## About The Pull Request
The recipes are locked behind a particular skillchip anyway. We might as
well just use the framework for learnable recipes instead of relying on
a particular trait with no other use to it. This also prevents these
recipes from showing in the menu even if the requirements aren't met.
## Why It's Good For The Game
See above.
## Changelog
🆑
refactor: Underwater basketweaving refactored so it doesn't show in the
crafting menu unless you've the skillchip active.
/🆑
## About The Pull Request
Closes#92778Closes#86829
<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>
1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`
2. Renames some stuff like `getvoice` and `getspecialvoice`
3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`
4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)
5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)
6. Mask voice changer refactored into a trait
## Why It's Good For The Game
Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant
So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.
## Changelog
🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
## About The Pull Request
This PR adds a skillchip that allows the user to perform normal
surgeries on themselves, albeit with a 1.5x speed penalty and a flat 33%
increase to the probability of screwing up each step. You can find this
skillchip occasionally on the black market. It is also contraband, and
can be detected by n-spect scanners.
## Why It's Good For The Game
Provides a risky alternate means of obtaining surgical intervention,
such as if you either can't trust anybody else to do surgery on you or
can't be trusted to have certain surgeries done on you.
## Changelog
🆑
add: The Centcom Department of Import Control has become aware of the
use of highly-illegal and medically dubious self-surgery skillchips
aboard company stations. We suspect they are being sold to the station
through the black market.
/🆑
## About The Pull Request
There is no way to repair the acrobatics skillchip, and the allowed
usages only prevent it from taking damage, not the user. This PR ups
that amount to 5 and makes it repair 1% of its integrity every 2
seconds.
Also assigns a `desc` to other chips that were using the generic one,
which is really not in the slightest helpful, especially if you're
buying the skillchip from a vending machine.
## Why It's Good For The Game
Better acrobatics skillchip (It's just flipping and spinning, there's
little mechanical advantage to that), and more descriptive chips.
## Changelog
🆑
balance: Buffed the acrobatics skillchip (the one that disables spinning
and flipping cooldowns). Gave new item descriptions to skillchips that
were missing one.
/🆑
## About The Pull Request
Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!
Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.
Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.
Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game
> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!
During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.
> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.
Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.
> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.
I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.
> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
I've added an action granted by the fishing skillchip that dispenses a
fishign tip from the fishing tips text file when activated, allowing
players who have it to receive fishing-related tips and info on demand.
Also backend stuff: this PR adds action types support to skillchips and
moves all the simple generic skillchips still lingering in the
skillchip.dm file into the generic_skillchips folder. Maybe it
classifies as a small code improvement.
## Why It's Good For The Game
I think the skillchip should both aid mobs without fishing skill (IC),
and players with little experience with the feature (OOC)
## Changelog
🆑
add: The fishing skillchip now grants an action that dispenses fishing
tips.
/🆑
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## 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
## About The Pull Request
Replaces spin/flip's uses in mining's style meter and bitrunner's
projectile parrying and instead uses a new emote, taunt. It also does
not play a sound effect for emoting, only when you successfully block a
projectile.
The parrying time from the flip was 1.4 seconds, with taunting it is now
0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses.
https://www.youtube.com/watch?v=cJGuEqNhqUshttps://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6
## Why It's Good For The Game
Spin and flip are emotes that get a little boring and repetitive, which
makes its complete overuse quite annoying to see.
Compared to spin, taunting is a quick turn, which stacked with the
cooldown, makes it a shorter and un-overusable emote.
It also has a cooldown of 1.5s between hits, so players now actually
have a limit to how much they can parry/style. Currently if you have
some way to regenerate stamina damage, you're pretty set to spam parry
all projectiles at essentially no cost, since emotes cost nothing to
use, removing the limit of having to actually time it.
I wouldnt say falling over is necessarily a downside since anyone who
uses these items for a while can quickly figure out exactly hwo to
maximize parrying time.
## Changelog
🆑
add: Added Taunting, a faster and cooldowned version of the Spin emote.
balance: Wizards blocking projectiles with Transparence and the
bitrunner matrix skillchip now have a visible effect of deflecting the
projectile.
balance: The bitrunner skillchip now uses taunt instead of flip.
balance: The style meter now uses taunting instead of flips and spins.
/🆑
## About The Pull Request
Amps up the duration of the flip and the bullet dodging to 1.4 seconds
(from 0.8). EDIT: I've added a check to prevent matrix-flipping into
stamcrit (unless the emote wasn't intentional) and lowered the stam cost
very slightly to allow for a fifth flip.
## Why It's Good For The Game
I've tested the thing, with and without stun immunity (which prevents
stamcrit from overusing it), hulk, rapid gloves, against the colossus
and turrets at the tdome. It's pretty meh overrall, having to keep
spamming the flip hotkey to keep it going, and the duration isn't all
that useful since you can't easily foresee when something or someone's
going to fire at you, or react in time. This is likely going to stay a
gimmick, albeit a less crappier one.
## Changelog
🆑
balance: Buffed the matrix flip skillchip duration. Lowered the stamina
cost very, very slightly.
qol: You can now longer matrix-flip yourself into exhaustion, unless the
emote is unintentional.
/🆑
## About The Pull Request
Grants the Research Director TRAIT_STRENGTH via their skill chip. This
trait is only relevant to athletics-related activities. They still need
to actually do the workout before they see any results.
Fitness bros will overestimate the RD's power level due to their ability
to suplex an immovable rod.
Suplexing a rod grants an incredible amount of athletics skill,
increased by how many people the rod has taken out. The frequency of
this happening is bound to be pretty small, but it's a nice in-round
reward for accomplishing the task (and maybe blowing up a department as
a result), and also potentially a large number of casualties on top of
that.
## Why It's Good For The Game
The athletics changes didn't acknowledge that there is already someone
on the station that is, for some reason, unnaturally stronger than
everyone else. The Research Director. So now, fitness bros think they're
naturally swole. Mind over matter, I guess?
I just think it'd be funny if by suplexing the rod once, you gain
incredible physical power and then need to take a nap because boy that
sure was an explosive amount of strength you had to apply. Since this
only happens with looping rods, I don't imagine it will disrupt fitness
as a skill too much.
## Changelog
🆑
add: The Research Director is now actually strong.
add: Fitness bros will determine the Research Director to be stronger
than they actually are, without even working out. How does he do it?
balance: Suplexing a rod grants a large burst of athletics experience.
add: The more sentient casualties of the rod, the more experience
suplexing that rod grants. Absorb the souls of the weak and feeble.
/🆑
## About The Pull Request
Setting RD suplex skillchip as common chip. Adding Roboticist's
skillchip into RD. Skillchip's categories are global defines now
## Why It's Good For The Game
RD is literally the most skilled scientist and roboticist. CEO of all
Silicons. Why he doesn't have robo wires trait?