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4e4a904a3b920ede9612dfdfffc234487fb73e5b
11851 Commits
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4e4a904a3b |
[no gbp] reverts some unintended duplicate checks (#86674)
## About The Pull Request when working on #86031 , i added some checks that were already being handled earlier in the chain, serving nothing. thanks to melbert for catching these ## Why It's Good For The Game removes some duplicated checks |
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14ed7f5abb |
Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request The idea was born from a small conversation about bepis nodes having low visibility, which somehow degressed into the idea of announcing researched nodes to the channels of the interested departments thru the announcement system machine, which is what I'm doing here, while also adding documentation, defines and purging some, not all, instances of camel cases from announcement_system.dm. Oh, by the by, like the arrival and new head arrival messages, it can be customized or disabled by interacting with the announcement system. ## Why It's Good For The Game I think it's helpful to let players know when the research of their dept is researched, and I think it's kinda interesting to announce bepis tech on common like it's some hot stuff while it actually isn't just because it's often missed out and miscellaneous. ## Changelog 🆑 add: Automated announcement systems now announce researched nodes to their respective departments. You can stop this by either disabling the announcement systems or by using a multitool on the circuitboard of the console you're researching nodes from. /🆑 |
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8a6dbb1a45 |
Gives detectives an ID that looks like an assistant ID when flipped. Also makes their camera silent. (#85912)
## About The Pull Request This PR adds an ID subtype which the detective outfit uses. It that can be flipped to go plainclothes as an assistant. Access retained. Spare clothes not included. I've also made the detective camera silent (a sound cue is still played to the user, others won't hear it) and with the flash disabled. ## Why It's Good For The Game I want to make it a little easier for detectives to go plainclothes. Between clothings and inventory management, it's already quite tricky as a gimmick and without doubt a double-edged sword that can lead to goofy-ass situations where officers actually confuse you for an assistant. As for the camera, it's just a stealth buff. ## Changelog 🆑 add: Gave the detective an ID that can flipped to look like an assistant ID. balance: The detective camera is now silent and doesn't flash. /🆑 |
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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cd412b06d2 |
Health analyzer can print results (#86464)
## About The Pull Request Adds det's scanner feature to health analyzer so it's able to print analyzed patient results. Show to your colleague how horribly was destroyed clown's body! Prove to sec that John Syndicate hurt you really badly!  ## Why It's Good For The Game It's good for when you want to roleplay in somethin' like a court and you able to prove that someone beat you up 'cause we can't always count on medic's words, people can lie you know ## Changelog 🆑 add: health analyzer now able to print scanned results via Ctrl-shift-click! qol: text from healthscan proc now use < br > /🆑 |
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a4e7929a3b |
Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request Lighters now have welding fuel which can be filled/extracted by hand, giving a small but consistent source of welding fuel for non-chemists. Welding fuel is now required for these lighters to work, they'll close automatically once they're out of fuel. They last for a minute, zippo lasts 2 minutes, before they need to be refuelled. It can have other reagents put into it but it only checks for welding fuel, so it won't work at all unless its got some. They can be used as welding tools in minor cases, mostly fixing things and welding doors shut, but can't do big things like deconstruction, except the xenobio one because it's a lot hotter than the normal lighter. Also added a baseline support to check for heat to perform certain welds, before heat is just this binary "has or doesnt have heat", which made its value useless. ## Why It's Good For The Game Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto welding tool without being something that prisoners could break out of prison with. They could weld the doors shut which is a little funny, security still has proper welding tools to counter it. It also currently is kinda lame that lighters could just be open 24/7, unlike matches which has a lifespan of 10 seconds each or something. ## Changelog 🆑 add: Lighters now use and require welding fuel to work, but can be used as a welding tool for tasks that don't require much heat. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request #85308 reverted by #85929  ~~Causes the round to not start when a player isn't eligible for any jobs at a specific priority level due to runtimes trying to `pick()` from an empty list aborting the entire job assignment stack.~~ (Fixed???? by https://github.com/tgstation/tgstation/pull/85947/commits/e0e9f2f430079d4ab7097abe12e75f934131a638) Maybe we should test merge this for a mo just to make sure no more cheeky runtimes pop up before merging. ## About The Pull Request This PR does a couple of minor things: Makes the job debug logging a bit easier to follow. Minorly brings some SSjob code up to code standards, converting proc names to snake_case and doing some otherm is cleanup. Refactored some stuff into different procs, updated some comments. And some major things: Changes the job assignment logic. Old behaviour > Assign dynamic priority roles > Force one Head of Staff (if possible) > Assign all AIs > Assign overflow roles (bugged in 2 ways) > Shuffle the available jobs list once, at the start of the random job assignment loop > Pick and assign random jobs for random players from High prefs down, with a priority on Head of Staff roles > Handle everyone that couldn't be assigned a random job New behaviour > Assign dynamic priority roles > Assign all Head of Staff roles to players with High prefs > If no Head of Staff was made in the above way, force one Head of Staff (if possible) > Assign all AIs > Assign overflow roles (fixed) > Prioritise and fill unfilled head roles at each job priority pref level, from High prefs down. > Build a list of all jobs that each unassigned player could be eligible for at the above pref level. > Pick a job from that list at random and assign it to the player. > Handle everyone that couldn't be assigned a random job. In reality there should be little impact on overall job assignment, the code changes read more as semantics. For example, the priority check for filling Head slots will have the same candidate pool in both old and new versions, but in the new version we're more clearly saying that Heads are important and we want to prioritise filling them for the sake of round progression even though the outcome in new and old is the same. A key change will lead to an increase in assistants - Overflow fixes. Currently the code block to do early assignments to the Overflow role doesn't work - or works but not as you'd expect. The idea was is that because enabling the Overflow role in the prefs menu is an On/Off toggle that sets the job to High priority when enabled and prevents any other High priority pref, players that have the Overflow role enabled will **always** get it. It's their highest priority job with infinite slots. So we do a pass right at the start to give everyone with the Overflow role enabled that role and save us wasting time later on in random job code giving them that same role but with more work. The problem is the code for this only assigns the Overflow role to people with it set to Low priority in their prefs, resulting in log readouts like: ``` [2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1 [2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority [2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0 ``` Where nobody gets pre-assigned the overflow role because their prefs are all set to the High priority from being toggled... Except wait a second, some people have it at Medium priority when it should just be a No Role/High Priority Role toggle? And herein we meet a problem. My hypothesis is that traits and stuff that change the overflow have allowed players to set the "ordinary" overflow role of Assistant to Medium and/or Low priority. This still shows as enabled in the prefs menu, but leads to an outcome where a player with assistant enabled is assigned Cook instead. ``` [2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1 [2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority ... [2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority ... [2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0 ``` So players with the Overflow job pref set to Low (an unexpected state, should be disabled or High) would be guaranteed to get that role if none of the higher priority Head of Staff/AI/Dynamic roles took over via the bugged "force overflow for people with the pref enabled" proc. Players with the Overflow job pref set to High would be guaranteed to get that role if none of the higher priority Head of Staff/AI/Dynamic roles took over via the random job assignment code giving them their Highest priority role thanks to the infinite job slots of the Overflow. And players with the Overflow job pref set to Medium (an unexpected state, should be disabled or High) would get Assistant if the shuffle step of the available jobs list put Assisstant before any of the other jobs they had prefs enabled for at Medium that weren't already filled, otherwise they'd get another random job. This code is now changed to ignore the priority the player has set when looking for people to fill the overflow role. As long as it **is** enabled, the player will get it unless they're forced into a dynamic ruleset role (AI when malf rolls) or a Head of Staff role due to their other prefs (they have RD set to med or low, and no other player has a Head of Staff at high so they get randomly picked and miss the overflow role). This will increase the number of assistants in shifts where their pref state has Assisstant in the bugged Medium priority, but doesn't change it for bugged Low and not-bugged High/On priority. On the other side of the coin, we have how the random jobs are picked. They're kinda not random, and I noticed this reading the logs then reading the code. The list of available jobs to pick from is randomly shuffled - but only **once**. All players pull from a list of jobs in the same order. So you end up with a log block like this: ``` [2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist [2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0 [2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2 [2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist [2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0 [2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2 [2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2 [2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2 [2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook [2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0 [2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1 [2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz [2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1 ``` The list is shuffled into an order of something like `list("Scientist", "Botanist", "Cook", "Sec Officer", ...)` then iterated over for each player. So every random job selection goes: > "Does Player1 have Scientist enabled and at the right priority? No? Okay, Botanist? Yes? You get botanist." > "Does Player2 have Scientist enabled and at the right priority? No? Okay, Botanist? Yes? You get botanist." > "Does Player3 have Scientist enabled and at the right priority? No? Okay, Botanist has no slots left so we'll remove it from the list. Okay, Cook? Yes? You get cook." > "Does Player4 have Scientist enabled and at the right priority? No? Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec Officer? ..." This can lead to stacked individual departments if it gets randomly rolled to the start of the list in the shuffle, and completely empty departments if they end up at the end. On high pop shifts this is probably less of an issue. Player prefs add noise to this and as departments at the front fill up, those at the back pick up some of the lower pref players. But have you ever had a shift where there's just like... No fucking sec even though there's tons of players? The logging (before I made changes in this PR) was a bit ass, but my hypothesis there is that sec officer was shuffled right at the end of the random job list, so every other department was filled up before sec officers were picked. To mitigate this, I made the list shuffle every single time the game picks a random available job for the player. This should lead to a more balanced selection of available jobs by avoiding situations where the code is biased towards packing some departments by accident. ## Why It's Good For The Game Overflow fixes mean people who go to their prefs and see the Overflow Role is On will all have the same experience - They will be the Overflow role. More random random job selection should prevent individual departments having a jobs be stacked when it would have otherwise been possible for a more balanced selection but the code unintentially biased random departments to be overstaffed and understaffed each shift. ## Changelog 🆑 fix: Having the Overflow Role set to On will properly ensure you get that role at a High priority as intended by the game code. fix: Job selection is now a little bit more random. Fixes an unintentional bias in random job assignment that could lead to feast-or-famine for roles where everyone is assigned one job and nobody is assigned another job. /🆑 |
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8d9f1689ba |
Decouples free vending machine behavior from the 'onstation' var (#86548)
## About The Pull Request The `onstation` var was being used for too many things (AI brand intelligence + whether the products are free or not), and was overcomplicating the logic. On top of that it makes things like trying to make a vending machine that is considered offstation for purposes of the brand intelligence event but that still dispenses free goods needlessly difficult. This PR just decouples the two behaviors and gives the 'free' behavior its own var. As a result, the majority of the of `onstation` map varedits are no longer necessary Tested with various edge cases, all seem working as intended: <details><summary>arrivals (onstation, all_free_products = null / FALSE)</summary>  </details> <details><summary>arrivals (onstation, all_free_products = TRUE)</summary>  </details> <details><summary>spacehotel (not onstation, all_free_products = null)</summary>  </details> <details><summary>hauntedruins (not onstation, all_free_products = FALSE)</summary>  </details> <details><summary>silverscale shuttle (not onstation, all_free_products = TRUE)</summary>  </details> <details><summary>labor camp (not onstation, all_free_products = FALSE)</summary>  </details> ## Why It's Good For The Game Less complicated vending machines, less varedits in our maps. Less confusing code. Ability to spawn a vending machine and varedit it to be free without affecting any other systems. ## Changelog N/A |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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e61afc4318 |
New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request Introduces a new MODule in the uplink, makes the user transperent and grants the ability to siphon light sources to recharge your suit. Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U ## Why It's Good For The Game I've been playing a ton of Splinter Cell and Intravenous recently and this random idea popped in my head. "Wouldn't it be cool if traitors could blend in the darkness to get a jump on their opponents?" Also unrelated "Wouldn't it be cool if tots had a tool to recharge their suit that didn't involve sitting in a pod for 10 minutes?" This PR introduces a new module to the uplink, the Wraith. It comes with a passive and active component. Passively it works exactly like the crew version of the cloaking module with just a couple of differences. 1) Doesn't need to be manually activated, if you lose the cloak it's regained after 5 seconds. 2) Lower stealth alpha value( how trasperent you are basically), slightly less visible than the crew version, not as good the ninja module however , I tuned it just enough so that you are more or less undetectable in the dark. The active component of the module lets you destroy stationary lights to recharge your suit power, if used on handheld or borg lights it turns them off for a minute. **Why do we need this module when we already have the stealth implant and the chameleon projector?** I can think of a few reasons. 1) MODsuits were designed to be customizible, traitor suits range between 6 to 16 TC, having to invest in a 7-8 TC item after you already bought a suit is fairly expensive. 2) This MODule would be a better fit for ambushes, as it doesn't have the *uncloaking* delay of its counterparts. It is however considerably worse if you get caught, as the cloak is disrupted on bump or damage. 3) It has better interactions with the sandbox. Lights can go out for many reasons, maybe it’s just a power outage, or some assistant broke it, or maybe it was anightmare. It leaves room for plausible deniability, adding to the paranoia. It's also not complete invisibility, if you want to stay undetected you need to lurk in the darkness, you might expand your domain, at the cost of the crew eventually wising up to your shaeneningans. Lastly, since the active component of the module uses the same proc of the saboteur handgun, I've updated the code to be a generic proc rather than a signal, to make it easier to reuse in the future. Item desc provided by NecromancerAnne. Module sprite made by Orcacora. ## Changelog 🆑 add: The Wraith Cloaking Module is now available in the uplink, costs 3 TC. code: the saboteur handgun now uses a generic proc rather than a signal /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e2c4ab9900 |
Teleport blocker security implants prevent jaunting (#86597)
## About The Pull Request This extends the teleport blocker security implant's capabilities to block jaunts. All jaunt subtypes (ethereal, ashen passage, shadow walk) are blocked and stun you upon attempting to use them. This took way more trial and error than it should have. ## Why It's Good For The Game This was my initial vision when I added these. I even marketed them as being useful for keeping a wizard or heretic contained, but that turned out to be false advertising. After being served a civil claim under Section 43(a) of the Lanham Act, I have been fined an undisclosed amount of money and am being forced to rectify this. Jokes aside, this was my intent from the get-go, and I'm only just now getting around to making it so. It also just makes sense, because jaunting is basically just teleporting with extra steps. ## Changelog 🆑 Rhials balance: Teleport blocker implants now prevent implantees from jaunting. /🆑 |
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48bbd6fddf |
Reworks examine (a little) (#86506)
## About The Pull Request Basically, reworks how examining things looks to the user. #86497 is required even though this pretty much replaces the entire PR. Examining random objects and simplemobs:   Examining a person:   Examining an ID card a person is wearing (by clicking the hyperlink adorning the ID card when examining them): (Note, you can only pull up this if you are within 3 tiles of the person)  ## Why It's Good For The Game Examine is very old and very inconsistent between atoms and mobs. So I thought I could spruce it up a bit while bringing some consistency along. This should also help with losing certain details in massive walls of examine text - stuff like names will stick out more. ## Changelog 🆑 Melbert qol: The way examine looks has been updated. qol: A person's ID card no longer appears with a big icon on examine. You can now click on their ID card (in the chat box) to get a bigger picture of it, as well as information about them. refactor: Much of examine backend code has been refactored, report any odd looking text. /🆑 |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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e555914aba |
add speaker voice to recorder (#86570)
## About The Pull Request Adding speaker voice to tape recorder ## Why It's Good For The Game Interrogations will become easier ## Changelog  🆑 add: tape recorder now records speaker name /🆑 |
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faf3eb5106 |
Adds OD's new pragma to lints, fixes all issues it found (#86568)
## About The Pull Request Closes #86567 Don't think any of these were found/reported or actually could trigger in-game ## Why It's Good For The Game Glory to OpenDream ## Changelog 🆑 code: Fixed multiple minor logic issues with code found by OpenDream's new pragma /🆑 |
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f6c8c46757 |
*Add a capacity upgrade for janitorial cyborg light replacers (#86351)
## About The Pull Request This is a researchable upgrade for janitorial cyborgs. It gives them slightly more than double the amount of lights, and it is researchable in the same suite of upgrades. ## Why It's Good For The Game I often found myself wanting more lights, or wanting to fix small broken windows as a cyborg, and this PR adds a solution. ## Changelog 🆑 add: Add a capacity upgrade for janitorial cyborg light replacers /🆑 |
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a2ee15f060 |
Batone sounds overhaul (#86475)
## About The Pull Request <details> https://github.com/user-attachments/assets/069353f3-7c29-49d6-ab6b-51f9a8d65d23 </details> ## Why It's Good For The Game  ## Changelog 🆑 grungussuss sound: changed sounds for stun baton, stun prod, contractor baton and telescopic baton code: made it easier to modify turning on and turning off for batons /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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c956a3ff8d |
Makes borg deconstruction drop installed upgrades and an exoskeleton (again) (#86480)
## About The Pull Request Borg upgrades would vanish upon deconstruction via lockdown-wrench pipeline, which is inconsistent with them being dropped upon a module change, and it's also kinda scummy. Exoskeletons were not being dropped upon such deconstruction because some melbert guy codered too hard i think haha whoops (#76583) also made borg exoskeleton's part removal process use head and chest's `drop_organs()` to handle flash/cell/wiring removal. it seems to be neater but i could be wrong ## Why It's Good For The Game Fixes #59647 Makes the exoskeleton (the most expensive and vital borg shell piece) drop upon deconstruction again which is nice and cool ## Changelog 🆑 fix: fixed borg exoskeletons not dropping when a borg is manually deconstructed fix: borg upgrade modules are now dropped when a borg is deconstructed /🆑 Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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32249d28e2 |
[NO GBP] changes the size of the Syndicate quiver (#86478)
## About The Pull Request Changes the size of the syndicate quiver from bulky to small. ## Why It's Good For The Game Fuckup on my part, i forgot to give it a different size than the crew version in my previous PR. Syndicate Rebar bow is supposed to be easily concealable, It being bulky kinda ruins that and overkill for what's functionally a cardboard box that can store a few rods. ## Changelog 🆑 balance: Syndicate quiver is now small sized instead of Bulky. /🆑 |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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35aac1a7c4 |
You don't need two hands to stream with broadcast camera (#86473)
## About Pull Request You don't need two hands to stream with broadcast camera. Insteed you need just click on camera to start streaming and click again to finish. ## Why It's Good For The Game It’s very inconvenient when camera takes two hands and to take something you need to turn off the stream because the stream only works when the camera is in two hands. ## Changelog 🆑 qol: You don't need two hands to stream with broadcast camera. /🆑 |
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3600f3c4ae |
Makes it so that every shields can be shieldbashed, not just riot shields. Take Two (#86039)
## About The Pull Request This PR adds shieldbashing to every single shields, not just riotshields specifically. Various different sounds is made depending on the type of shield you shieldbash. Also adds an energy shieldbash sound, for the e-shields. by editing the shieldbash.ogg. ## Why It's Good For The Game It always bugged me why you could only shieldbash using riot shields specifically, even though there's really should be nothing stopping you from being able to do it on every shield types. This PR makes it so that the shieldbash feature is consistent across all shields, not just the riot shield specifically. reducing snowflake code. ## Changelog 🆑 sound: adds sounds for energy shieldbashing code: Shieldbashing feature is now consistent across all shield types /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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5f47989109 |
Gives Plumbing Constructors and RTDs pick up and UI sounds (#86103)
## About The Pull Request Gives the Plumbing Constructor and Rapid-Tiling-Device the same pick up and UI interaction sounds as the RCD's (Plumbing Constructor already had the UI one actually) Additionally fixes an issue where ghosts could interact with the RCD, Plumbing Constructors and RPDs https://github.com/user-attachments/assets/c743981c-0231-45c4-b003-e8aa89b8fc12 https://github.com/user-attachments/assets/4dc51f6d-eb4d-40c7-bf4e-ed29053796d9 ## Why It's Good For The Game Both of them are meant to be modified RCDs, so it makes sense to give them the same sounds. ## Changelog 🆑 Hardly sound: Plumbing Constructor and Rapid-Tiling-Device now has RCD's pick up and UI sounds fix: Fixes ghosts being able to interact with the RCD, RPLD and RPDs /🆑 |
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a380e4c218 |
gives some items sound_vary true (#86467)
## About The Pull Request changed the `sound_vary` var that gives `vary` to pickup/drop sounds to `TRUE` on: - grenade - handcuffs - lead pipe - batons - beaker - drinking glass ## Why It's Good For The Game will give more variety for the soundscape, only did it for items that will sounds good with it ## Changelog 🆑 grungussuss sound: some more items will vary in pitch when picking them up and placing them down /🆑 |
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541cb3e3ca |
Syndie Sleepers now drop appropriate circuitboards and are aptly named. (#86092)
## About The Pull Request Syndicate Sleepers are only found on syndicate bases and shuttles, as well as one Interdyne-themed space ruin with zombies, however when deconstructed, they drop a generic sleeper board. This PR fixes that. Syndicate Sleeper have also been aptly renamed so that it shows on the circuit board, otherwise it'd be named just like the normal sleeper board. ## Why It's Good For The Game Consistency foremost. Balance is not an issue as sleepers weren't as great as they once were. They don't cure wounds and several other ailments that medical can with its starting tools, plus the syndie version is fairly rare to find and get your hands on. ## Changelog 🆑 fix: Syndie sleepers now drop the appropriate syndicate sleeper boards. /🆑 |
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4c5273b2af |
(prev grey bull only) Soda and bee cans fit on tool belts - honoring the age-old tradition of drinking on the job (#86099)
## About The Pull Request The grey bull can fits on storage belts. There's so little value to be had from using it to store other reagents that it's not worth it, but grey bull on a belt lets people do more micro in backpacks. Yes, I could do it without this, yes, it'd be easier if I didn't have to juggle to have my kidney stone juice. Really small change, really neat, not game breaking or anything, plenty of people would be happy *if you count assistant players as people ## Why It's Good For The Game Look, it fits!  ## Changelog 🆑 qol: All cans (soda cans etc) fit on utility belts now. Drink on the job! /🆑 |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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99424053f6 |
[NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request The Cytopro makes a grand return post-revert! Also renames the starting petri dishes to "basic sample petri dish" This noticeably does NOT fix the fact that the machine sells the wrong sort of labcoat, so I strongly recommend merging #86122 immediately following this PR. ## Why It's Good For The Game Puts #85338 and #85996 back ## Changelog 🆑 add: The vendor of cytology equipment, the CytoPro, is once again available in your local science department! /🆑 |
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d1a37bd047 |
Sticker packs/Chief Engineer sticker (#86154)
## About The Pull Request - Changes sticker container from a generic box to a specialised 'sticker pack' with label - Adds a Chief Engineer seal of approval sticker  ## Why It's Good For The Game The CE can now quell crew concerns about machinery they find in the hallway Before:  After:  ## Changelog 🆑 LT3 add: Added Chief Engineer SEAL OF APPROVAL sticker code: Stickers now come in sticker packs, not boxes code: Stickers can now add examine text to whatever they're stuck on /🆑 |
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40399032da |
Shield "las" typos fixed (#86251)
## About The Pull Request Changes a few typos in the energy shield items from "las" to "as". ## Why It's Good For The Game Typos are bad actually. ## Changelog 🆑 spellcheck: fixed a few typos with energy shield descriptions. /🆑 |
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0585c67b43 |
Adds multi-z disposal segments to the RPD, fixes wonky multi-z disposal segment sprites. (#86087)
## About The Pull Request So while multi-z disposals were added quite a while back, it seems like it wasn't actually added to the list of disposal pipes the RPD can place. This makes it so you can't fix multi-z disposals let alone make new ones. This pr simply adds both the up and down disposals segments to the RPD. Additionally, in doing so I noticed the sprites for up disposals were janky (names changed since image):  That being that the south pipe has a wonky sprite, while the west pipe looks like a south pipe. As the other sprites are copied over from trunks, we simply copy those over to replace the wonky sprites:  ## Why It's Good For The Game Annoying to not be able to make nor repair multi-z disposals, especially now we have a pile of multi-z maps. Better when the sprites aren't wonky, like west actually being west instead of south, and the north pipe not being inexplicably different. ## Changelog 🆑 qol: Multi-z disposal segments can actually be made with an RPD. image: Upwards multi-z disposal segments no longer have wonky sprites. /🆑 |
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6045bd0faf |
Fix screwing radio headset in combat mode don't do anything (#86082)
## About The Pull Request Fix that screwing radio headset in combat mode don't give you encryption key and also don't do anything. ## Changelog 🆑 fix: fixed that screwdriwing radio headset in combat mode don't do anything. /🆑 |
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b82028e30d |
Fixes Light Overload draining almost no power and Powersinks draining almost no APC charge. Also rebalances powersinks (#86048)
## About The Pull Request Fixes #85779, Fixes #86041 APCs use batteries instead of cells now, and overload and power sink APC drain were made to scale off of cell capacity instead of battery capacity. Power sinks were not adjusted at all to match the new power changes. ## Why It's Good For The Game ## Changelog 🆑 fix: Fixed light overloads not draining significant amounts of energy. fix: Power sinks now drain APCs at a significant rate instead of glacially slow. balance: Power sinks are adjusted to not explode within 30 seconds of the average power output a station produces. /🆑 |
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c6ae6963e1 |
Fixes radio noise prefs not being respected (unless you're deaf) (#86132)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4322 Seems to be introduced with https://github.com/tgstation/tgstation/pull/86046, they added a var for disabling the noise on a radio-specific basis for the new entertainment monitors but there were some mistakes in the logic (aka, the pref _only_ works for deaf people, who wouldn't be able to hear it in the first place!). This should get it working again. ## Why It's Good For The Game Prefs that actually work are nice yes ## Changelog 🆑 fix: fixed 'Enable Radio Noise' pref only being respected for deaf people /🆑 |
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b1b2d2e552 |
Fixes the die of fate deleting all your organs when rolling a 4 (#86152)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/86133 Rolling a 4 is supposed to destroy 'everything you are holding and wearing'. At the time this was coded, this worked as intended, because organs were in nullspace. In modern times, however, our organs now fall under the category of 'holding and wearing' according to the code. Always read the fine print... This PR swaps over to a more safe method of getting all equipped and held items that does not include vital organs. ## Why It's Good For The Game Your fate is sealed the moment you step foot on the station but this was just excessive. ## Changelog 🆑 fix: fixed the die of fate deleting all your organs when rolling a 4 /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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de114a90df |
Revolver in roundstart holsters is on the last slot and not on first (#86023)
## Why It's Good For The Game Always have to move revolver to the last slot, and if you don't, the hotkey will give you a speedloader instead, which is very annoying sometimes(especially in deathmatch). 🆑 qol: revolver in roundstart holsters is on the last slot and not on first /🆑 |
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ec0ad6af1c |
Refactors creampies and face paint into a single face_decal component (#86014)
## About The Pull Request Creamed component has been refactored into a more generic face_decal component, with pie-unique logic moved to a subtype instead. Spraypainting someone in the face now uses the new component instead of modifying their... lipstick. Closes #83614 by adding monkey and lizard spraypaint sprites, just like with creampies Fixes an issue with spraypaint overlay being removed when something is covering your hair due to how lipstick and beards are rendered. ## Why It's Good For The Game Easier to use, could be used for more cases. ## Changelog 🆑 refactor: Refactored creampies and spray paint to use the same component. sprites: Monkeys and lizards now have their own face spraypaint overlays /🆑 |
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753ddb1cb6 |
Hides no longer clang like metal (#86004)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4241 Just simply reuses the sound effects for dropping leather goods that was added here: https://github.com/tgstation/tgstation/pull/85254 ## Why It's Good For The Game Muh immersion ## Changelog 🆑 fix: wet hides and hairless hides no longer make metal clanging noises when picked up/dropped /🆑 |
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89e24acc83 |
lead pipe (#86040)
## About The Pull Request https://github.com/user-attachments/assets/209f8e0b-4202-4e06-8b6d-e5d1f659824b ## Why It's Good For The Game  ## Changelog 🆑 grungussuss sound: lead pipe has sound /🆑 |
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a6a894dd00 |
500 cigarettes, and one edible component update (#85891)
## About The Pull Request Makes cigarettes edible, and adds an achievement for eating 500 of them. The examine text also hides all the interesting info about being able to eat it   This means the edible component has been touched up with a variable to hide examines. ## Why It's Good For The Game An interesting challenge for achievement hunters. Also it's kinda funny and goes in line with the Sisyphus one ## Changelog 🆑 add: Achievement for eating 500 cigarettes balance: Cigarettes are now edible code: Adds a variable to hide the food examine on the edible element /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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531486b995 |
Curator LIVE Journalism (#86046)
## About The Pull Request The first Curator now spawns with a **Broadcast Camera**, a normal-sized item that can be wielded to start a live broadcast to all entertainment screens across the Station! It also broadcasts sound through a new Entertainment radio channel that can be spoken into by the Curator. The broadcast name can be changed by right-clicking the camera. <details> https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a </details> Also adds a new clothing set to the Heroic Beacon of the Curator themed around Journalists containing some unique clothing, a microphone, a Press badge used for shoving into people's faces and crafting more clothes (like Press armor and helmet), and also a set of 1 TV and 1 entertainment radio in-case station does not have places to watch Curator's brilliant broadcasts.  ## Why It's Good For The Game The job of Curator has 3 things it can do: - Curate Library (lol) - Explore Space - **Create News!** Although the Curator does have extended access to the Newscaster - that's not enough of content. Inspired by the Combat Correspondent from the Colonial Marines server - Curator now has a **Broadcast Camera**! Using it they can show the station what the most important matters that are going on without lifting the butts of their comfortable chairs. No matter what Curator will report: Security raiding Medbay? Interviews of Cargo Techs complaining about Command? Maybe even shows produced in a studio? Anything really! Also, entertainment screens will get more use, as right now they only _sometimes_ broadcast Bitrunning avatars and nothing else unless admins mess with them. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Curator has received a new BROADCAST CAMERA which can broadcast the surroundings LIVE on Entertainment Screens/ Alongside with some other Journalism related gear in his Heroic Beacon sound: Entertainment screens now play muffled speech when hearing a message on Entertainment frequency /🆑 |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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6d20aede16 |
Reintroduces custom pies and cakes (#86013)
## About The Pull Request Fixes (Or so I'd guess) part of the #59312 and #81480 issues. I'll do kebabs and sandwiches in their own atomized PRs as they actually need some codework ## Why It's Good For The Game Long before time had a name custom pies and cake were created by the First Chef Master by using the four Weapons of Chefing: The Knife of Quakes, the Microwave of Lightning, the Freezer of Ice, and the Oven of Fire. Weapons so powerful no one can handle all of their power at once. When he passed away his two sons swore to protect them, but the oldest was consumed by darkness and destroyed the custom recipes forever with a rework. A battle between brothers broke out and the oldest was struck down and banished to the Underworld with the power of this PR.   ## Changelog 🆑 fix: custom pies and cakes are craftable again /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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11fce492bb |
Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 |