78077)
## About The Pull Request Adds an upgrade similar to the extra beaker storage for mediborgs to service borgs, which adds an additional drink apparatus (that also doesn't do the weird drink refilling thing) ## Why It's Good For The Game This can allow the service borg to carry a wider variety of drinks, also considering they specialize in chemistry, they should get an apparatus upgrade like mediborgs. ## Changelog 🆑 add: Added the service borg "drink apparatus" upgrade, which adds an extra drinking apparatus to the borg, up to a maximum of 5 extra. 🆑 |
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aa820c08fe |
Oldstation now has their own RND (#78132)
## About The Pull Request This PR does many things and I expect to be asked to atomize some stuff. ### Oldstation Additions Oldstation now has their own research server, generating their own points. To help alleviate major concerns, they have a few stuff to help with this: - They now have a pre-built operating computer - They now have an Autopsy scanner - They now have access to Experimental Dissection Experimental Dissection is the old dissection, giving research points in the form of paper notes on completion. They must be turned in to the RND server (only works on the Oldstation one, so you can't abuse this) for points. This was an idea I've had for some time, as Oldstation is used somewhat as a representation of how ss13 used to be (through its use of directional windows (before they got removed, but I'd like to bring them back), old IDs, RTGs, and old engines before they got removed from the game fully) Considering there are 11 alien mobs in Oldstation, there is 27.5k research points to get from alien corpses, enough to bring them up to speed with whatever they wish to do. This is their 'alternative' for experiments (which they can still do if they want, but it is very hard to do, outside of dissection which is needed for the node). This surgery isn't repeatable, isn't upgradable, and isn't removed by being healed. It is not mutually exclusive with autopsy (so you can't ruin yourself doing the wrong surgery). ### Other stuff - Ninjas now drain RND points from the server they drain from, rather than always hitting science - Syncing machines to research roundstart is now a macro, and now immediately syncs to a server on your Z-level. Machines will automatically connect to the Science servers if none else are available. ### non-player facing - Science, Admin, and Oldstation techwebs are now no longer vars on research, but stored in research's list of techwebs. - ``get_available_servers`` and ``find_valid_servers`` are now procs on the research subsystem, rather than the experisci component. - Oldstation code has been split into separate files. ## Why It's Good For The Game Oldstation is one of my favorite ruins, but it is also one of the largest complaints for RND (along with Golems) because they use the station's Science nodes & points (I recently tried de-hardcoding Science stuff to help prepare for this, but I didn't get everything in advance). The complaint stems from these ghost roles, who are meant to be a fun activity to do while waiting for the next round, using the station's research points for their own stuff, completely untrackable unless someone goes out of their way to grief a ghost spawn just for using points to get things they need. These roles make their own servers to drain the station, and I find that unfun and quite boring for everyone- it's also not very flavorful, why would Charliestation know of the station's RND to take advantage of it? This hopes to fix those issues, make Charliestation more worthwhile, and more flavorful. ## Changelog 🆑 fix: Getting a node researched now properly makes it no longer hidden. fix: Ninjas draining RD servers now drains it from the connected techweb, rather than sniping Science. balance: Machines will first try to connect to a techweb with servers on their z-level, with the Science techweb remaining as fallback. add: Oldstation RND, comes with their own Techweb and special surgery to gain research points through dissecting Xenomorphs. /🆑 |
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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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899eac56f7 |
Fixes alien alloy's destructive analysis not giving the Alien Technology node (the one that lets you print alien alloy) (#77931)
## About The Pull Request Title. Was a thing in the old days of yore of `origin_tech` (`Nov 7, 2017` - the commit before the techweb refactor) |
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52b9c952b9 | Adds associative list manipulation to circuits, updates a few list circuit components. (#77803) | ||
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b77c1c85ea |
MODLink System (+ NWTLMM) (#77639)
## About The Pull Request A pact made with `@Kapu1178` Small changes you should not care about: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module Admins can now Shear matrices of objects in Modify Transform Multitool buffers have been a little refactored to use a setter proc that saves them from causing hard dels Cooler stuff: A revival and remake of [Nobody Wants To Learn Matrix Math](https://github.com/tgstation/tgstation/pull/59103), this time with additional tooling for quick matrix calculations.  The MODLink system, available through every MODsuit and MODLink scryers (a neck item obtainable from advanced modsuit research or charliestation) Let's you make a holographic call with any other MODLink user, where you can chat in realtime and see what's up with em   ## Why It's Good For The Game Adds a fun way for the crew to communicate with each other that can be done in real-time with relative privacy compared to radio. ## Changelog 🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato) fix: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit fix: The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module admin: Admins can now Shear matrices of objects in Modify Transform admin: Admins now have access to Test Matrices in the VV dropdown, an all-in-one tool for editing transforms. add: MODLink system, available through scryers (from RnD and Charlie Station) and through MODsuits. Lets you call people with holographs! /🆑 |
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766144a443 |
Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request - Gives engineers an RCD as part of their round start equipment - RCD by default will build/deconstruct slower if you already have another one in progress. This can be upgraded with the new cooling upgrade disk. Reconstructing (anything that was there roundstart as per the destructive scan) doesn't have this downside, only construction/deconstruction. - RCD construction effects can now be attacked in order to cancel them. This can be deterred with the anti-disruption upgrade disk. - RCDs for nukies and whatever don't have these downsides - The CE's roundstart RCD also doesn't have these downsides ## Why It's Good For The Game Construction and reconstruction are currently one of the worst aspects of SS13--they are so slow and tedious that any sort of mass destruction goes unfixed for 10-30+ minutes, if fixed at all. This limits us because it means people don't want traitors to create large explosions, for instance--I do and so I think it's crucial that we fix construction. Reconstruction has already been improved on the RCD with the destructive scans, but I see no reason to limit this to something so out of the way. Ideally the RCD even gets more functionalities, like the ability to print stock parts (or having stock parts removed), etc, in order to lessen this burden. ## Changelog 🆑 add: Engineers now have an RCD round start. balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this. balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction. balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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8ffd321fc0 |
Cybernetic Moth Eyes : Cybermoff 2077 (#77617)
## About The Pull Request  Adds moth variants for most cybernetic eye types, unlocked with their respective variant luminescent eyes   ## Why It's Good For The Game Theyre only slightly worse than human variants but moths with human eyes look so fucking dumb giving them moth-size cyber eyes looks ok ## Changelog 🆑 add: cybernetic moth eyes and their variants fix: luminescent eyes no longer make you look like a cyclops in the dark /🆑 --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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2d34c7433a |
New Mech UI and equipment refactor (#77221)
 ## About The Pull Request Made a new UI and refactored some mech code in the process. Fixes #66048 Fixes #77051 Fixes #65958 ??? if it was broken Fixes #73051 - see details below Fixes other undocumented things, see changelog. ## Why It's Good For The Game The UI was too bulky and Mechs were too complex for no reason. Now they follow some general rules shared between other SS13 machinery, and there is less magic happening under the hood. ## Detailed Changes ### New Mech UI, Air Tank and Radio as separate modules Previous UI for comparison: <img alt="9SScrXAOjy" src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66"> Previously mechs came with radio pre-installed and air canisters magically pre-filled with air even when you build one in fab. Radio and Air Tanks are now both utility modules that are optional to install. Gas RCS thrusters still require Air Tank module to operate. This made the Mechs more barebones when built, giving you only the basic functionality. <img alt="5SDMlXTJxv" src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e"> To compensate this change, all mechs got two extra utility module slots. All other modules got new UI. And ore box now shows the list of ores inside. <img alt="SRX5FjvsHA" src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265"> ### Mounted Radio Works as a normal radio, but with subspace transmission. Available from the basic mech research node and can be printed in fab. ### Cabin Sealing To compensate for the lack of air tank by default, mechs with enclosed cabin (e.g. all except Ripley) got an ability to toggle cabin exposure to the outside air. Exiting the mech makes cabin air automatically exposed. When you seal the cabin, it traps some of the outside air inside the cabin and you can breathe with this air to perform a short space trips. But the oxygen will run out quickly and CO2 will build up. Sealing the cabin in space will make the cabin filled with vacuum, and it will stay there until you return to air environment and unseal the cabin, letting the breathable air to enter. There are temperature and pressure sensors that turn yellow/red when the corresponding warning thresholds are reached. You could also use personal internals in combination with cabin sealing for long space travels, so Air Tank is completely optional now and mostly needed when you need RCS thruster. ### RCS thrusters They are now available earlier in tech tree and consume reasonable amount of air (5 times more than human jetpacks), and they don't work without Mounted Air Tank, unless it's an Ion thruster variant. ### Mounted Air Tank Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen. <img alt="GrFDrH5Hwe" src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28"> Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister. Cabin pressure can now be configured in the module UI instead of Maintenance UI. Can be attached to a pipe network when the mech is parked above a connection port. Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes. Also has gas sensors that display gas mix data of the tank and the cabin (when sealed). ### Stock part changes All mechs now require a servo motor and they reduce mech movement power consumption instead of scanning module. Scanning modules are optional for mech operation (still required to build) and the lack of one disables the following UI elements: - Display of mech integrity (you can still see the alerts or examine the mech to get rough idea) - Display of mech status on internal damage (and you can't repair what you can't diagnose) The rating of scanning module doesn't have any effect as of now. Cargo mech comes without it roundstart. <img alt="2vDtt99oqb" src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7"> Capacitors now also reduce light power usage and raise the overclocking temperature thresholds (see below). ### Maintenance Maintenance UI removed, and its logic migrated to other places. Access modification now managed inside the mech, and anyone who can control the mech, can adjust the access in the same way as they can set DNA key. To open the maintenance panel you just need a screwdriver. It is instant when the mech is empty and it has a 5 second delay when there is an occupant to avoid in-combat hacking and part removal. It will alert the occupant that someone is trying to tinker with their mech.  Once the panel is open, you can see the part ratings:  With open panel you can hack the mech wires (roboticists can now see them): <img alt="mj205G2qDa" src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3"> There are wires for: - Enabling/Disabling ID and DNA locks - Toggling mech lights - Toggling mech circuits malfunction (battery drain, sparks) - Toggling mech equipment malfunction (to repair after EMP or cause EMP-like effect, disarming mech) - 3 dud wires that do nothing The hacker may be shocked if the mech power cell allows. When the panel is open and the user has access to the mech, they can remove parts with a crowbar: <img alt="jR40gyTWtJ" src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23"> Hitting the mech with an ID from outside now toggles the ID Lock on/off if the ID has sufficient access. ### Power consumption and overclocking Rebalanced mech power consumption. T4 parts were not working in Syndicate Mechs, as their effect was not calculated until you manipulate parts manually. Constructed mechs with t1 parts even had their energy drain reduced with upgrade to t1. Now all mechs apply their base step power usage correctly don't ignore the stock parts. Servo tier now reduces base power consumption by 0% at t1, 50% at t2, 33% at t3 and 25% at t4 Capacitor tier now reduces base power consumption of mele attacks, phasing and light by the same amounts. Gygax leg actuators overload replaced with mech overclocking. Any mech can be overclocked by hacking wires, but only Gygax has a button for toggling it from the Cabin. Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2 for Dark Gygax. When overclocked, mechs moves N times faster, but consumes N times more power.  While overclocked, mech heats up every second, regardless of movement, and starts receiving internal and integrity damage after a certain temperature threshold. The chance is 0% at the threshold, and 100% at thresholds * 2. The roll happens every tick. Capacitor upgrades this threshold, letting you overclock safely for longer periods.  When you stop overclock, the temperature goes back down. ### Other changes and fixes Concealed weapon bay now doesn't show up when you examine the mech, so it's actually concealed now. New radio module can properly change its frequency, as it didn't work for previous radio. Launcher type weapons were ignoring cooldowns and power usage, so you could spam explosive banana peals, while they should have a 2 second cooldown: <img alt="q5GjUsHwGr" src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535"> Now this is fixed and all launcher type weapons properly use power and have their cooldowns working. And now they have the kickback effect working (when it pushes you in the opposite direction in zero gravity on throw). Thermoregulator now heats/cools considering heat capacity instead of adding/reducing flat 10 degrees. So you can heat up cabin air quicker if the pressure is low. There were some other sloppy mistakes in mech code, like some functions returning too early, blocking other functionality unintentionally. Fixed these and made some other minor changes and improvements. ## Changelog 🆑 refactor: Refactored Mech UI refactor: Refactored mech radio into a utility module, adding extra slot to all mechs refactor: Refactored mech air tank into a utility module with an air pump, adding extra slot to all mechs refactor: Refactored mech cabin air - there is now a button to seal or unseal cabin to make it airtight or exchanging gases with the environment refactor: Removed mech maintenance UI Access is set in mech UI, and parts are ejected with a crowbar add: Mech now has wires and can be hacked qol: Roboticists now can see MOD suit and mech wires add: Mechs now require servo motor stock part and it affects movement power usage instead of scanning module add: Scanning module absence doesnt block mech movement and hides some UI data instead. Big Bess starts without one. qol: Hitting mech with ID card now toggles ID lock on/off if the card has required access fix: Fixed concealed weapon bay not being concealed on mech examine fix: Fixed mech radio not changing frequency fix: Fixed mech launcher type weapons ignoring specified cooldown fix: Fixed mech launcher type weapons not using specified power amount fix: Fixed mech temperature regulator ignoring gas heat capacity fix: Fixed mech stopping processing other things while not heating internal air fix: Fixed mech being able to leave transit tube in transit fix: Fixed mech internal damage flags working incorrectly fix: Fixed Gygax leg overloading being useless fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs now stronger against lasers and consume less energy on move. Upgrading from tier 1 to tier 2 doesn't make mech consume MORE energy than before the upgrade. balance: Rebalanced mech energy drain with part upgrades. Base energy drain reduced by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing, punching, light (Capacitor rating). balance: Hydraulic clamp now can force open airlocks balance: Made mech RCS pack consume reasonable amount of gas code: Fixed some other minor bugs and made some minor changes in the mech code /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e4ec9a5d85 |
Modular receiver now only appears in hacked autolathe. (#77555)
## About The Pull Request Resolves #77554 Removes the modular receiver design from the base tech node, so that it only appears in the hacked autolathe. This fixes a bug where hacking an autolathe would make this recipe appear twice. I assumed that _removing_ the receiver from the unhacked autolathe was the correct direction to go, since the design is in the hacked category. It would be easy enough to reverse this if desired, though. ## Why It's Good For The Game Designs shouldn't be appearing in the autolathe twice. It also appears that the intention was that you have to hack the autolathe to print a modular receiver - which makes enough sense. Printing out gun parts _probably_ shouldn't be default autolathe behavior. ## Changelog 🆑 fix: The modular receiver is now only printable from a hacked autolathe. /🆑 |
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b52f671be6 |
Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler (#77223)
## About The Pull Request "Behold, a navigation beacon" Plato says to the crowd of shocked onlookers.  What are you looking at here? Navigation beacons have been party reworked for significantly improved ease of use, and for significantly cooler functionality. As it stands, in order to explore space with a ship of some sort, you have to take the following steps: Fly to target zlevel Build a floor Build a machine frame, then make the beacon out of it Go back and park your ship Now, while this doesn't eliminate this process, it makes it a step shorter and a good bit less annoying to do. There are no gigabeacon boards, instead a compact beacon can be printed. This can be used inhand and, after a delay of three seconds, will create a brand new gigabeacon in front of you with no extra hassle. So, aside from the sprite (the old one is an alien power core, by the way), what's new? Just a bit of flavor. Examining a gigabeacon will mention a radio frequency. If you tune into this radio frequency, then you might be able to catch the automatic messages the beacons put out every five minutes. They detail a little bit about the beacon, namely its coordinates, and if its activate or locked. While not critical info my any means, it can be good information to have pop up every few minutes, or for discovering that there are gigabeacons you didn't know were there before. ## Why It's Good For The Game Gigabeacons had two big problems, one was that they were pointlessly annoying to set up, and two was that they didn't have their own sprite. Yup, they just used a random alien tech structure and nobody said anything about it. Hopefully this pr fixes both of those problems, alongside adding a little neat bit of flavor to them in the form of the automatic radio broadcasts they put every few minutes on a non-standard channel. ## Changelog 🆑 qol: Gigabeacons no longer need to be constructed like standard machines, instead being printed as items that can be deployed quickly inhand without tools. qol: Gigabeacons are no longer their own research node, instead being a part of telecomms tech (due to the fact they're RADIO navigation beacons) image: Navigation gigabeacons now have their own unique sprites, inspired by maritime EPIRB devices. If you find a yellow box with an antenna on it, you probably found a nav beacon! code: The deployable component now gives you an option to disable the examine blurb it adds to its parent /🆑 |
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b159edcc2f |
Anomaly gear: Polymorphic Field Inverter (#77383)
## About The Pull Request Adds a new device you can research called the "Polymorphic Field Inverter". It requires Advanced Biotechnology and Anomalous Research to unlock. Completing that research lets you print out a fancy belt. Using it for 5 seconds on a mob (dead or alive) which is organic in nature and isn't some kind of human or megafauna (monkeys are fine) will store a copy of its DNA. Scanning another creature will replace the original stored DNA. Storing DNA does absolutely nothing unless you have also inserted an active Bioscrambler core. If the item is activated with a Bioscrambler core then equipping it grants you the ability to transform into the same kind of creature as the one you scanned (and back). As in spells such as Wildshape you share health with your transformed form and if you die while transformed then you die, so be careful when turning into something like a cockroach which has one hit point. It has an associated experiment which makes the research free, which is to scan two humans with (non-prosthetic) organs that they didn't have when the round started. You can accomplish this through surgery, DNA infusion, or a bioscrambler anomaly. You can do it on some monkeys if nobody is cooperating with you. I copied a teeny bit of this code from #73969 although I didn't actually end up needing most of it. These are absolutely codersprites so if anyone wanted to make cooler ones, let me know. |
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95ec0e6545 |
Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. (#77386)
## About The Pull Request TRAIT_DISSECTED has had the surgical speed boost moved over to TRAIT_SURGICALLY_ANALYZED. TRAIT_DISSECTED now tracks if we can do an autopsy on the same body again, and blocks further autopsies if it is on the mob. A mob that comes back to life loses TRAIT_DISSECTED. This allows for mobs to be autopsied once again. Since it is completely redundant now (and was the whole time TBH), dissections have been removed in favour of just having the experiment track autopsies. Fixes https://github.com/tgstation/tgstation/issues/76775 ## Why It's Good For The Game Today I showed up to a round where someone autopsied all the bodies in the morgue, not realizing they were using the wrong surgery. Since I couldn't _redo_ the surgery, this rendered all these bodies useless. This was not out of maliciousness, they just didn't know better. There are two autopsies in the surgery list, but only one is valid for the experiment and doing the wrong one blocks _both surgeries_. Dissection is completely useless outside of experiments. This same issue also prevents additional autopsies on the same person, even if they had come back to life and died again after you had done the initial autopsy. Surely you would want to do more than one autopsy, right? That's two separate deaths! This resolves that by giving you a method of redoing any screwups on the same corpse if necessary. It only matters if the experiment is available anyway, so there isn't much reason to punish players unduly just because they weren't aware science hadn't hit a button on their side (especially since it isn't communicated to the coroner in any way to begin with). It also removes a completely useless surgery and ties in the experiment to what the coroner is already going to be doing. They can dissect their corpses to their hearts content without worrying about retribution from science for doing so. In addition, someone repeatedly dying can continue to have autopsies done on them over the course of the round. The surgery bonus only applies once, so the only reason to do autopsies after the first is to discover what might have killed someone. No reason this should block further surgeries, just block surgeries when the person remains a corpse. ## Changelog 🆑 fix: You can do autopsies on people who were revived and died again after they had already been dissected. qol: Autopsies have become the surgery needed to complete the dissection experiments. As a result, the dissection surgery has been removed as it is now redundant. qol: A coroner knows whether someone has been autopsied and recently dissected (and thus hasn't been revived) by examining them. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6faf547cf4 | Fixes DNA Infuser missing from techfab, tech storage (#77348) | ||
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5cbe67e195 |
Replaces Upgraded Cybernetic Ears with two new variants (#75931)
## About The Pull Request Adjusts the placement of basic and upgraded cybernetic ears in the research tree and adds two new variants: Whisper-sensitive Cybernetic Ears, which make it slightly easier to hear whispers from a tile away, at the cost of higher vulnerability to flashbangs and other loud noises; and Wall-penetrating Cybernetic Ears, which allow you to 'hear through walls' so to speak, also at the cost of higher vulnerability to loud noises. Basic cybernetic ears are now in basic medical tech node, meaning that medbay can print them roundstart the same as other basic cybernetics. The upgraded cybernetic ears are now unlocked with the other tier 2 cybernetics. The two new ear variants are unlocked with the other tier 3 cybernetic organs, and the luminiscent and welding shield eyes have also been moved there from the cybernetic implants node for consistency reasons. The whisper ears allow you to clearly hear whispers from up to seven tiles away, the same range where you can hear normal speech. The wall-penetrating ears allow you to hear normal speech within seven tiles even through walls. Due to technical limitations, runechat popups do not show up for people you can't see, but the messages will still show up in chat. ## Why It's Good For The Game Currently, upgraded cybernetic ears are very underwhelming compared to other high-tier cybernetic organs. All other high tier organs provide some sort of benefit; even if the benefit is minor like a built-in flashlight, a slightly higher tolerance to alcohol and toxins, or higher tolerance to disgusting food. This change is intended to grant similarly minor but useful benefits to the cybernetic ears. ## Changelog 🆑 add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers at the cost of being more vulnerable to loud noises add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics balance: The welding shield and luminiscent cybernetic eyes are now unlocked with the other upgraded cybernetics /🆑 |
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d9c8bd9bae |
[READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots. |
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42543ac141 |
NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request Adds a new station trait: Radioactive Nebula! The station is located inside a radioactive nebula. Space background and lighting is different shades of green. Objects in space will also glow green. (This is kinda lying, since the glowing stuff isn't radioactive, you just get an element that slowly irradiates you, though people and certain objects that get the 'IRRADIATED' status may still double-whammy you) Do not go into space without rad-protected gear, or you will get very sick very fast. RAD-protection MODsuit modules spawn in robotics and are also immediately researched. The nebula does protect against external threats, like pirates, ninja's and nukies. They can still get to the station pretty well, but they can't stay in space for extended periods of time To make it more livable, public rad protection gear will spawn in lockers around the station. Everyone will also spawn with potassium iodide pills in their emergency box. Dynamics threat is also reduced by 30, so there's a proclivity towards more lower threat rounds when the radioactive nebula is present. Radioactive resonance virus cannot be generated though, since it kinda obliterates any and all challenge and threat  **Shielding**  In order to protect the station from radiation, nebula shielding units need to be constructed. Five spawn ready-to-built in engineering, and more can be bought pretty cheap from cargo. (Normal radstorms are disabled) The gravity generator has 20 minutes of innate shielding, where every nebula shielding unit adds another 20 minutes. 5 are needed to completely block all radiation even when the gravity gen is down, but constructing more is recommended in-case of sabotage/destructions/power outtages. Active nebula shielding will passively generate tritium. You can either vent/ignore this, or use it for something. I'm not an atmos tech but I'm sure you can do something with it _What happens when no shielding units are constructed/they all fail?_ The station will suffer a 5 minute long radiation storm, with only shuttles being excempt. The storm is nerfed strongly, and you can tank the 5 minutes, but you'll be pretty sick. After the 5 minutes are over, central command will send an emergency shielding unit which will block the radiation for 10 minutes and warn the station to set up nebula shielding. ## Why It's Good For The Game The station being inside a radioactive nebula shakes up a pretty major aspect of the game (that being the 'space' in space station 13). Hallway decals are colored green, display screens will display radiation markings, carps blend with the nebula, etc. Putting the station inside a radioactive nebula shakes up the rules of the game and what people can expect. Suddenly, you can no longer just go outside without taking meds or getting proper radiation protection, encouraging people to stay cozy and inside.  Inside, the crew gets the goal to set-up radiation shielding to defend themselves against the nebula, rewarding a creative engineering department with passive resource income and protecting the station against massive radiation storms. I think it's nice to give engineering something to set up. Even if they don't care, they can just plop it down somewhere in a closed room and be done with it. The radiation storm is pretty aggressive, but very survivable if you use your potassium iodide pills, the extra radiation suits or whatever chemistry has whipped up. Most importantly, it gives the entire station a common enemy: the nebula. Everyone is encouraged to prepare against the mechanics. Chemistry can make meds, viro can make protective virusses, robotics gets encouraged to make radprotected MODsuits, engineering gets to set-up radiation shielding, assistants can look at space or whatever assistants do. <details> <summary>Cool images</summary>     </details> ## Changelog 🆑 add: Adds a new rare radioactive nebula station trait! Get ready and PREPARE, before it gets in... tweak: Nearstation space area lighting may look slightly different /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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1108af52c3 |
Adds circuit for bank machine. (#76861)
## About The Pull Request Bank machine now has a circuit so you can repair it. You can steal it from the secure tech storage. You can research it and print in the same node as comms console. Also i messed around with start_siphon proc by making check for unauthorized before siphoning sets to TRUE so supposedly that should prevent incorrect messages when someone starts to siphon. Added gps signal to it because of possibility of creating custom area and building machine there. ## Why It's Good For The Game You can distract people with it, you can rob cargo with it, you can repair it when someone breaks it. ## Changelog 🆑 add: Bank machine now has a circuit for it. Spawns in secure tech storage and researchable in the same nod as comms console. balance: Due to possibility of creating area and making there bank machines that aren't roundstart will have gps signals. fix: Bank machine now doesn't yell about unauthorized credit withdrawal when its authorized. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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8ca2a0bb35 |
service borg cookin fixin update (#76590)
## About The Pull Request PR done for bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988 borgs can now turn on stoves and griddles borg click code has been reworked a bit to be closer to base mob, you are now able to click on stuff within reach rather than just Adjacent (might be buggy to introduce this? hopefully not. if anything we can testmerge this), which lets us make the apparatus work to pick up stoves on the range and such Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD with the other service borg ones. When you use it it shows you the cooking menu!  ## Why It's Good For The Game The service borg has the tools to prepare ingredients, but it can't actually do anything with them, which severely limits it, only being able to do slapcrafted foods. The apparatus not working on items that are on top of stoves/griddles seems to be just a bug with how cyborg click code is handled. ## Changelog 🆑 Fikou fix: service borg apparatus now works on stoves and griddles and ovens qol: borgs can now activate stoves and griddles add: rnd can research a cookbook for service borgs /🆑 |
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0d3558542f |
Generic Crew-Available Status Readout Module - Continued (#76117)
## About The Pull Request  continues and closes tgstation/tgstation#75708 - adds a generic status readout module that doesn't have a round timer or round ID display - the health analyzer's info display can now be toggled via a setting  - adds the generic status readout module to the advanced medical MODs node  - it has a death sound now yippee (sound and volume are vareditable. shoutouts to fikou for giving me a sound that was better) - ninjas still get the one with round timer/ID display ## Why It's Good For The Game it's a neat little module that tells you things about your spaceman that you might want to keep track of, like viruses and health and nutritional status ## Changelog 🆑 add: A really old data disk with the MOD module designs for the status readout was recovered, and has been haphazardly hotpatched into the research networks. add: Also, the status readout module now plays a sound on death. qol: The MODsuit health analyzer's info tab health readout can now be disabled in its settings. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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2bb4dfe76c |
Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request So, I've had this idea to make a contribution to the Bepis feature with some modsuit stuff. The gimmicky stuff is ok and a good way to even out the better content since it has game of chance design it has (you can find those disks in space anyway so...). However, the Experimental MODsuit node feels very underwhelming right now, compared to how big that feature is. This PR adds three MOD modules to the Experimental MODsuit node, plus two more: - Magneto Charger: While the Modsuit is activated, each step the user takes will charge the installed power cell by a tiny bit, enough to sustain a standard modsuit of generic slow speed with only a few, easy modules installed. It won't work in zero G, while flying, pulled by someone else, on a conveyor belt, riding a vehicle or crawling on the floor, though. - Recycler: It collects (most) garbage and casings off the ground and recycles them into material sheets that can be dispensed on an adjacent location or storage with with Middle Mouse Button. Doesn't clean debris, and scuffed because most trash doesn't yield material anyway. - - It also has two subtypes, unbound from the node: one that dispenses riot foam darts and can be found on the black market, and another that dispenses the more innocuous foam darts, rarely found in maints. - Shooting Assistant: A configurable module. On Stormtrooper mode, it will give the user a faster fire rate (the double tap trait) at the cost of accuracy. On Sharpshooter mode, it will improve the user accuracy and make their shots ricochet against walls at least once (if the hit atom allows that, that is, e.g. lasers don't ricochet against iron walls), at the cost of movement speed. Both modes also prevent the user from dual wielding guns. To make the Stormtrooper mode stackable with the poor aim quirk and refrain from making a new trait for the sharpshooter mode, the gun spread code in gun.dm has also received a little refactor and cleanup. Also, it's been tested. ## Why It's Good For The Game The Experimental MODsuit node is quite shabby and could use something extra to make it more appealing to MODsuit enjoyers. Also doubles down as a small addition to the black market and maint loot, and code cleanup, since gun code gives off some garbled vibes. ## Changelog 🆑 add: Expanded the Experimental MODsuit Bepis node with three new modules: Magneto Charger, Recycler and Shooting Assistant. add: Added a Riot Foam Recycler module to the black market, as well a more innocuous version as maint loot. /🆑 |
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af65f711fa |
Hidden nodes no longer become visible when copying them to another Techweb (#75969)
## About The Pull Request Copying techwebs did not take into account whether available/researched/visible nodes were hidden in the techweb being copied from, so copying a base techweb to another would reveal all the bepis tech modules that are available but hidden. ## Why It's Good For The Game Pretty big cheat. Although you can't print disks any more there are Technology Disks lying around in science in most stations, so this still exploitable. ## Changelog 🆑 fix: copying nodes from a techweb to another no longer reveals hidden nodes /🆑 |
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c4dc58f184 |
Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm (#75328)
Disclaimer im mostly making this pr for the experience if anything. Also anyone can replace the sprites if they want to I`m just making them so itl be done, idk what a plasteel machine is supposed to look like. The circuit boards to make these machines are unlocked by the advanced power manipulation tech The entire shield - Has one big healthpool (base of 50) - Has a configurable radius - Takes damage from hot gas and emp - Has regeneration (it gets nerfed by alot of things that I have to talk about separately) - When the shield is broken the generator must regenerate at 0.25x speed before coming online again - can be configured to either only generate a shield externally (in space) or both internally and externally at the cost of half the regen rate - Regen rate is also reduced based on the ratio of the shield radius and the max radius that the generator is capable of generating - Alot more that im too tired to explain at the moment The base stats of the shield (max health, regen rate, max radius) all scale with the tier of parts used in the main generator. 4 other machines (3 are finished code-wise as of now) the charger (regen rate), the relay (max radius) the well (max health) the node (allows for more connections) can all be connected to the main generator to boost its core stats based on their part tiers In the future there is a possibility of specialization / modifications to the forcefield at the cost to the core stats |
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154c9ebe82 |
Stock Part Resprite (#75149)
## About The Pull Request Resprites stock parts to bring them up to date, changes manipulators to servo motors as I couldn't make manipulators work well at this scale.  (Power cells sold separately) ## Why It's Good For The Game The old stock parts are dated, in some cased quite ugly, and in the case of manipulators a ball of assorted pixels. Incidentally removed a couple of single letter var names. ## Changelog 🆑 image: Stock parts have been resprited. code: Manipulators have been renamed to servo motors, all related types have been repathed to match. /🆑 |
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1674f25725 |
New Medical job: The Coroner (#75065)
## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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61a034bcd9 |
Service Borger Upri- Kitchen Upgrades (#74938)
## About The Pull Request I decided that Service Borgs had been left in the dust for too long, and that since they're named 'Service' cyborgs and not 'Bar' cyborgs I'd give them upgrades to let them assist in the kitchen. To do this I've made 4 upgrades. First up, rolling table dock, to provide mobile service. Nothing worse than offering someone a drink in a hallway and having to drag them to the nearest table or having to drop it on the floor. That's poor service. Secondly there's a condiment synthesizer, which can produce solid condiments like flour, cornmeal, salt, coco powder, etc. Thirdly a kitchen toolset, a knife that can switch to a rolling pin. The blade dulls when not used for cooking. Fourthly, A service apparatus, which can pick up food, oven trays, soup pots, plates, bowls and paper. The upgrades are locked behind a new techweb node, Cyborg Upgrades: Service. This node is locked behind the same nodes as the janitorial cyborg upgrade node. And outside the upgrades, I've also given the cyborg a rag so it can finally clean it's glasses and tables. I've also given it a money bag, to store the profits. This gives cyborgs an opportunity to save up for getting on the deluxe shuttle. Or giving people a new target to hold up and shake down for their hard earned money. Please don't law 2 them into giving you their lunch money. Or do. I've also enabled the RSF to print a few more things. Plates, bowls, plastic cutlery and paper cups. I've also enabled borgs to open and close the oven. Alas, they still can't pick up food or the oven trays from the oven, since the oven is sticky in a manner. I've also added a little bit more to the borgshaker, and moved sugar from the borgshaker to the condiment synthesizer. And not only the borgshaker, but the emagged shaker too. The emagged shaker has been given blood and carpotoxin. And you may ask 'Why those two ingredients?' Both can be used like fernet, both for nice things, and harmful things, staying in line with fernet. Blood can be used to mix drinks or be used for food, or for disease, since the borg or anyone with access to milk and water can easily produce virus food. Meanwhile carpotoxin is well, a rather weak toxin but can also be used to make imitation carpmeat. This'l give more reason to also consider the borg for emagging, or giving illegal tech, instead of just speedlining for the nearest engineering borg or medical borg.  The Condiment Synthesizer uses the same UI as the medical hypo, due to it's ingredient list being low in comparison to the shaker  I've been trying to figure out how to get an item to allow the borg to open the cooking menu when used inhand/inmodule. But I can't figure that one out, sadly. Nor how to let the Service Apparatus pick up trays from the oven. So for now, service borgs will have to settle for simply assisting in the kitchen. ## Why It's Good For The Game Allows Service Cyborgs the tools to help in the kitchen, and elsewhere too. ## Changelog 🆑 add: Damp rag and Money bag to service borg add: Service borg upgrades, with accompanying tech web node add: Sprites for kitchen toolset, and service apparatus balance: The RSF can print a few more things, paper cups, seaweed sheets, plates, bowls, plastic cutlery and standard decks of cards. balance: Sugar moved from borgshaker to condiment synthesizer. Berry juice, cherry jelly and vinegar added to borgshaker. balance: Both shaker and synthesizer can also be adjusted to give 1 unit at time, so it goes 5, 10, 20 then 1, and back around. balance: Adds blood and Carpotoxin to the emagged borgshaker. fix: Money bag was missing a description, it now has one. /🆑 |
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1c69ffa642 |
Refactors Navigational Beacons (#74575)
## About The Pull Request This PR refactors navigational beacons. In detail, this PR does the following: **General Interactions** - You can now print boards. They are unlocked at Basic Robotics Research, and can be printed both at engineering and robotics. - The constructed machine requires no stock parts. When constructed, the floor tile pops up, so you can actually interact with the device from the get go. - Made interacting with it more standardized, you no longer have to screwdriver it to access the interface, instead you just click on it. - Screwdrivering is instead part of the regular screwdriver -> crowbar deconstruct process. However, you have to unlock the maintenance hatch through the UI first. - You can now use wallets too, to unlock the control interface, using the GetID() proc. - Interacting with tools uses balloon alerts where its possible. **UI Interactions** - New tgUI interface! - Previously, you could put in anything as codes, and there was no guide in game about what codes and values were valid. This has been replaced by buttons with pop up text boxes, checkboxes and dropdowns. - You can also reset the code values to roundstart values, or to blanks, if the beacon had none. - InterfaceLockNoticeBox component allows the silicons to unlock the controls **Other backend changes** - Autodocs vars and procs in the navigational beacon file. - Added defines for the various nav beacon codes. - The freq var on beacons and the beacon_frequency var on robots did absolutely nothing, so I have removed them, along with the map varedits, and the frequency define. Maybe in the future one can readd them, to make bots that only patrol specific areas (though you can still do that with good next patrol location tagging). - Mulebots were using the navbeacon's direction itself to figure out the direction they have to put down crates, instead of the direction tag. Now the tag actually works, allowing me to remove a bunch of varedits. I did keep the beacon's direction as a fallback, in case no direction tag is set, which should be South always. - I audited and touched up the directions tags that were not in line with the previous beacon directions (which caused things such as the mule trapping themselves behind the crate. - Sadly, making it use the default screwdriver construction means it is no longer transparent in maps editors 😔  ## Why It's Good For The Game Closes #38064 . More items being constructable is more fun, and its better if you can use an item without checking the map about how it is supposed to work. ## Changelog 🆑 refactor: Refactored navigational beacons, making them constructable, deconstructable, and generally easier to use /🆑 |
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997dac9616 |
Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request ### **Cargo Black Market goods should stay in cargo's hands** #### New Cargo Console Category: Imports This category is explicitly the non-departmental category beyond simply having a Misc category. It is meant for material that nobody is meant to be buying for their departments, and mostly for the odd-ball crates that might show up. It also allows us to maintain contraband as exactly that; contraband that the departments shouldn't have access too whatsoever. If someone is buying from this category, they probably intend to be a cheeky fuck. <details> <summary>The New Changes</summary> #### Baseline Imports MEAT: MEAT (meat backpack you can eat) <details> <summary>MEAT</summary>   </details> Duct Spiders: They're adorable and cause a mess, but that doesn't stop Nanotrasen from importing them from the Australicus sector to your station! Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium. Allows for those people looking to make bamboo decorations without hoping botany exists, and are at least willing to pay. Also lets them make horribly dangerous stuff with bamboo, of course. A Single Sheet of Bananium: The problems this will cause I think speak for themselves. (mostly due to a clown fruitlessly attempting to make something actually disruptive while bankrupting cargo) Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait but expensive and obviously drugs) A dumpster...: A corpse in a dumpster, doesn't get more complicated than that. Useful for corpse reasons. Made using some code I borrowed from over here! https://github.com/lizardqueenlexi/orbstation/pull/354 #### Contraband Imports Foam Force Pistols: Same as it ever was with a price reduction. I brought it down because riot darts are like 8 bullets a clip, and do less damage than a disabler using riot darts. It feels like a sidegrade weapon, and even if it technically is a ballistic weapon, it...isn't that strong. I think this is pretty safe. Definitely Not a Duct Spider: It's actually a giant spider in a box. If you want to waste cargo's money while also sending them a mess to deal with, this is the crate for you. Russian Surplus Military Gear Crate: I took this opportunity to futz with boltaction rifles. There are two kinds of mosin nagant you can get in this crate. One of them is the good kind (no jamming). The other is the shit kind (yes jamming), but you get more of them. You can get the good ammo, or you can get the shit ammo. You'll have to pick through it a lot more carefully to make sure you know which ones you've received. Since this dilutes the pool even further, getting a good number of mosins that aren't trash is even more expensive, and even if you do get mosins at all, you might still only get the bad ammunition that doesn't work against actual human threats as well. It also now cannot be purchased through the security cargo supply console, and as to why they could in the first place baffles me. Doesn't have a lock anymore because...it's contraband? Who is locking this stuff? **Side note: _You can make surplus 7.62 in the autolathe as well. It is not very good except to fight fauna or naked assistants._** **Side Side note: _I've killed off the shitty brand_new subtype and brought peace once more to this land._** #### Illegal Imports (Emag) NULL_ENTRY: A journal that suggests how to make a...very interesting weapon. The Regal Condor. Kind of an evolution on some other ideas I've had over the years. This one is basically a secret weapon with a few hurdles to jump through. Very lethal. Very expensive. **Side note: _For reference, it's effectively 19 TC worth of gear to make, but there does exist some methods to acquire this more cheaply if you can get some bits and pieces from world spawns. Given it requires you to get some pieces of equipment that might require additional purchases of contraband, and getting into the captain's office to loot a specific piece of clothing, the stakes more than make up for the effectiveness._** Smuggled WT-550 Autorifle Crate: This is basically the same, but you might have noticed had you recently attempted, like me, to buy these when you emagged them using a personal account and discovered a tragic oversight. You couldn't, because they still needed armory access. This removes that access, because you've already gone to the effort of getting your hands on an illicit firearm through cargo, and if they techs somehow miss the fact that you've purchased a WT-550...all the better for you! Smuggled WT-550 Ammo Crate: Includes AP and Incendiary! **Side note: _You can get WT-550 ammo again via the Illegal Technology node._** Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs, smoke grenades, a couple of gluon grenades and a couple of frag grenades. Funsies. Special Ops: The NEW Special Ops crate. Contains a chameleon mask, jumpsuit and agent card. And a knife. **Side note: _This is what appears in some cargo loan events._** Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are 6 of them. But they don't come with spare ammo. Hand them out to your techs! </details> #### New Crates - MEAT crate - Standard - Duct Spider crate - Standard - Giant Hostile Spider crate - Contraband - 50 sheets of Bamboo crate - Standard - A single sheet of bananium crate - Standard - Natural (drugs) fish bait - Standard - Dumpster with a corpse in it - Standard - Shocktrooper crate (Grenades) - Emag - Special Ops crate (Disguise) - Emag - Appears in some cargo loan events - Refurbished Mosin Nagant crate - Emag - Regal Condor construction journal (NULL_ENTRY) - Emag #### Changed Crates - Foam Force Pistols (cheaper) - Contraband - Russian Surplus Crate (less reliable, can't be bought by security console) - Contraband - WT-550 crate (more obtainable via personal accounts, thus incriminating, not armory locked) - Emag - WT-550 ammo (includes incendiary and AP) - Emag #### Crates that got moved, unchanged, into Imports - Foam Force Crate - Cosa Nostra Crate - Black Market LTSRBT - 'Contraband' Crate - Biker Gang Crate #### Not crate changes - You can print Surplus 7.62 (same as normal 7.62 but it sucks against armor) from hacked autolathes. - You can get WT-550 ammo from illegal tech. - Removes the redundant Brand New Mosin subtype - Fixes a potential exploit with jamming chance on Mosins. ## Why It's Good For The Game I just think some of the magic of Cargo getting their hands on obviously dangerous equipment and either hording it for themselves or attempting to pawn it off was lost in recent times. A lot of this 'black market' gear, however, suddenly became openly available to the crew anyway. For _free_. Contraband crates and mafia crates could be purchased via the Service budget. Security could just stock up en masse on mosins through their console. And one fairly unfortunate consequence of a few recent changes has made it nearly impossible to actually get illicit gear in the first place, even if you did go to the effort of getting the money for it. On top of this, most of cargo's goods are pretty safe purchases. There isn't much that would be considered 'actually a really bad idea to buy' other than maybe supermatter shards. I wouldn't mind there existing ways for someone to waste cargo's money while also causing them to have to clean up the mess. ## Changelog 🆑 balance: A significant overhaul of various illicit and dubiously legal goods and gadgets available via cargo. balance: Cargo now has an Import category for all non-departmental goods. (And black market goods) balance: Most contraband that already exists has been moved into Imports. adds: Includes several new imports of dubious quality. You get what you pay for. code: Removes the brand new mosin subtype as it is now defunct. fix: Fixes potentially exploitative code in the jamming proc. Cleans up that code while I'm at it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
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302060acda |
Removes bepis Techweb and reworks tech disks in general (#74147)
## About The Pull Request Did you know that there's 2 types of disks Science can print? One of them creates a whole new techweb and is used to transfer data to and from techwebs (which used to be for Theft objective, but nowadays all it's used for is Admin techweb). The other one is these disks you can find from Lavaland & for the Limbgrower which holds nodes on them directly, they don't need anything else. These are both printable and have very similar names which could easily confuse people, especially since they are both printed and used at the same place, being the R&D room and R&D console. This will hopefully simplify it, by removing the base Tech disks from being printable. The only one that can be printed now is for Limbgrowers, which can't be easily mixed with the other type of Disk. Outside of that, Lavaland disks are staying the same, but I've moved Bepis disks to use this, which allows us to remove Bepis techwebs being made every single time a new bepis disk is created. Examples of it in-game    ## Why It's Good For The Game There's no reason why every single Bepis node should be making a whole new techweb set with experiments to complete, roundstart nodes researched, being constantly checked if it should gain research points, have a list of papers to publish, and everything else that techwebs do. Can you guess which disk does what in this screenshot?  ## Changelog 🆑 balance: You can no longer print Technology data disks. You can still print Tech disks, which hold techweb information on it, just not the one that holds up to 5 nodes. balance: ^ Because of this, there's no way to download nodes from an RD console and upload them to an Autolathe to bypass departmental restrictions, you have to go through a Techfab/Circuit imprinter for your needs. balance: Ones that are found cannot have anything uploaded/deleted off of them either, you can only upload them to the Web. code: Every individual Bepis disk no longer create an entire techweb /🆑 |
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8115310c6f |
More stuff to construct & destroy (#73942)
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
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296c996434 |
Completing experiments after their associated nodes have been researched gives back a partial refund of the discount lost (#73814)
## About The Pull Request So we're like simultaneously moving two vague directions with research. One being "experisci grants discounts for prohibitively expensive nodes so you want to do the experiments to discount them" and the other being "Let's give Heads of Staff a way to research anything they want without any communication to the research department, including the very expensive nodes that scientists may be working on" You already see the issue, right? You can't have your cake and eat it too. It sucks for scientists to be working on a complex experiment like weapons tech for that huge 90% discount only for the HoS to stumble onto the bridge and research it anyways. Your time is wasted and RND is slowed down massively. We can do something to assuage that. This PR makes it so completing an experiment which discounts already completed nodes will refund a partial amount of the discount that would've applied. For example, researching industrial engineering without scanning the iron toilets will refund ~5000 points. This can only apply once per experiment, so if an experiment discounts multiple technologies, they will only get a refund based on the first technology researched. ## Why It's Good For The Game This accomplishes the following: - Expensive research nodes with difficult experiments remain expensive without completing the experiments. If no one does the experiment, they act the same as before. - Expensive research nodes with very easy experiments (but time consuming) no longer put RND on a time crunch to beat the itchy trigger finger of the Heads of Staff. Stuff like scanning lathes allow the scientists to work more at their own pace: they can talk to people or maybe stop at the bar or kitchen between departments without feeling pressure to get it done urgently. - Scientists are able to complete experiments which previously were no longer deemed relevant if they need a point injection. Experiments left behind are no longer completely useless bricks. Maybe even gives latejoin scientists something to do. - Scientists mid experiment can still complete it to not feel like their time is wasted. Overall I think this has many benefits to the current science system where many have complaints. ## Changelog 🆑 Melbert qol: Completing an experiment which discounts a researched tech node will give a partial refund of the discount lost. For example, researching the industrial engineering research without scanning iron toilets will refund ~5000 points if you complete it afterwards. This only applies once per experiment, so experiments which discount multiple nodes only refund the first researched. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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6950032e8e |
Adds the universal scanner to lathes (#73006)
## About The Pull Request Adds the basic tool back to autolathes and cargo protolathe This was in the game before #70314 so I think it's a fix more than an addition, but whatever ## Why It's Good For The Game Sometimes I like to sell things from custom vendors and I don't want to have to hunt down a roundstart cargonian just to get a price tagger. ## Changelog 🆑 add: You can print universal scanners (export scanners, price taggers, sales taggers) from the lathe again /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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4fcedc9226 |
R&D Monitoring console TGUI + Can see RD consoles (#72987)
## About The Pull Request I wrote this while constantly rushing lol This PR does many things, the largest is that the R&D Monitoring console (the RD's one) is now TGUI It also changes how researching loggings work, bringing the RD console and NtosRD app on par with eachother The type of person is also logged differently, instead of ``Cyborg: [name]`` and ``User: [name]``, humans do not have a prefix and cyborgs will say ``CYBORG [name]``. ``research_logs`` also works differently now to make it easier to reference each needed data from the list. Lastly, I added the ability to see R&D consoles from the console, and the ability to remotely un/lock them down. This currently is pretty useless as it can't control the tablet app variant, and anyone with Science access can just unlock it, however with some minor future changes I think this can be turned into a good way for the RD to get control of their department. Video demonstration, mostly (I made a few edits after this): https://user-images.githubusercontent.com/53777086/215005387-817106f4-5237-4f2e-b0ac-da28e6a17f9c.mp4 ## Why It's Good For The Game This console is overhyped by the game, being hidden behind an RD-locked Command-colored door, in the same room as one of the most damaging theft objectives, yet it is one of the most useless and forgotten consoles in R&D if you don't count everything outside of researching, experiments and robotics. This adds a nice TGUI menu while making it a little more worthwhile to use. ## Changelog 🆑 balance: The R&D monitoring console now shows R&D consoles and their locations. refactor: The R&D monitoring console now has a nice TGUI menu. /🆑 |
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fff4119b67 |
Add clown firing pin to techweb (#72930)
## About The Pull Request This adds the clown firing pin to the `Clown Technology` node. ## Why It's Good For The Game Clown technode should have all the funny clown items. The firing pin is something you get from cargo, but I think it's okay to have it as a techweb item since it requires `bananium` which is one of the rarest ores in the game. ## Changelog 🆑 qol: Add clown firing pin to techweb /🆑 |
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37b3427158 |
Add mining scanners to techweb (#72931)
## About The Pull Request This adds basic mining scanners to the `Mining Technology` node ## Why It's Good For The Game A mining scanner is a basic tool, much like mesons or a bag. It should be available to any person who wishes to mine for ore. There are a limited number of them on the station that can run out and this is a good way to encourage more people to mine since it's apart of the basic kit. ## Changelog 🆑 qol: Add mining scanners to techweb /🆑 |
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e066e9d28a |
Add advanced fire extinguisher to techweb (#72933)
## About The Pull Request This adds the advanced fire extinguisher to the `Experimental Tools` node. ## Why It's Good For The Game There are several advanced engineering tools in this node. This is an item that is considered a better version of a regular fire extinguisher for atmos techs. It makes sense to put this with the other upgraded tools in techweb, since ya know, it's technically an advanced version. It does spawn empty, so it needs to be refilled with a foam tank dispenser. ## Changelog 🆑 qol: Add advanced fire extinguisher to techweb /🆑 |
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617b447890 |
Add pickaxe to basic tools techweb (#72938)
## About The Pull Request Adds the pickaxe to basic tools techweb that can be printed the cargo lathe or autolathe. ## Why It's Good For The Game This is a basic mining tool and should be available at roundstart. It wasn't possible to create pickaxes, despite it being a T1 item. It should be as easy to make as a shovel since these usually are mapped together. I was tempted to put this into mining technology, but that already has advanced drills that are T2 versions of the pickaxe. ## Changelog 🆑 qol: Add pickaxe to basic tools techweb /🆑 |
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26fc7fc438 |
Adds the 2 new components to the techweb (#72910)
## About The Pull Request Adds the 2 new components I made in my prior PR to the basic circuit research also fix an issue with associative pick list ## Why It's Good For The Game Being able to print them would be usefull Reason I didn't notice was properly since I ran on debug station and it never crossed my mind that they where research thingy ## Changelog 🆑 fix: You can print the new list pick and associative list pick components fix: Associative list pick works as intended now /🆑 |
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78a5e90375 |
Rapid Wiring Device(RWD) (#72802)
## About The Pull Request Just a big roll of cable(7 stacks worth of cable) you carry around it has the following features 1. Dual wield it and just walk across plating to lay new cable. Make sure you wear insulated gloves 2. If you just have it in one of your hands it can pick up any stray cable pieces lying around 3. Right click on it to dispense a custom amount of cable 4. Refill with cable 5. Alt click to change cable layer 6. Available in autolathe & engineering protolathe round start https://user-images.githubusercontent.com/110812394/213224959-f393e849-2e0a-4314-ab0e-c10924cf8fce.mp4 ## Why It's Good For The Game 1. Clean up cable pieces bitten by rats and lay fresh cable in maintenance very quickly. 2. For big construction projects. Carrying one big roll of 7 stacks of cable is much more storage efficient than carrying 7 separate stacks individually. 3. For wiring Solars very quickly Also, I'm pretty sure something like this exists in real life so why not. It's just the rapid pipe cleaner but for cables. ## Changelog 🆑 add: Rapid wiring device imageadd: Sprite for RWD /🆑 |
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8fb004b623 |
Improved engineering tools patch 2: Bolter Wrench (#72445)
## About The Pull Request This adds a new wrench that can be printed after Advanced Engineering is researched or as a rare mail gift for engineers. The Bolter Wrench is medium sized (fits on toolbelts and bags but not on boxes) and can grab into the bolting system of airlocks, raising it's bolts after a 5 second `do_after`, even if the airlock has no power or the wires are cut, as long as you can access the inner wires. (Won't work if the panel is closed or has it's wires reinforced.) Codersprite blatantly inspired by Iconoclast's wrench and looks like this:  ## Why It's Good For The Game  Right now, the only way to fix a powerless bolted down airlock is by fixing the power first, this becomes an issue if the APC is behind the airlock. If that is the case, the only way in is to break through walls/windows or destroy the airlock if you can, both add more things you need to repair, making reconstruction times longer and longer... Or you use an RCD to delete the airlock in 5 seconds, while faster than the above method still is another thing to the repair list... Repairing damaged and bolted down airlocks is such a hassle that doormag'd airlocks bypass the default deconstruction system and just let you deconstruct them directly without the steps of unbolting and welding, something that could be removed with this tool but I won't defend the pros and cons of it now. Reconstruction is slow and cumbersome without an RCD. (And even with one...) I've been trying to make it smoother without using RCDs or a future RAT on previous PRs and future ones to come, this tool is part of those plans. ## Changelog 🆑 Guillaume Prata add: Bolter Wrench as a new tool, it can raise the bolts of airlocks regardless of it's power status to smoother station repairs. It can be printed and is unlocked on the same tier as RCD. It can also rarely be a mail gift for engineers. /🆑 |
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9f28c46ef8 | fixes generic tanks not being printable (#72743) | ||
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63d5ff6db8 |
Ties research servers to Techwebs and de-hardcodes research point gen (#72513)
## About The Pull Request Research point generation is now done on all techwebs that have ``should_generate_points`` set to TRUE, which by default is only the Science techweb. I also entirely replaced the old 'servers' and 'master_servers' lists on SSresearch with the individual 'techweb_servers' (that already existed prior to this PR, the title is a little misleading) which are all stored on the individual techwebs, so we no longer store these in 2-3 different lists. Funnily enough, master server's list was unused as their behavior was refactored a good while ago. Sabotaging a master server now only affects the techweb the master server is connected to, rather than cut everyone's by half I also removed ``calculate_server_coefficient`` instead of reworked it to work with techweb servers, because it was entirely unused. ## Why It's Good For The Game Better consistency for several techwebs, as sabotaging one techweb won't sabotage all of them. This was also at the request of one of our contributors who wanted to make use of this system but didn't know that non-science techwebs didn't generate points, so here you go. ## Changelog 🆑 fix: If there are several techwebs, sabotaging the master server of one of them will no longer cut research point generation of the rest. /🆑 |
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6d757e8bec |
Autounlock techwebs are shared between machines that use them. (#72515)
## About The Pull Request Did you know that for every Autolathe, Limbgrower, Biogenerator, ORM, and Smelter that was built, an entire new techweb was made? The average round has 2 ORMs (smelters count) if not more from ORM deconstruction objective, 2 biogenerators, several autolathes and generally 0-1 limbgrower, I think there's more techwebs being created than we need. Creating a whole techweb was a pretty terrible way to optimize this, so I made a global list that stores these techwebs. Created on demand, these autounlocking techwebs now share between the machines that use them. It also generate all hacked nodes which will be visible if the machine is hacked, instead of 'researching' them for each hacked individual machine. The 'specialized' techweb subtype was removed because its sole purpose was to allow autounlocking to be a subtype of it. Now autounlocking is just the direct subtype. I also removed mechfab autounlocking type because it wasn't used, mechfabs use techwebs directly. Autolathes and Limbgrowers now locally store 'imported designs' which are things uploaded from technology disks. Outside of this, the autounlocking techweb subtype now stores 'hacked designs' which unlocks when the machine is emagged. While doing this, I saw ORMs and Biogenerators had disks you can insert into them, but I did not find anything that can actually be uploaded to them (I saw Alien Alloys as a possibility, but there's no such disk to allow uploading this alloy to the machine, and I didn't think an entire system for 1 single alloy was worth keeping around), so I removed this unused feature from both machines. I merged 'Hacked' and 'Emagged' categories because they served the same purpose, 'hacked' being on hacked autolathes and 'emagged' being on hacked (emagged) limbgrowers. Tech disk techwebs (which is created every time a disk is made, however I hope to change this in the future) into it's own subtype, so admins understand where its from when looking in VV panel (because I was confused when I saw them at first). ``autolathe_crafted`` proc was removed because it was entirely unused too. Now it looks like this, which I consider an improvement:  ## Why It's Good For The Game We no longer initialize a brand new techweb for no reason whatsoever. Each techweb made is making entire lists of experiments and research papers, all of which is never to be seen in-game and is completely useless to the player. Cutting down on these techwebs is a good first step to this needless initializing. ## Changelog 🆑 qol: Removed the tech disk part of the ORM's UI as it was entirely unused, now it's a little more compact with less scrolling needed. refactor: Autolathes, Limb growers, Biogenerators, ORMs and Smelters now share techwebs with other machines of their types, rather than all make new techwebs each time. This means they only build their nodes once, including hacked ones. Instead of researching nodes on hacking the machine, they now show hacked ones depending on if it's hacked. /🆑 Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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2532317da4 |
RTD Rapid Tiling Device (#72256)
## About The Pull Request Interior decor at its finest & fastest available in engineering Proto lathe after research - Left click on a tile to infer its type. If the tile is supported by the RTD then a balloon alert will be displayed showing "Tile changed to XXX". If not supported, it will tell you that - Right click on tile to convert it back to plating. It can only deconstruct floor types which are supported - Left click on plating to place your floor tile - Only iron & glass floor types are supported because you can only feed iron & glass to the RTD to keep it consistent Also, this is my first time ever making sprites so expect less. https://user-images.githubusercontent.com/110812394/209545438-6a51e7bf-163a-4a18-9102-7b77107eb1b7.mp4 Cleaned up some code in the RCD file as a bonus some notables ones are - moved `update_overlays()` from rcd to `obj/item/construction `so any class extending from this can use it - removed `do_after()` when changing turf types cause its unessassary & doesn't play well with the RTD ## Why It's Good For The Game - Replace damaged or dirty tiles without the need of a janitor, crowbar & removes manual labour by hand - Give your room some style quickly maybe replace the whole station floor with glass tiles I don't know you decide - Maybe lay floor tiles quickly in maintenance to stop rats from chewing on those cables ## Changelog 🆑 add: RTD Rapid Tiling Device imageadd: Sprite for RTD code: moved update_overlays() from rcd to obj/item/construction so anyone can use it del: cooldown of 3 seconds when changing turf type qol: Faster Turf decoration /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |