Commit Graph

45778 Commits

Author SHA1 Message Date
John Willard
75994588f2 Fixes advanced cameras not showing static (#91075) 2025-05-14 14:55:39 -07:00
Aliceee2ch
497d0b83af Mech thermal guns (#90928)
## About The Pull Request

PR adds new unique weapons for mechs - thermal cannons. You can only buy
them in cargo in the "armory" category for 5k, which adds cooperation
between cargo and science (maybe even security, since you need their
access to open the crate).
Thermal guns only work better in pairs, allowing them to reload faster.
You can't have 2 of the same thermal guns (not that you could use them
anyway even if you could install the same ones)

Sprites by: https://github.com/sylvia-from-fulp-station


https://github.com/user-attachments/assets/d78504b9-90b8-4f8b-b850-fa96dd8ef554

## Why It's Good For The Game

Mechs don't need buffs, but a greater variety of weapons. Thermals will
be a good example of combining both energy weapons and ballistic weapons
(which mechs lack so much, since all we have from ballistics is Hades,
which does not damage at all). It will also be, in my opinion, the first
interesting weapon that not only shoots, but also gives some bonuses
when used correctly.

## Changelog


🆑
add: Added heavy thermal guns for mechs. Works on the principle of
regular hand guns. Can only be purchased in cargo, as they are
experimental.
/🆑
2025-05-14 21:11:12 +10:00
spiders24110
a045f23eef Fixes fishpeople swimming slow in deep water (#91132)
## About The Pull Request
Instead of having the deep water tile slow people down, they get slowed
down by the swimming status effect. Fishpeople are immune to that
slowdown.
## Why It's Good For The Game
glug
## Changelog
🆑
fix: fixed fish infused people swimming slow in deep water
/🆑
2025-05-14 09:48:27 +01:00
Nick
03a935f939 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-13 18:44:11 -07:00
Iajret
e7ae05ed58 Fixes Applied Bluespace Research experiment requirement (#91116)
## About The Pull Request
Adds missing discount amount so experiment works properly now.

Before:


![image](https://github.com/user-attachments/assets/72e5a7db-db9e-435b-b0f6-5cf80636da1e)

After:


![image](https://github.com/user-attachments/assets/6269486a-bc6f-4f99-8de7-8826694ca97e)
## Why It's Good For The Game
## Changelog
🆑
fix: fixed bluespace sampling experiment not doing anything
/🆑
2025-05-13 14:12:31 -07:00
John Willard
790112ae9a Fixes a few bad combat logs (#91073)
## About The Pull Request

Fixes the following issues:

1. Simple animals & Basic animals attacking things show their previous
HP as "NEWHP"
2. throwing things show their previous HP as "NEWHP"
3. Silicons being attacked by Xenomorphs logs combat twice, and both
show their previous HP as "NEWHP"
4. Silicons being attacked by Xenomorph and missing doesn't log the
attempted attack.
5. Failing to be facehugged doesn't log the attempt.
6. Attacking an Alien larva showed their previous HP as "NEWHP", and
didn't log misses.

## Why It's Good For The Game

It's nice when logs show the right information and show combat even if
they miss the punch.

## Changelog

🆑
admin: Fixed a few bad combat logs for basic/simple animals, thrown
things, and xenomorph stuff.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2025-05-13 23:28:19 +03:00
necromanceranne
2073ad23e3 Stops you getting into a mech if you have stuff in your hands at all. (#91046)
## About The Pull Request

Makes it so that it is impossible to enter a mech if your hands are
full.

## Why It's Good For The Game

This can result in some...very unintended behavior should somehow you
cannot be forced to drop items in your hands.

## Changelog
🆑
fix: You must have both your hands empty before entering a mech. (But
items which replace your hand, like the light later or the hand of god,
won't prevent you from getting in)
/🆑
2025-05-13 15:09:22 +03:00
SmArtKar
8fc6aacc79 Fixes wheelchair TTV logging, prevents detonation when stunned/timestopped (#91010)
## About The Pull Request
Wheelchair bell detonation did not give any fingerprints to the bomb,
resulting in the person who attached it not being logged anywhere. The
bell action could also be used while stunned or paralyzed, allowing you
to blow yourself up during timestop which is a bit silly.

## Why It's Good For The Game

Makes admins job easier, fixes an oversight/exploit.
2025-05-13 06:16:36 +00:00
OnlineGirlfriend
72436b9b8d [Ready] Add girlypop posters (#91102) 2025-05-13 01:57:43 -04:00
Y0SH1M4S73R
b9149075f6 Summon Cheese sometimes has a different invocation (#91053)
## About The Pull Request

When created, each instance of Summon Cheese has a 50% chance of its
invocation being changed to use the actual ref string for
`/obj/item/food/cheese/wheel`, instead of Skyrim's item id for cheese
wheels.

## Why It's Good For The Game

The invocation for Summon Cheese is itself a reference to a debug
feature from another video game. Why not add an extra layer of
meta-humor by occasionally using the actual ref string for the summoned
object's typepath in the invocation?

## Changelog

🆑
spellcheck: The invocation for Summon Cheese is sometimes more
representative of the realities of life aboard the station.
/🆑
2025-05-12 20:39:37 -07:00
Capsandi
179cc3afbb BSA impact animation (#91085) 2025-05-12 21:52:38 -04:00
necromanceranne
86bc009f7c Being intoxicated has a chance for you to not register the trauma of surgery based on intoxication. Puts some whiskey in Tram and Meta's robotics lab. For that authentic back alley surgeon feel. (#90956)
## About The Pull Request

Based on how intoxicated you are, it is possible for you to avoid
obtaining moodlets and screaming from being cut open during surgery.

Adds some whiskey to the Tram and Meta robotics labs, as well as a shot
glass to drink it.

## Why It's Good For The Game

Alcohol is a valid anesthetic in this game, but the only way through
which you can avoid these moodlets is actually going fully under, so
alcohol is less ideal by comparison.

Having the option of liquoring up before surgery to try and tough out
the trauma is very on theme with the games themes of medical
malpractice.

On that note, roboticists using alcohol rather than proper anesthetic is
equally on brand. I just want to see a robo pessimistically pouring
their patient and themself a drink before picking up a scalpel.

## Changelog
🆑
qol: Being intoxicated enough can potentially beat back the trauma of
surgery. It's not reliable.
qol: Robotics on Tram and Metastation have a bottle of whiskey. You
know, for taking the edge off.
/🆑
2025-05-12 16:28:58 -07:00
Hardly3D
74cbf6b4d5 Adds a half-health modifier for deathmatch (#91097) 2025-05-12 15:49:33 -07:00
throwawayuseless
54ea5b5333 Immunodeficiency Quirk 2: Localhost Boogaloo (#90937)
## About The Pull Request
Adds a new quirk, (-10 cost) called Immunodeficiency, and a new inverse
chem of spaceacillin, sepsisillin. Both cause the same effect. (Well,
the quirk version is permanent obviously) When affected by either of
these, viruses will progress faster and you will catch them more easily,
burns will necrotize faster and be harder to sanitize, and alien embryos
will gestate more quickly. These effects can be mitigated with
spaceacillin, but even while under the effects of spaceacillin, you'll
only be about on par with or slightly worse than a normal person, as
opposed to the blanket protection that spaceacillin normally provides.

Owners of the quirk will be provided with a bottle of 3 low dose (1
minute duration) spaceacillin pills to mitigate their condition, and a
sterile medical mask(the noninternals kind) for style and flavor.
## Why It's Good For The Game
More unique quirk options = good. Reasons to actually ask RP and
chemists for things = good. More inverse chems = good.
Also, the sepsisillin was too good an inverse name and effect to resist.
Sepsisillin also has some interesting use cases.

Example: Need a guy dead and work in medical? you could just stab him,
or... you offer him a coffee. Inside said coffee is 10u of sepsisillin
and the deadliest blood transmitted virus (to minimize collateral
damage) you can cook up. Watch as he drinks said coffee, feels fine, and
then 2 minutes later suddenly starts attempting to un-dock from his
lungs.

## Testing Images:

Spawns with mask and pills: 
 
![Screenshot 2025-04-30
181323](https://github.com/user-attachments/assets/6c8f3cd7-27f5-431c-adab-cfacf43b57c8)
![Screenshot 2025-04-30
180418](https://github.com/user-attachments/assets/ba3306ee-9d34-4d8a-9460-0bdc64b284d8)

Monkeyhuman with Fungal TB after 1 minute.
![Screenshot 2025-04-30
182920](https://github.com/user-attachments/assets/c3227d72-20a2-4ff2-87ae-5685c359170b)

Monkeyhuman with Fungal TB and Immunodeficiency after 1 minute.
![Screenshot 2025-04-30
182933](https://github.com/user-attachments/assets/08138108-143e-41d3-ac78-201bf62ff396)

## Changelog


🆑
add: Adds new immunodeficiency negative quirk, and sepsisillin, the
inverse of spaceacillin. Both have an immune system weakening effect,
mitigate-able with spaceacillin.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-05-13 10:40:36 +12:00
Roxy
41870966d2 Make brain_gain_trauma return null instead of FALSE on failure (#91100) 2025-05-12 15:06:00 -04:00
Lucy
79e251741b List VV properly differentiates null vs 0 (#91088) 2025-05-12 13:16:10 -04:00
SmArtKar
f70b29e7ee fixes mining weapons not working on a few mining mobs (#91072) 2025-05-12 15:06:36 +02:00
Jeremiah
d102b2e2c7 Merge branch 'master' into vvfix 2025-05-11 23:05:16 -07:00
SmArtKar
b55f613050 Moves goliath cloak worn sprite to neck layer (#91069) 2025-05-11 14:14:39 +03:00
Redbert
acc8c92073 Fix hypernob reaction issue (#90986)
## About The Pull Request
Fixes issue that causes hypernob reaction to sometimes not work

Sometimes when using all nitrogen or all tritium in a hypernob reaction,
the remaining moles of tritium or nitrogen is negative because floating
point arithmetic is not perfectly precise. This causes the reaction to
fail and sit in limbo until someone messes with the air contents
This PR changes the comparison to very small values instead of 0 to
allow for a small amount of error.

## Why It's Good For The Game
Hypernob bombs sometimes not blowing up because of information that the
player doesn't have is cringe.
Hypernob stasis internals that explode with 8 dev with you breathe are
also gone, sorry. This was fun, but also probably not good for the game

## Changelog
🆑 Redbert
fix: Fixes issue that causes hypernob reaction to sometimes not work
/🆑
2025-05-11 00:28:19 -07:00
Jacquerel
96976c0b9a Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-11 04:52:20 +03:00
RengaN02
7bb71d38fd Crimes are now logging in db (#90948)
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## About The Pull Request

Crimes are now logged in db

Logging: 

![image](https://github.com/user-attachments/assets/6eee470d-863a-4f68-9836-04a0a0079aa2)

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
idk
we logging citations but not crimes, and i wanted to log the crimes too
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## Changelog

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🆑 Rengan
server: The crimes are now logging in the database.
/🆑

<!-- 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
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2025-05-10 12:17:20 -07:00
Jacquerel
d19b8de989 Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request

This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.

Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.

## Why It's Good For The Game

A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.

While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.

## Changelog

🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
2025-05-11 05:05:53 +10:00
MrMelbert
92c9a72b8a List VV properly differentiates null vs 0 2025-05-09 23:51:21 -05:00
Lucy
ee1a66483d fix byond-tracy not actually setting trace_path (#90964)
## About The Pull Request

during https://github.com/tgstation/tgstation/pull/90288 I accidentally
forgot to make enabling tracy set `trace_path`, so `tracy.loc` would
never be written.

## Why It's Good For The Game

`tracy.loc` - the file that links a specific round ID to a specific
utracy file - never gets written currently. and that's annoying.

## Changelog

no user-facing changes
2025-05-09 17:34:58 -07:00
Jacquerel
40c27cd867 Holy water will suppress the effect of an evil liver (#91037)
## About The Pull Request

Closes #91035
This PR makes it so that the effects of a corrupt liver obtained from
being sacrificed (normally adds random drugs and alcohol to reagents you
drink) are suppressed when drinking holy water or while holy water is in
your system.

## Why It's Good For The Game

This is how all of the other heretic-assigned organs work and to be
honest I am not sure why I didn't include this one.
As pointed out in the linked issue report, one of the other organs can
only be suppressed by drinking blood or holy water but if you have that
organ _and_ a corrupt liver then you can't avoid becoming intoxicated.

Now as the effects of the liver are mostly annoying rather than deadly
it's not the end of the world, but it's an avoidable conflict when we
already have a solution implemented for everything else.
2025-05-09 12:56:45 -05:00
throwawayuseless
4f4d87e02a adds Encoded Audio Language to the robotic voicebox. (#90635)
Robotic voiceboxes allow you to speak EAL, and you can understand it as
normal for knowing a language when said voicebox is installed.
If the Star-Wars and 40k guys can learn to intelligibly interpret robot
whirring, I'm sure we can too.
2025-05-09 17:55:03 +00:00
L1nd
523e6e201d spiders webbing fix (#90991)
## About The Pull Request
Closes #90538 
- Megafauna now can't be webbed. 
- Fixes sprites of non-carbon cocoons.
2025-05-09 12:54:10 -05:00
throwawayuseless
5c791a89d4 Add an incredibly lame pun (#90640)
Grenadine now causes dizzyness and minor stamina damage in
revolutionaries. Because pomegranate stops **FREE RADICALS**.
2025-05-09 12:56:46 -04:00
SmArtKar
2ff025b97a Fixes transparent_protection being used incorrectly almost everywhere (#90894)
## About The Pull Request

``transparent_protection`` is a set of cover flags which are supposed to
be used for things that can be seen, but cannot be accessed. Replaced
the argument in ``check_obscured_slots`` with a separate
``check_covered_slots`` proc for clarity.

Closes #90827

Also went a bit down a rabbit hole and fixed some UI issues with the
strip menu, as I found out that covered slots also counted as obscured.
Covered, but not obscured slots are now semi-transparent, images are
pixel-perfect, and action buttons no longer are offset. Also slots with
items in them don't have the background, akin to how inventory slots
function in-game.
2025-05-08 21:52:31 -05:00
Ben10Omintrix
abc6cb03eb biotypes 2025-05-09 02:29:46 +03:00
necromanceranne
9740ea8910 Makes it so that there is an actual tracer on the tesla cannon hitscan beam. (#90979) 2025-05-08 16:59:08 +02:00
Bloop
3274884afd Moves the kinetic crusher sound effects to vars (#90969)
## About The Pull Request

Tin, this has no effect on gameplay. Just makes the sound effects less
hardcoded.

## Why It's Good For The Game

Code extensibility. Makes the sound effects of kinetic crushers easier
to configure for subtypes or custom versions.

## Changelog

Nothing player-facing
2025-05-08 11:06:03 +03:00
Goat
edddfed87e Increase delay on Icewhelp's regular attack (#91041)
## About The Pull Request
Increases `fire_delay` to 0.85 deciseconds (up from 0.75). Increases
`forecast_delay` to 0.6 seconds. (up from 0.5)

## Why It's Good For The Game
Ice whelps are currently awful to fight (Especially with crusher or in
groups and good fucking luck if you're trying to do both). Since their
breath attack will curve to hit its target, even if you react it'll
still be able to hit you if you're too close to it. The delay right now
is frankly way too short. If you shoot them with your PKA/PKC you might
not even notice the shaking/arrow until you're on fire. You have half a
second to notice & properly move from the attack since the fire delay
frankly might as well not exist with how fast it travels. This ONLY
affects the line attack since the AOE fire is actually reactable.
## Changelog
🆑
balance: Ice whelps' fire breath attack has slightly more delay. (0.5 ->
0.6 second startup, 0.75 -> 0.85 decisecond for the speed the fire moves
per tile.)
/🆑
2025-05-08 11:04:24 +03:00
Krysonism
2a30c6da70 Da huge stonking cans update! 2025 edition. (#90318)
## About The Pull Request


![bild](https://github.com/user-attachments/assets/d3643592-4907-4d01-8fc6-3d613aa3e772)

![bild](https://github.com/user-attachments/assets/d859e878-72e3-4200-8c1c-8521e5c499d2)

## This PR:

*  Adds a new type of reagent container; the jerrycan!

* Replaces the nutrient bottles in the nutrimax with cans.

* Adds some prefilled cans to the maint loot table.

### Can knowledge

* Jerrycans can hold a hold an incredible 200u.
* They can be printed roundstart at the auto and protolathes for 2
sheets of plastic.
* They are balanced by being bulky.
* They can be thrown around by without spilling their contents.
* They are not beakers and cannot be used to make grenades.

The upfront cost associated with buying nutrients will be greater, but
it will be cheaper per unit.
I would actually like to charge more but this is not really feasible
right now due to the heavy department discount.

#### Maint loot additions
The new maint loot cans have a low weight so far, collectively appearing
half as often as basic healing items.

The cans that have been added to maint loot are as follows:

* space cleaner ( weight: 2)
* oil (weight: 2)
* diethylamine (weight : 1)
* phlogiston (weight: 1)

#### Reagent overlay code

I have added an option to have reagent containers use a colour matrix to
lighten and increase the contrast of the reagent filling overlay in an
attempt to prevent dark coloured reagents from completely obliterating
all contrast.
The math may need to be tweaked but it should offer some improvement
provided the filling overlay has some contrast to begin with.

## Why It's Good For The Game

The jerrycan is not only a flavourful & setting appropriate way to store
reagents, it also offers several design benefits due to its unique
combination of high roundstart capacity and bulky size.

* It prevents one coworker from hogging a shared reagent container.
* The high volume eases grinding and mixing.
* It allows reagents to be stolen or borrowed due to being stored
outside the safety of an inventory.
* The highly visible inhand sprite allows you to see who is holding or
transporting reagents.
* The smart cap flag increases quality of life by allowing you to throw
the container without spilling.
* It reduces the tedium associated with dispensing and throwing away
botany nutrient bottles, encouraging refilling.
* Bulky size prevent players from looting the can unless it is something
they really want.
* Comes with a large number of visual customisation options for coders
who with to add new variants.

## Throwing away the little nutrient bottles when doing botany sucks!

## Changelog

🆑
add: Added a new type of reagent container; the jerrycan.
add: Added some prefilled jerrycans to maint loot.
balance: Botany nutrients now come in bulk packaging.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-08 07:17:09 +00:00
Roxy
ba9369bbef Fix photocopier silently failing if you can't pay for it (#90997)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-08 06:00:56 +00:00
1393F
d254aa6803 Air alarms on contaminated mode won't scrub pluoxium (#91032) 2025-05-08 07:52:43 +02:00
necromanceranne
64f5f076ca Caps the eyeblur caused through apply_effects() (#90982) 2025-05-08 07:24:38 +02:00
Bloop
e134baa9fd Updates the default retool_icon for skins to be the mining icon file. (#91014) 2025-05-08 07:23:28 +02:00
Lucy
37ec7f8054 Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 00:48:52 +00:00
Rhials
f68f2d4f84 Icebox rods delete themselves at the world border (#90810)
## About The Pull Request

Immovable rods will now delete themselves upon reaching the world border
on Icebox.

Normally they would miss their target turf, and would get stuck at the
world border. This is weird and not right.
## Why It's Good For The Game

No free exercise for the RD.
## Changelog
🆑 Rhials
fix: Immovable rods self-delete at the icebox world border.
/🆑
2025-05-08 00:48:13 +00:00
Joshua Kidder
86f2347892 Further advances in the pioneering field of animation-ing; putting stuff in machines, taking stuff out of machines, putting stuff in nearby containers (#90895)
## About The Pull Request

Putting stuff into and removing things from machine now plays a little
animation, and putting stuff INTO nearby containers now also plays an
animation. Putting stuff into containers on your person still does not
play an animation.
## Why It's Good For The Game



https://github.com/user-attachments/assets/68cd7db8-1349-4ae3-a5bc-7082839749dd
## Changelog
🆑 Bisar
image: Animations have been added to inserting/removing items from
machines, and to inserting things into containers that are not on your
person.
/🆑
2025-05-08 09:38:51 +12:00
throwawayuseless
4ca4fbdf48 Reduce MMI component message cooldown. (#91011)
## About The Pull Request
Reduces the cooldown from 1 second to 0.1 seconds, still more than
enough to prevent super laggy recursive spam, but short enough not to
impede any legitimate uses of MMI messaging, such as alerts, sensors, or
MMI translators.
## Why It's Good For The Game
What if, completely hypothetically, with no relation to something that
actually happened, and solely as a thought experiment we promise, I was
to have made a circuit with a toggle switch and accompanying alerts for
the MMI inside it to use, where the MMI then proceeded to press said
switch twice within 1 second, thus only receiving one message as to the
state of the switch.

Well, that might make hypothetical me get hyperfixated-ly annoyed at
this very specific gripe, maybe even enough to make a PR addressing it.
(for legal reasons this is not an IDED pr and I reserve the right to
refuse to self incriminate.)

TLDR: 1 second is really long given the main issue with not having a
cooldown is infinite exponential recurrsion.
## Changelog
🆑
balance: Massively reduce the MMI component message cooldown.
/🆑
2025-05-07 19:52:04 +00:00
necromanceranne
e99a9e1204 Adds the exosuit ablative insulation module. A module that protects a mech from energy attacks and their wires from EMPs. But makes it weaker to ballistics and melee weapons. Adds a special version for nukie mechs. (#90845)
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request process. -->

## About The Pull Request

Adds the Ablative Insulation. A type of mech armor.

The armor module protects the mech from energy weapons (such as thermal
pistols), and also protects the wires from EMPs (only the wires, not the
mech itself). However, it makes it weaker against melee and ballistic
weapons.

The Dark Gygax and Mauler both obtain a version of this module as part
of their default loadout that does not have any disadvantages against
melee and ballistic weapons.

## Why It's Good For The Game

This is a complimentary PR to this one.
https://github.com/tgstation/tgstation/pull/90830

Wire scrambling for mechs is an extremely irritable system, but it does
force mech pilots out of the mech to repair some of the effects
attached. or at least to a standstill.

This can often feel a bit like a knowledge check to resolve for some
pilots, since the optimal solutions for this typically involve pulsing
the wires in some way, utilizing assemblies like voice analyzers,
circuits or signalers.

While I would like a more obvious way for pilots to resolve these
problems without having to set up signal networks, I do think it should
come at some expense in other defenses so that it isn't such a catchall
solution compared to the other armor booster modules. There would
otherwise be no reason not to use this armor booster if there was no
downside, since it completely negates a weakness. Therefore, we're
aiming for a slight upside/downside exchange. You get a very good
upside, but you now need to compensate for weaker defenses elsewhere
(such as risking internal damage effects due to lower armor, see this PR
https://github.com/tgstation/tgstation/pull/90844)

We've given nuclear operatives an improved version because their mechs
are A) expensive as shit, and B) meant to be a huge all-in but have
suffered immensely from many years of refactors, rebalances and gear
availability changes that definitely have left them underperforming for
their promised value. I would much rather nuclear operative mechs feel
like they are less beholden to the weaknesses that crew mechs need to
contend with if only because they exist for what might be a fraction of
the time, if they are even spawned at all due to their price.

## Changelog

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🆑
add: Adds the Exosuit Ablative Insulation armor booster module. Protects
the mech from energy-based attacks and its wires from EMPs (only the
wires, not the mech). However, the armor booster makes the mech weaker
to ballistic and melee weapons.
add: The Dark Gygax and Mauler now come pre-packaged with a special
version that has no weakness to ballistic and melee weapons.
/🆑

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2025-05-06 18:21:51 -07:00
Y0SH1M4S73R
709df7adf5 Multiple custom shuttle fixes (+one qol tweak) (#90898)
## About The Pull Request

This PR adds four small fixes:
- Custom shuttle docking consoles no longer runtime at the world border
- Custom shuttle docking consoles are no longer blocked by where the
linked shuttle currently is
- Shuttle blueprints don't runtime and bluescreen while on whiteships
- Custom shuttles don't cause a divide-by-zero runtime when installing
engines for the first time (and are calculated correctly)

And one major QOL tweak:
- Shuttle frames are now datums which can track their own size, as well
as track which custom shuttles are adjacent to them. This allows shuttle
blueprints to display the size of the shuttle that will be built or
expanded, as well as much more performantly report issues that would
prevent shuttle construction or expansion.

## Why It's Good For The Game

I've been informed of several issues and nice-to-haves regarding custom
shuttles, and caught several other issues in the process of implementing
the requested changes.

## Changelog

🆑
fix: Shuttle blueprints don't error out when opening them while on
non-custom shuttles.
fix: Custom shuttles calculate their engine count correctly, no longer
lagging behind by one engine (un)installation.
fix: Custom shuttle docking consoles are no longer blocked by where the
linked shuttle currently is.
qol: Shuttle blueprints now show you how large a shuttle frame is, along
with any issues preventing you from building or expanding a shuttle
using said frame.
/🆑
2025-05-07 13:06:27 +12:00
John Willard
400e6c15e4 webmap is now in maps.txt instead of a config entry (#90821)
## About The Pull Request

Currently the button to open a map in webmap is tied to a config entry,
which would then take the name of the map being played and get the link
to that, however for cases like new/tested/admin uploaded maps where
there is no webmap available, this would still have a link to a url that
doesn't exist.
Instead, we'll make the webmap link be in ``maps.txt``, same as
feedbacklink.

## Why It's Good For The Game

Explained in the about section, this prevents webmaps appearing for maps
that aren't supposed to have a webmap link available.

## Changelog

Nothing player-facing, webmaps aren't currently used (afaik) currently
cause they're broken for tg codebases.
2025-05-06 20:12:44 +00:00
Jacquerel
ff3c7dc9ec [no gbp] removes redundant line of code (#91003)
## About The Pull Request

This does nothing and shouldn't be there

## Changelog

Not player facing
2025-05-05 12:33:36 -07:00
SmArtKar
0f497229c3 Fixes detective's revolver not being able to misfire (#90995)
## About The Pull Request

Closes #90994

## Changelog
🆑
fix: Fixed detective's revolver not being able to misfire
/🆑
2025-05-05 14:44:24 +00:00
Ben10Omintrix
a708c8e8da snails (#90505)
## About The Pull Request
adds snails to the game

![image](https://github.com/user-attachments/assets/f1745795-695f-443a-827e-1f1987d4fdb6)

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.

you can also pick them up and put them on your head.

finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

![image](https://github.com/user-attachments/assets/512f0974-d0d1-4f90-a540-c03d1c969328)


## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.

## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
2025-05-05 13:29:14 +01:00
Maximal08
4de5bcbf9c multitool found apc qol (#90896)
## About The Pull Request

Replaces the text description for the APC multitool search function with
directional arrows similar to Heretic.
(If someone has better ideas for a sprite, I'm ready to listen.)


https://github.com/user-attachments/assets/833b4f10-eab2-4833-bdf6-d02bd5820f48


## Why It's Good For The Game

The old search function was inconvenient for players, it looks much
better.
## Changelog
🆑
qol: Replaces the text description for the APC multitool search function
with directional arrows similar to Heretic.
image: Sprite for multitool arrow

/🆑
2025-05-05 09:28:29 +00:00