Commit Graph

98 Commits

Author SHA1 Message Date
Ilán Mori
9facb9914a Adds more extensive config settings for human authority (#86886)
## About The Pull Request
Before there were two settings for human authority:
`ENFORCE_HUMAN_AUTHORITY` and `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE`
The first, if enabled, would not let non-humans be heads of staff unless
they had a specific var on their job set to TRUE.
The second, if enabled, would simply ignore that var and reject the
non-human anyways.

This PR replaces both of those settings with a single one,
`HUMAN_AUTHORITY`. You can set it to one of four settings:
* "OFF": human authority will be turned OFF. Non-Humans will be able to
be heads of staff.
* "HUMAN WHITELIST": human authority will be turned OFF, HOWEVER; if a
job has its new `human_authority` variable set to
`JOB_AUTHORITY_HUMANS_ONLY`, then whoever picks that job will be forced
to be human.
* "NON-HUMAN WHITELIST": human authority will be turned ON. However, if
a job has its `human_authority` variable set to
`JOB_AUTHORITY_NON_HUMANS_ALLOWED`, a non-human can become that job.
This is what we have now, it works the same as if
`ENFORCE_HUMAN_AUTHORITY` were turned on. This is also what I've set as
the default value.
* "ENFORCED" human authority will be turned ON. Non-Humans will never be
able to be heads of staff. This is what
`ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` used to do.

You can also now set the `human_authority` variable through
`jobconfig.toml`!

## Why It's Good For The Game

Allows more configuration options for downstreams, and lets keyholders
and headmins have more options over how to set up human authority.

## Changelog
🆑
config: Both human authority settings were combined into a singular one,
allowing for more flexibility
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	config/game_options.txt
#	config/jobconfig.toml
2024-11-11 00:43:39 -08:00
SkyratBot
3a2d8cbe7c [MIRROR] Added a config to override the def gateway delay for specific start points. (#29125)
* Added a config to override the def gateway delay for specific start points. (#85341)

## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.

Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.

## Why It's Good For The Game
See above.

## Changelog

🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑

* Added a config to override the def gateway delay for specific start points.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-31 07:30:32 +05:30
larentoun
47932c4ebf Adds TRAITOR_SCALING_MULTIPLIER to config and makes it a float value (#85162)
## About The Pull Request
Added a missing entry to game_config.txt
Fixed this entry being an integer, not a float

## Why It's Good For The Game
Config can be used to modify the speed at which the traitors progress.
It was missing from the example config.

## Changelog
🆑
config: Added an entry for TRAITOR_SCALING_MULTIPLIER, disabled by
default
/🆑
2024-07-23 16:35:25 -04:00
SpaceLoveSs13
fa2ab65f07 Missed mirrors (#28919)
Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------



* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 14:23:18 +05:30
SkyratBot
595b6b4cd9 [MIRROR] Adds a config that skews random spawners weights. (#28696)
* Adds a config that skews random spawners weights. (#84616)

## About The Pull Request
Title. It's an exponent that multiplies weights of random spawners.
For example, if the exponent were 0.8, and the spawner has a natural
99.9% chance to spawn a donk-pocket and a 0.01% of a vial of
adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%.

## Why It's Good For The Game
This can give admins/keyholders more control over random spawners.
~~However, most of the random spawners are maploaded things so an admin
would've to get to edit the config quite fast before SSatoms initializes
to witness the most out of it, but I'm just ranting.~~

## Changelog

🆑
admin: Added a config that regulares random spawners weights.
/🆑

* Adds a config that skews random spawners weights.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-08 14:50:31 +05:30
Gaxeer
eccdc0c94c make SSevents frequeny_lower and frequency_upper configurable, fix runtimes when no events were drafted to trigger (#82978)
## About The Pull Request

Make events frequency configurable.
Fix runtime when no events were drafted to be picked from.

## Why It's Good For The Game

No runtimes good.
No need to change frequency in code.

🆑
fix: fix runtime when no events were drafted to be picked from
config: make events frequency configurable
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>
2024-05-02 01:15:33 +00:00
Useroth
2b60c77e55 Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388)

## About The Pull Request
This PR introduces a new station trait that lets people choose if they
want to be pro-skub or anti-skub (or neither, really). It works the same
lobby buttons that job-related station traits also use. Depending on
whether you chose to be pro or anti skub, you'll spawn in with a special
box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub
shirt. EDIT: Both also receive a number of stickers to propagate their
causes.

Kudos to @Fikou for coding the lobby buttons to be accessible by any
station trait rather than only job-related ones when you made the
Cargorilla station trait.

Another thing this PR also halves the exaggerated weight of low-cost
traits such as scarves, wallets and glitched PDAs, which I clearly
underestimated.

## Why It's Good For The Game
We've learned that low-cost, high weight traits are a bit of a design
mistake, because they tend to tip the scales toward themselves over and
over and over, leveling the diverseness of the feature and therefore
making it shallow and boring.

Beside, I've been thinking of the popular [skub comic
strip](https://pbfcomics.com/comics/skub/) lately.


## Changelog

🆑
add: Added a Skub-related station trait. You can now choose if you want
to be pro-skub or anti-skub, complete of shirt and stickers. Please
don't shank each other over it.
balance: Halved the weight of station traits such as scarves, wallets
and glitched PDAs.
/🆑

* Fix some slime species subtypes not having burn resistance (#82164)

## About The Pull Request

All slime species limb subtypes now inherent from the parent `/jelly`
subtype, giving them all their proper burn resistance.

## Changelog

🆑 Melbert
fix: Slimepeople and Luminescents are now 50% burn resistant like
Stargazers
/🆑

* There we go

* FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251)

## About The Pull Request:

The hatsune mi-go is now a friendly gold slime mob. This means it won't
try and kill you. It also now doesn't make your ears hurt, and drops a
keyboard synth on death (you monster.)


![migomigodance](https://github.com/tgstation/tgstation/assets/69398298/9dd6eb82-68d6-470c-9538-12298c3a6008)
## Why It's Good For The Game


So in making my resprited mi-go and subsequent speedmerge, I failed to
realize that there are only 10 possible migo spawnpoints - 5 in snowdin
gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at
most eight can exist on anyround, with a decent likelyhood of 0. This,
combined with the fact the hatsune migo is banned from spawning outside
of roundstart locations, along with the fact people seem to love the
thing, made it feel _too_ rare, even for a shiny mob. You still have to
roll the random odds with the life chem or friendly gold slime pools,
but you should actually see them outside of two mutually exclusive space
ruins and a gateway now. Also, they don't try and kill you now, because
it would have been wrong to add a hostile creature to the friendly pool.

🆑
fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt
your ears.
add: Hatsune mi-go drops a keyboard synth on death (you monster.)
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)

## About The Pull Request

Lets people pick:
- The shitty organ they spawn with (still has the restrictions of not
being possible to get heart when you are a plasmamen, for example)
- Their favorite alcohol to blackout with
- Their favorite brand of cigs
- Their favorite brand of drugs!
A lot of the code was taken from a downstream, made by @Floofies, i
already had my own implementation but it was buggy and not nearly as
clean, then i was made aware of theirs.
## Why It's Good For The Game

Character Customization is good and fun and lets people have more choice
in their roleplay.
## Changelog
🆑
add: Prosthetic organ users are now allowed to pick what they want to
start with.
add: Junkie of all kinds, including smokers and alcoholics, are also
able to pick their favorite type.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216)

## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.

## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.

## Changelog

🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑

* Fix robocontrol access runtime (#82242)

## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/568fa916-d167-4038-b0e8-7b0870754bf9)

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.

We can circumvent this entirely by using `allowed`.

But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.

So we need to run a separate check of `check_access` for the computer ID
card.

## Changelog

🆑 Melbert
fix: Robocontrol should work better.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Adds a photobooth (#82105)

## About The Pull Request

Adds a photobooth machine to the HoP line which can be used to update
your security records photo.
It updates the records of the person's name, which means hiding your
identity and wearing an ID will let you change other people's photos. If
you aren't hiding your identity and are wearing someone else's ID, it
won't update at all because it will be unable to find your record.
There's 2 variants of this machine, one at the HoP line that's tied
behind Law Office access (so Lawyers have an extra thing they can help
out with if no one's available, but maybe it would be better behind
Library access since Curators are our "photographer" role?), and the
Security one that requires Security access.
The Security one has a special feature that it adds a height chart
behind the player.

![image](https://github.com/tgstation/tgstation/assets/53777086/c4eb0661-d752-4052-8006-2898af78c528)

This machine is used by either right-clicking on it or by pressing a
button, so the HoP can do it remotely from their line (except on Tram
where it's in the library), and after a few delays it'll update your
records automatically to how you look like.

Emagging the machine will remove its access restrictions but every time
it updates your photos it will spam camera flashing and blind you.

Sprites

Open

![image](https://github.com/tgstation/tgstation/assets/53777086/d5e97d84-46d8-40b5-995f-c0ef5c7f18ac)
Closed

![image](https://github.com/tgstation/tgstation/assets/53777086/520e88ed-4630-40d8-9039-4c6dd85a9872)
Security version on the left, has a red tint on it

![image](https://github.com/tgstation/tgstation/assets/53777086/ef71a092-8d1b-4776-bdb4-6718308967c7)

Video demonstration (old sprites):


https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35

## Why It's Good For The Game

Current security records has no way to change your photo ID, something
that was a feature before it was moved to TGUI. The only alternative is
to fully delete your record and make a new one with a photo and the same
name, but this shares a major issue with the HTML UI: You're immediately
sold out by the fact you have a background. No matter how well you try
to cover your tracks, any security officer looking at records will see
you are the only photo on the manifest that has a background and even a
camera in your hand, which makes it impossible to get away with it
unless security essentially takes pity on you.
This opens up the ability to fully mask yourself in records, finally.

This is also better even for non antagonists because you can now
properly update your photos to match what you look like in the event of
an appearance change or even just a job change, which makes it a benefit
for HoPs who likes to keep records as up-to-date as possible.

## Changelog

🆑 JohnFulpWillard, Twox
add: Added a new photobooth machine to the HoP's line.
fix: Things checking for access now checks your off hand, too.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Converts slimes to basic mobs (#82176)

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑

* Oh, right.

* Fixes AI verb Jump To Network (#70016)

* check for camera loc to not be a silicon

* check for z=0 instead

* Update code/modules/mob/living/silicon/ai/ai.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* evil touch

* redundancy

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* Removes camera assembly structures (#81656)

Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.

I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.

Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019

🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)

## About The Pull Request

- Departmental orders are now an NTOS app
   - To download, they require `ACCESS_COMMAND`.
   - To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.

- Changes chat room overlay from the kind that AI uploads use to a new
icon.

- Minor refactors to department order in general. 


![image](https://github.com/tgstation/tgstation/assets/51863163/605c2499-e5e9-4f91-aa2a-aa8af8b05a9f)


![image-1](https://github.com/tgstation/tgstation/assets/51863163/089d3fe1-787c-4f5a-bc3d-edb9611dfbb2)

## Why It's Good For The Game

These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?

The lesser used cargobus chat is still there, and departmental orders
are front and center.

This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.

## Changelog

🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑

* This should cut it.

* Was it really just skub?

* [No GBP] Fixes slow slime feed (#82284)

## About The Pull Request

Slimes were supposed to gain the same amount of nutrition as the damage
they dealt while feeding. However, I have accidentally multiplied this
again by `seconds_between_ticks` a second time. This meant that locally
slimes fed normally, but on the server they got about the third
nutrition they were supposed to, probably due to having more ticks per
second then my machine. This PR fixes that.

Also raised the nutrition gained by slimes by 20%, after careful
testing, one monkey wasn't always enough.

## Why It's Good For The Game

 Fixes #82283

## Changelog

🆑
fix: Slimes now feed faster, and should only need one monkey to reach
their next lifestage.
/🆑

* [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330)

## About The Pull Request

Someone has linked the runtimes logs of round 226376 to show off a
runtime, and I took a look, and found some unrelated runtimes in slime
code.

- The config file for slime slowdown was still using the simple_animal
path. This has been fixed.
- Somehow, a grey slime has lost its AI controller, and when it got
hungry, it runtimed. For now, a coalesce operator has been put in place.
Later, an investigation is needed to figure out where did its AI
controller go.

## Why It's Good For The Game

Runtimes bad.

## Changelog

🆑
fix: Slime properly load their slowdown values from the config files.
fix: Slimes who lose their AI controller will no longer runtime when
they get hungry.
/🆑

* [No GBP] Slime stasis fixes (#82304)

## About The Pull Request

`handle_environment` is never called when the target was in stasis, so
slimes stayed in stasis forever. This PR fixes that, albeit in an ugly
way.
It also makes slimes actually not get hungry while in stasis.

## Why It's Good For The Game

Fixes #82300
I also claimed slimes can be safely kept in stasis, but I didn't
actually put a stasis check before handle_nutrition. This is fixed now.

## Changelog


🆑
fix: Slimes stop being in stasis when taken out of a BZ filled
environment
fix: Slimes no longer become hungry while in stasis
/🆑

* Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)

I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

More unit tests to make sure things are done correctly.

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑

* This all is going to suck.

* A step further

* Is this hell over?

* I hope it is.

* Autosort I suppose

* This should cut it for VoidRaptor

* And Blueshift

* Revert "Autosort I suppose"

This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24.

* Dear god, the chicken.

* I fucking hate mapping

* fixes gas analyzers (#82278)

## About The Pull Request

#82180 accidentally messed up air analyzers being able to read or send
readouts to the chat.

## Why It's Good For The Game

air analyzer good

## Changelog

🆑
fix: air analyzers work again
/🆑

* [NO GBP]Grind & juice fixes (#82272)

- Fixes #82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced

🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑

* Birdshot Engineering Retrofitting (#81840)

Warning: Nanotrasen Confidential Proprietary Information (NCPI) must
only be accessed and viewed within a Nanotrasen Virtual Environment
(NVE, vNTOS-3). Employees in violation of this information ordnance will
have their wages A) garnished, and B) sent to a labour camp up to a
maximum of ten (10y) years. Questions regarding policies related to NCPI
should be directed towards departmental heads or your sector Central
Command Information Authority (CCIA) personnel.

## About The Pull Request

Credentials Confirmed
The Birdshot Engineering Revitalization Plan (formerly proposal
Blindfold, now BERP) is a procurement effort to address growing
maintenance liabilities and costs on the Skitter-MDR Class Orbital
Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b).
Over the course of the previous year, ongoing analysis data has provided
vital feedback since the station was once again brought into operation
after 17 years of abandonment; and using this data, 4 options were
outlined for the Blindfold Proposal.
1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b
operations will be moderately impacted.
2) Procurement - Medium Cost. Replace offending station sections
completely with low-cost, working alternatives. Operational gains in
28-7b expected.
3) Do Nothing - No Cost. Moderate long-term impacts to operations in
28-7b.
4) >>>_Was removed_

Option 2 was selected for BERP. Procurement efforts identified 3
solutions and later narrowed it down to 1. Following the selection
process architects were brought in to draft up low-impact refits to the
designated hulk. 5 selections made it past initial drafting, with 3
ultimately being selected for engineering board review. Penultimately
draft proposal 3 was selected for the project and now awaits engineering
certification. The draft plan is provided on the next page:


![Birdshot Eng
Final](https://github.com/tgstation/tgstation/assets/33048583/441a6ca8-d7e1-4962-82b9-c412393ad73b)

Following board certification, implementation of the plan will be
commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction
time-frame pending Project Foremans review.

## Why It's Good For The Game

Birdshot Engineering is where this whole station began. Back then,
things were going to look closer to Birdboat Station, but that became
looser and more ill-defined as progress was made on the overall station.
While I was satisfied of the decrepit feel of Birdshot Enigneering
initially, I knew that at some point, it would require modification to
better play into Birdshots strengths.

I've had a long laundry list of a roadmap that I've wanted to implement
since the station was added, and this was the top item. Tier Zero.
Problema Numero Uno. You get the idea. This has been a year of drafting,
redrafting, and redrafting everything until it fit Birdshot right. With
this, we're nearly there. I see this being the definitive Engineering
Department for this station for quite some time to come. However, this
is still a draft and some elements are subject to change as I begin to
work out some of the more minor kinks in the draft such as pipe
locations and transit tubes.

Presently Atmospherics is completely rebuilt from the bottom up. There
is more space, enough to do projects, but you'll have to tear down some
windows and walls to gain it. Nothing ventured, nothing gained. You also
have most of the gas distro line outside. I'm a firm believer in
enabling whatever antics ANY lunatic may have. Atmos techs can rest
assured that outside lines are completely reconfigurable (and powered)
enabling some... unique project prospects. You also gained an inside HFR
and Spare burn chamber. Enjoy.

The Engineering Common Areas are now inside the department proper
instead of the satellite treatment in the original implementation.
Security gets an actual outpost and engineers now have a proper office
to file engineering documentation. They say that office colleagues can
form tight bonds so let's see whose is stronger: Purples or Yellows?

The Supermatter Engine is more of an upgrade over the previous model
(Leaky SM is here to stay so deal with it). The room is larger with less
rock, allowing some manner of greater customization, but I believe
engineers will be more than happy to find that they now have a Burn
Chamber of their own. I have zero clue of what they'll do with it, but I
think any enterprising CE will be able to create something that even god
should fear.

Finally we have maint improvements. Nothing really to see here though
maybe there's the beginning of something for the future if you care to
speculate. I couldn't really keep the meandering maint of the previous
rock, so instead we now have some pseudo dead-ends. It's all connected
by transit tubes to the north (not shown) so you can slowly get around
if you will it. Of course there's plenty of cut-throughs,
not-so-finished sections, and opportunity for those who need it. Caution
to the blind, this whole rock is spicy.

Overall I'm happy with this and want to open it up in Draft Mode for
initial thoughts. I have a rough timeline on finishing this that
stretches out to the weekend, so the earlier comments are, the more
likely I'll be able to MAYBE do something about it. Thanks for the
patience and hopefully this is a doozy of an update for all our players.

Previous Engineering Provided for Point of Reference:

![Screenshot 2024-03-04
190827](https://github.com/tgstation/tgstation/assets/33048583/55355582-2129-4744-a75b-0cd97f2b5008)

closes  #75590

## Changelog
🆑
qol: Wholesale Revamp of Birdshots Engineering Department
fix: Some Birdshot Amtospherics Concerns
fix: Some Birdshot Engine Concerns
/🆑

* Bumps `dependencies.sh` to 515.1633 Stable (#82138)

## About The Pull Request

Two reasons for this.

1. It's the stable branch, so let's move it up. This PR will detect any
issues that we might have with the latest 515.1633 as far as the
codebase is concerned (the servers have been running 1633 for at least a
week now).
2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even
though it was fixed a few days ago in #82074
(5624d94524)

`![image](https://github.com/tgstation/tgstation/assets/34697715/0cc889c9-25d0-48cb-a0d1-304738acd8cc)`~~

* Makes simple bodycam component `COMPONENT_DUPE_SELECTIVE` (#82310)

## About The Pull Request

The thought only just occurred to me people may want to throw multiple
bodycams with different networks on them onto one mob, and it would be
trivially easy to support, so here.

I used `COMPONENT_DUPE_SELECTIVE` rather than `COMPONENT_DUPE_ALLOWED`
so people can avoid adding two of the same camera (network) to one mob.

* Fixes unfathomable curios not blocking when equipped. Fixes the shielded component still blocking despite not having a 'wearer'. (#82073)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

The unfathomable curio now only blocks when equipped to the belt slot,
and not when equipped in the hand.

The shielded component now no longer blocks despite not having a wearer,
and does not block if the wearer is not the same as the owner in the
``hit_reaction()`` proc.

Fixes https://github.com/tgstation/tgstation/issues/82068

## Why It's Good For The Game

The curio was only blocking while in-hand, rather than how it should be;
in the belt slot. Now it does what it is supposed to.

On top of that, this fixes what I think has been a bug for quite some
time with shield_inhand just not being respected whatsoever with regards
to whether or not the component worked. It only really determined
whether or not you got the sprites added/removed, but didn't factor into
the blocking ability whatsoever.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Unfathomable Curios now properly block as expected.
fix: The shielded component actually respects the shield_inhand when
determining blocking potential.
fix: Ensures that the shielded component has a wearer before attempting
to block, and that this wearer is the same as the owner of the item.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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---------

Co-authored-by: san7890 <the@san7890.com>

* Chem dispenser UI minor patches (#82123)

## About The Pull Request
- Fixes #82119. ph is not computed & shown when recording recipes is
enabled. The ph value was inaccurate anyway because it was not computed
from the recorded recipe but from the beaker.
- Removed deprecated `content` tag from buttons in the UI

## Changelog
🆑
fix: chem dispenser UI doesn't brick when beaker is ejected while
recording recipes
code: removed deprecated `content` tag from buttons in chem dispenser
/🆑

* Resprites supermatter theft (#82326)

## About The Pull Request

Resprites supermatter theft tools to match the current style surgical
tools they're based off of, as well as esprites the sliver to not be a
shard of pee glass.


![image](https://github.com/tgstation/tgstation/assets/5479091/bd37909d-afff-4316-91f4-1b87d45d57fa)

## Why It's Good For The Game

Consistency in surgical tool derived sprites that previously kept the
old style from before the last surgery resprite, and making supermatter
shards not look like glass.

## Changelog
🆑
image: Supermatter slivers and the tools used to steal them have been
resprited.
/🆑

* GAGSifies the jester costume (#82339)

## About The Pull Request

Updates the jester costume to support GAGS.


![image](https://github.com/tgstation/tgstation/assets/5479091/d76f4aaf-d3aa-489a-8a0b-cf443bda7252)

## Why It's Good For The Game

More freedom for players to customise their jestering.

## Changelog
🆑
image: The jester costume now supports GAGS
/🆑

* There we go

* You win, chicken, take your leave. (apparently nulls in prefabs default to the normal mob stuff)

* Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. (#82076)

## About The Pull Request
Makes the Captain's Spare safe actually secure from being smashed open
now that it's been removed from a wall. Damage Deflection of 30 has been
added to it.

## Why It's Good For The Game

Because the Captain's Safe was moved off of the wall it's now vulnerable
to direct attack and projectiles way, way more than before and now
there's a lot of avenues to inflict AP damage, which is directly
subtracted from the armor value before application of damage. I've added
a damage deflection of 30 to make it

## Changelog

🆑
balance: Makes the Captain's Spare safe actually secure from being
smashed open now that it's been removed from a wall. Damage Deflection
of 30 has been added to it.
/🆑

* [NO GBP] Fixes prosthetic limb quirk preferences (#82354)

## About The Pull Request

Accidentally broke it during my latest quirk PR, oops!
## Changelog
🆑
fix: Fixed Prosthetic limb quirk preferences
/🆑

* Makes deconstruction of computer & machine frames consistent (#82378)

## About The Pull Request
- Adds a missing examine for when the machine frame can be deconstructed
- Both the machine & computer frames needs to be unanchored before it
can be deconstructed & adds examines to explain the same. Currently
computer frames don't have the unanchor requirement which is
inconsistent, but now both frames share the same code

## Changelog
🆑
qol: adds missing examine for when machine frames can be deconstructed 
qol: both machine & computer frames must be unanchored before it can be
deconstructed & adds examines to explain the same
/🆑

* [NO GBP] Emergency Birdshot Maintenance (#82380)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

* Makes highlander layer hoisting code actually work (#82388)

Whoops

* Small Social Anxiety Fixes (#82387)

## About The Pull Request

- Speech filters from speech impairments don't apply unless they
actually change the message
- Psicodine properly stops stutter

## Changelog

🆑 Melbert
fix: Psicodine helps Socially Anxious people again (as does signing) 
fix: Speech effects such as stuttering no longer applies its TTS filter
if the resulting message doesn't actually change the message
/🆑

* Merge ordinance burn chamber with main lab for MetaStation (#82322)

## About The Pull Request
Fixes the issue specified in #82294 for Metastation ordinance burn
chamber.

Now both the burn chamber and the lab are combined together as one
area(no physical objects were displaced just their area properties were
modified) so they share the same apc allowing the igniter to function
there

## Changelog
🆑
fix: igniter in meta station ordinance burn chamber works again
/🆑

* TGUI: bumps yarn version (#82385)

Bumps our bundled yarn version up to 4.1.1.

This seemed previously impossible due to an indecipherable error
message:
```
SyntaxError: missing ) after argument list
    at wrapSafe (internal/modules/cjs/loader.js:979:16)
```

I'm assuming this was a bug in (earlier) versions of yarn ~4.0.2.
Meaning, this is probably worth testing or test merging, as it seems to
be running fine currently.

Better build tools

N/A

* Yeah, this should do.

* TGUI: updated dependencies (#82377)

Updates some of the dependencies in tgui. Should have zero gameplay
impact at all.

This puts our typescript version up to 5.4.3! And it detected errors
immediately

Bzzz here comes the airplane

N/A

* Clown anomalous crystals turn the dead into living clowns, rather than anyone who speaks in proximity (#82373)

## About The Pull Request

Rather than turning people into clowns if they speak within proximity of
the crystal, the clown anomalous crystal instead transforms the dead
into clowns, similar to the dark revival crystal.

This also adds logging for crystal activation.

## Why It's Good For The Game

We've had a significant number of admin issues with this crystal being
abused to both grief and killbait people by turning them into clowns as
of late. The crystal literally only exists to do this basically. And it
is also grossly unlogged despite the fact that many of the effects could
be cause for investigation.

Rather remove this crystal, I'm making it useful...with a catch.

## Changelog
🆑
qol: Makes the clown anomalous crystal actually useful for once rather
than an open griefing tool. It now revives the dead...as clowns!
admin: Adds logging for the anomalous crystal activation, including
fingerprints.
/🆑

* Fix all nighter runtimes (#82405)

## About The Pull Request

So, recently, someone asked me why their All Nighter eyebags weren't
working, and though after a short conversation we worked out it was
working as intended and they had just taken a few naps to train fitness,
I still checked the round logs once they were public.
https://scrubby.melonmesa.com/round/226476/runtimes

![image](https://github.com/tgstation/tgstation/assets/42909981/162d76ae-2d43-428b-bc7e-37371ba27a1c)
Coincidentally! Someone else _did_ have an All Nighter runtime!
Well. Time to fix it.

I look into the code, and lo and behold, it seems we're really just not
caring about whether the head actually exists.

d38f9385b8/code/datums/quirks/negative_quirks/all_nighter.dm (L50-L56)

But that reminds me. We have more ways to lose your head, like
H.A.R.S.... So... I boot the game, and...
Oh no.
_Oh no._
That's a _lot_ of runtimes huh. (See "Why It's Good For The Game")

Soooo we just add a check for whether our head-in-question actually
exists to both adding and removing our bags, and be done with it.
```dm
///adds the bag overlay
/datum/quirk/all_nighter/proc/add_bags()
	var/mob/living/carbon/human/sleepy_head = quirk_holder
	var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD)
	if(isnull(face))
		return
	bodypart_overlay = new() //creates our overlay
	face.add_bodypart_overlay(bodypart_overlay)
	sleepy_head.update_body_parts() //make sure to update icon

///removes the bag overlay
/datum/quirk/all_nighter/proc/remove_bags()
	var/mob/living/carbon/human/sleepy_head = quirk_holder
	var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD)
	if(face)
		//our overlay is stored as a datum var, so referencing it is easy
		face.remove_bodypart_overlay(bodypart_overlay)
		sleepy_head.update_body_parts()
	QDEL_NULL(bodypart_overlay)
```
Right?

Well, no. Yes, this stops the runtimes, but while testing this I also
noticed that the bags don't come back.
We lose our head, we regenerate a new one, and we don't have bags. Even
though we removed our head, we never actually removed _our bags_.
So our `bodypart_overlay` is never set to null, and it's never actually
attempting to apply them to our new head.

To resolve this, we then just add a new proc called on
`COMSIG_CARBON_REMOVE_LIMB`, which handles removing the eyebags before
we remove our head if needed.
```dm
///if we have bags and lost a head, remove them
/datum/quirk/all_nighter/proc/on_removed_limb(datum/source, obj/item/bodypart/removed_limb, special, dismembered)
	if(bodypart_overlay && istype(removed_limb, /obj/item/bodypart/head))
		remove_bags()
```

Oh, we also remove the unused `client/client_source` argument from both
the `add_bags(...)` and `remove_bags(...)` procs.
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/42909981/31fd97b5-dce3-46ec-9388-abf568fe4f0b)
## Changelog
🆑
fix: All Nighter: fixed a runtime from not having a head, whether from
hars/deletion/somesuch.
fix: All Nighter: losing and regaining your head while you had eyebags
no longer removes your eyebags until you've slept.
/🆑

* [NO GBP] Fixes Alcoholic quirk selection and addiction in general not being forever. (#82403)

## About The Pull Request

Fixes #82346
Also fixes a bug where Junkie, Smoker, and Alcoholic would not give you
more addiction once yours ran out.
## Changelog
🆑
fix: Fixes Alcoholic quirk selection
fix: Fixes Junkie, Smoker, and Alcoholic not giving you more addiction
when you come clean.
/🆑

* Fixes root beer rounding down to 0 delay for laser carbines/disabler SMGs (#82414)

## About The Pull Request

Title.
Closes https://github.com/tgstation/tgstation/issues/80921.

Uses SSprojectiles wait, via lemon's suggestion
(https://discord.com/channels/326822144233439242/326831214667235328/1195468576514130010)
## Why It's Good For The Game

bug bad
## Changelog
🆑
fix: Root beer no longer causes laser carbines and disabler smgs to fire
infinitely fast.
/🆑

* Fixes quirk being examined when observing (#82424)

Examining a human as ghost now shows their quirks again. This was
unintentionally removed with
https://github.com/tgstation/tgstation/pull/80692

This was unintentionally removed. Bugfix good me thinks?

![image](https://github.com/tgstation/tgstation/assets/49160555/57a8d817-c9f4-4bf5-bc10-498be58ed23d)

🆑
fix: Observers can now see people's quirks again
/🆑

* Moves that one wall in NorthStar Maints   (#82382)

You know the one, right? 

![image](https://github.com/tgstation/tgstation/assets/69398298/43f98dcb-2a00-43bb-9b9c-6541a77a8454)
Seriously though I asked "where's that random wall in northstar maints"
and not only did people know what I meant, within 5 min people told me
where it was.

<img width="825" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/449ff97f-f256-449a-9eb0-d34b1e09f8f4">

## Why It's Good For The Game

Hallways work best when they're traversable. 

## Changelog

🆑
fix: Moves that one wall on NorthStar to not block the maints passage
/🆑

* fixes material scanning, so we can scan again (#82428)

I broke material scanning, This fixes it.

* Fixes access to borg panels (#82427)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/81681 removed the access
requirement to unlock a borg, which of course meant anyone with any ID
could fiddle with them.

## Why It's Good For The Game

back to sanity

## Changelog
:cl:Zergspower
fix: borg panel access now requires robotics access again
/🆑

* Adds a visual effect to breathing in cold environments (#82336)

## About The Pull Request

Humans (who breathe) (with lungs) now has a particle associated when
breathing in cold air. The colder the air, the more likely the particle
to occur per breath.


https://github.com/tgstation/tgstation/assets/51863163/f375dd1b-87f6-4124-9329-4714fe988c16

Other changes:

- Adjusts the probability of getting "your lungs feel cold/hot" when
breathing cold/hot air depending on how cold/hot the air is.
- Very cold air now has a chance of causing humans to shiver when they
breathe it in.

## Why It's Good For The Game

Some nice VFX to breathe some style into the game. 

## Changelog

🆑 Melbert
qol: Breathing cold air now has a particle effect associated, careful
not to let your glasses fog up.
qol: Breathing cold air will now occasionally make your spaceman shiver.
Brrr.
/🆑

* [NO GBP] Emergency Birdshot Maintenance (#82380)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* [NO GBP] Emergency Birdshot Maintenance (#82380)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: Zergspower <Griffinj88@yahoo.com>
2024-04-16 06:05:57 +00:00
SkyratBot
9fe2ef7c99 [MIRROR] Add: 2 Quirks Configs (#26206)
* Add: 2 Quirks Configs (#81033)

This PR adds two new config options for quirks:
- *Flag* `DISABLE_QUIRK_POINTS`
  - When enabled, disables quirk points balancing.
- When enabled, players can select positive quirks without first
selecting negative ones.
- When enabled, the quirk points balance visually hides itself on the
Quirks page.
- *Number* `MAX_POSITIVE_QUIRKS`
- Limits the maximum quantity of positive quirks which players can
select using the Character Preferences page.
  - I ported this from the old `MAX_QUIRKS` define.
- When set to `0`, players won't be able to select any positive quirks,
and they won't appear on the Quirks page.
- When set to `-1`, players will be able to select any quantity of
positive quirks.
  - When commented-out or undefined, the default is `6`.
- When set to `0` or `-1`, the positive quirk balance visually hides
itself on the Quirks page.

There is some downstream repositories asking for the quirks system to be
configurable. Additionally, I always find myself tweaking these values
on my own private servers and I thought it would be nice to share my
edits. Usually I was simply commenting-out sections of this code in
order to get the same result, so it helps to have an official way to
disable quirk points.

🆑 A.C.M.O.
config: Added two new config flags for quirks, DISABLE_QUIRK_POINTS and
MAX_POSITIVE_QUIRKS.
/🆑

* Oh come on

---------

Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-01-29 01:56:10 +01:00
SkyratBot
698ecf2a7c [MIRROR] Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. [MDB IGNORE] (#25980)
* Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. (#80211)

## About The Pull Request
Recently, I chatted with others about how few station traits are rolled
on a round by round basis - about 59% of the shifts go without either
positive or negative traits for example - and how the mild most of these
traits are (not a bad thing per se), which results in an underwhelming
feature, despite the more interesting bits of it. So, after sharing
opinions, I've decided to make this PR to increase the rolls and odds a
bit.

EDIT: After reading comments and taking some time to think this
thoroughfully, I've decided to push the probabilities back a little in
favor of a simple budget system for station traits, to allow for smaller
things to only count as half a station trait. This mean smaller traits
won't necessarily stop "better" ones from rolling, or at least allow for
plentier permutations of traits that do not affect the round TOO much.
I've also reduced the weight of the glitched pda beeps trait from 15 to
10, the same of scarves, wallets and colored assistant jumpsuits.

## Why It's Good For The Game

I believe the current odds of station traits to be a smidge low, and
that the lack of any sort of cost-budget for station traits to hurt the
rarer, more interesting traits (and the feature in general) if the more
common, milder ones take just as much space. It's totally within the
spirit of the feature to have small, niche traits, though they can get
quite boring pretty fast on their own, so what I'm saying is that their
cost should stay low so that other traits can roll.

## Changelog

🆑
refactor: Introduced a simple budget system to station traits, so that
smaller things only count as half a trait, for example.
balance: Increased the odds and maximum number of station traits that
can be rolled each shift.
/🆑

* Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-04 17:00:10 +00:00
SkyratBot
f59e586b71 [MIRROR] Alert a Discord role when a new player joins [MDB IGNORE] (#22948)
* Alert a Discord role when a new player joins (#77432)

## About Why It's Good For The Game The Pull Request
What it says on the tin. A requested feature for people who like to keep
an eye on swaths of new players. A config that is off by default, but a
Discord role ID can be added to have TGS ping that role.
Also sends alerts to Discord if a player with sketchy telemetry joins.

## Changelog
🆑 Tattle
admin: Pings an admin role on discord when a new player joins (when
enabled by config)
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>

* Alert a Discord role when a new player joins

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2023-08-08 15:06:03 -04:00
SkyratBot
1fe7b10e33 [MIRROR] Removes TTS voice disable option (Skyrat: Actually makes a functional "None" voice option this time) [MDB IGNORE] (#22283)
* Removes TTS voice disable option (#76530)

## About The Pull Request
Removes the TTS voice disable option, which was already unavailable on
TG as it was set to off by default. The reason this was added was so
that downstreams could toggle the config on or off.

## Why It's Good For The Game
I think this option fundamentally undermines the TTS system because it
allows individual players to disable their voice globally, meaning that
players who have TTS enabled will not be able to hear them.

This worsens the experience for players who have TTS enabled and it's
not something I want to include as an option. If players don't like
their voice, they can turn TTS off for themselves so that they don't
hear the voices. If players don't want to customize their voice, they
can quickly choose a random voice, and we can take directions in the
future to make voice randomization consistent with gender so that a male
does not get randomly assigned a female voice and vice versa.

This option is already unavailable on TG servers because it was
primarily added for downstreams, but I don't think giving downstreams
the option to undermine the TTS system is the right direction to take.
Downstreams are still completely free to code this option on their own
codebase.

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Removes TTS voice disable option

* Returns the option to not have a voice to TTS, properly this time

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-29 15:25:16 -04:00
SkyratBot
2591045bb0 [MIRROR] Xenomorph/Alien Rework 2023: Part 1 [MDB IGNORE] (#22054)
* Xenomorph/Alien Rework 2023: Part 1 (#75286)

## About The Pull Request

Alternative to #75277

Kept you waiting, huh?

This PR is the first part of a Xenomorph rework which seeks to make the
big lugs more balanced and up to date with /tg/'s current design. This
mainly involves curtailing xenomorph's infamous hardstuns into more
interactive forms of combat, while also giving some buffs to the
xenomorph's more unique abilities in order to keep them threatening.

Part 1 will focus on simple number changes and some simple mechanic
changes. In the future, changes will be made to endgame involving
xenomorphs, along with changes to other facets of Xenomorphs.

Highly based off of #55937.

Changes:

- Xenomorph disarm has been completely reworked. While a disarm will
attempt to, well, disarm, a human opponent should they be holding
something, it will no longer immediately hardstun targets when they
aren't. Instead, the xenomorph will shove the target several tiles back
and inflict 35 stamina damage. If the target slams into a wall, this
will also come with the added effect of knocking them down. If a human
is incapacitated, however, right click will slam them into the ground,
which paralyzes them for a lengthy 5 seconds (which is ultimately half
the time xenos could stun you for before), allowing for safe transport
back to the nest as long as you keep them close.

- Humans can now shove xenomorphs. Due to being the superior predator,
however, you can't knock down xenomorphs from shoving. You can slow them
for a little bit akin to humans though.

- Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina
damage on contact. It is still resisted by BIO armor.

**HUNTER:**
- Speed reduced from -1 to -0.3.
- Pounce speed is twice as fast as before (1 to 2)
- Hardstun time on pounce reduced from 10 seconds to 5 seconds.

Hunters being insanely fast has been a major balance-ruining factor of
xenomorphs for many years now. These buggers could practically ambush
anyone, hardstun them immediately, and then leave before anyone could do
anything. Now, with their speed nerfed and in combination with the xeno
shove changes, hunters will need to spend more time to down a target.
Their pounce was practically useless, so its been sped up in order to
make it more practical to use.

**SENTINEL**
- Speed reduced from 0 to 0.2
- Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now)

Sentinels receive a large nerf in regards to their spit, but their
before useless cloaking ability has been greatly improved upon as
compensation. They now serve better as defenders and ranged ambushers.

**XENOMORPH DRONE**
- No changes

As in the original PR, drones are perfeclty balanced in my eyes, so no
changes were required.

**XENOMORPH PRAETORIAN**
- Speed increased from 1 to 0.5
- No changes

Praetorians get affected by the nerfs of the other xeno abilities, but
now they're a bit faster in order to close the gap to use their
abilities.

**XENOMORPH QUEEN**
- Speed increased from 3 to 2
- Health increased from 400 to 500
- Damage increased from 20 to 50

Xenomorph queens have been sped up and made more tanky and lethal in
close-range combat. Fighting this beast up-close should be a death
sentence to almost anything else in the game. Speed increases will help
her re-position and close the gap on potential prey.

**OTHER CHANGES**
- Fixed a bug where simplemobs didn't actually use xenomorph's damage
values when they were attacked by them.

## Why It's Good For The Game

Xenomorphs are old, and haven't been updated for quite a long time. This
has left them as sources of a bunch of hardstuns which made counterplay
from a modern spaceman extremely difficult. With these changes, fighting
xenomorphs is more interactive and should end up being more enjoyable
for both crew and xenos. Buffs were also given out to incentivize usage
of xenomorph's unique abilities as opposed to the standard disarm spam
which was most effective for them until now.

## Changelog
🆑
balance: Xenos have been rebalanced, removing their hardstuns on their
disarm and neurotoxin, along with a slew of other changes. Xenos have
received buffs to their more unique abilities in return.
fix: Fixed simplemobs ignoring xenomorph's melee damage values when
being attacked by them.
/🆑

* Xenomorph/Alien Rework 2023: Part 1

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-07-14 15:58:19 -04:00
SkyratBot
4d91adc2e6 [MIRROR] TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters [MDB IGNORE] (#22120)
* TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters

* [MIRROR FIX] Removes a skyrat edit that was upstreamed. (#22121)

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-06-29 18:43:50 -04:00
SkyratBot
6c9be73f51 [MIRROR] Adds TTS to the game. Players can select their own voices in preferences. [MDB IGNORE] (#21232)
* Adds TTS to the game. Players can select their own voices in preferences.

* [SEMI-MODULAR] [MIRROR FIX] Fixes the TTS PR. (#21267)

Fixes the TTS PR.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-05-19 01:47:19 +01:00
SkyratBot
9f410114f4 [MIRROR] Fix Basic Mob Speed [MDB IGNORE] (#21122)
* Fix Basic Mob Speed (#75306)

## About The Pull Request
All basic mobs became slower because of #75186. This fixes that.
## Why It's Good For The Game
Intended speed.
## Changelog
🆑
fix: Fixes the speed of all basic mobs.
/🆑

* Fix Basic Mob Speed

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-05-14 16:06:27 -07:00
SkyratBot
61e2e46bfa [MIRROR] fix: Basic mobs' multiplicative movespeed [MDB IGNORE] (#20989)
* fix: Basic mobs' multiplicative movespeed (#75186)

## About The Pull Request
Adds default multiplicative movespeed for basic mobs, so their speed is
configurable via config.

## Why It's Good For The Game
Closing things which were probably missed in the development of basic
mobs

## Changelog
🆑
code: Adds default multiplicative movespeed for basic mobs, to make them
editable in config
config: Default multiplicative movespeed for basic mobs in example
config
/🆑

* fix: Basic mobs' multiplicative movespeed

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
2023-05-08 03:03:36 +01:00
SkyratBot
90672a4216 [MIRROR] Station shift start time config [MDB IGNORE] (#20553)
* Station shift start time config (#74711)

## About The Pull Request

We have a config flag to set random shift start times or server sync'd
start times, but not one to simply set the shift start time.

## Why It's Good For The Game

Control over the shift start time. This way events such as breakfast can
occur during actual breakfast hours.

## Changelog

🆑 LT3
config: Station shift start time can now be set in the server config
/🆑

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>

* Station shift start time config

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
2023-04-14 23:46:31 +01:00
SkyratBot
edfaf6836a [MIRROR] Removes Starlight Config [MDB IGNORE] (#20134)
* Removes Starlight Config (#74289)

## About The Pull Request

It was config'd off to save init time, but having it function in testing
and mapping is more valuble then the time spend on it.

On that topic, we spend roughly 1.7 seconds of init on this.
~1.3 is spent handling the light sources and their light object
modifications (this is potentailly inflated since other sources could
cause the same objects to need updates)
~0.3 is spent searching for space turfs around lighting_objects during
init.
This will impact change_turf slightly too, costing about ~0.07 in local
testing.

It does save time for live however, since we avoid these config checks.

## Why It's Good For The Game

I believe this time is worth spending.
I've had people try to "fix" artifacts of starlight not being enabled,
things that aren't bugs.
The test environment should as much as we can make it reflect the visual
reality of the game. This helps ensure that

## Changelog
🆑
server: The starlight config has been removed, as it is enabled by
default
/🆑

* Removes Starlight Config

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-03-29 22:28:51 +01:00
SkyratBot
509b89f45c [MIRROR] Contextual tutorials for swapping hands and dropping items [MDB IGNORE] (#18604)
* Contextual tutorials for swapping hands and dropping items

* Fixes

* Oops

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2023-01-10 14:26:08 +01:00
SkyratBot
26274a342c [MIRROR] Add config for station traits [MDB IGNORE] (#18468)
* Add config for station traits

* Update station.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-09 07:13:20 +00:00
SkyratBot
11fc632d38 [MIRROR] Refactor /mob/living/carbon/alien/humanoid to be /mob/living/carbon/alien/adult [MDB IGNORE] (#17044)
* Refactor `/mob/living/carbon/alien/humanoid` to be `/mob/living/carbon/alien/adult`

* update modular

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-10-21 10:42:44 +01:00
SkyratBot
d559b94920 [MIRROR] Add silicon human spremacy override config, fixes #68957 [MDB IGNORE] (#15788)
* Add silicon human spremacy override config, fixes #68957 (#69293)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Add silicon human spremacy override config, fixes #68957

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-08-24 18:12:29 -04:00
SkyratBot
5cc21edbb1 [MIRROR] Security's Scaling Departmental Accesses - More Pop, More Problems [MDB IGNORE] (#15393)
* Security's Scaling Departmental Accesses - More Pop, More Problems

* Update admins.txt

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-08-05 00:56:52 +01:00
SkyratBot
800369ef9f [MIRROR] AI Lawset can now be specified instead of 'custom' [MDB IGNORE] (#15375)
* AI Lawset can now be specified instead of 'custom' (#68587)

* AI Lawset can now be specified instead of 'custom'

Co-authored-by: Charlotte <98856144+orthography@users.noreply.github.com>
2022-08-04 15:49:11 +01:00
Zonespace
15a223ff2d [MIRROR] Admin lua scripting (#65635) (#15118)
[Ready for Review] Admin lua scripting (#65635)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-24 19:55:53 +01:00
SkyratBot
c68fea7cba [MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.

* our changes

* yes

* 0

* Update blackmesa.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-01 20:33:30 +01:00
SkyratBot
48ac7b572d [MIRROR] Security Level Datums [MDB IGNORE] (#14504)
* Security Level Datums

* wew

* Update security_level_datums.dm

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 02:04:50 +01:00
SkyratBot
1464f5ec56 [MIRROR] Added further limitations on the sound emitter circuit component [MDB IGNORE] (#14401)
* Added further limitations on the sound emitter circuit component (#67540)

Added limitations on the sound emitter component

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Added further limitations on the sound emitter circuit component

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2022-06-19 10:11:49 -07:00
SkyratBot
af8aa232d2 [MIRROR] Makes Playing Lobby Music A Config [MDB IGNORE] (#14220)
* Makes Playing Lobby Music A Config (#67455)

* Makes Playing Lobby Music A Config

Hey there,

Apparently some people don't like listening to the soulful lobby music we have to offer. How unfortunate. This adds a config flag to disable said title screen music. I've heard people who like debugging a lot don't want to get their ears-bleeding via flipflap, but I find it hard to agree.

* ALLOW to DISALLOW

whoops

* FUCK

* MSO's suggestions

I also added a small portion in regards to player preferences in case people weren't aware of that.

* lol

physics burned my brain out on parentheses

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Makes Playing Lobby Music A Config

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-06-10 18:01:56 +01:00
GoldenAlpharex
d4b0974aaf [MIRROR] CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518) [MDB IGNORE] (#14186)
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)

* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.

* wew

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 15:28:51 +01:00
SkyratBot
17fcc2aced Purges Mentions/Related Code of Virtual Reality From Config and Mapping (#13672)
Co-authored-by: san7890 <the@san7890.com>
2022-05-17 17:32:18 -07:00
SkyratBot
6059a35c7a [MIRROR] Removes (now unused) sandbox related config and variable [MDB IGNORE] (#13493)
* Removes (now unused) sandbox related config and variable (#66803)

I don't know when we removed sandbox but this datum doesn't exist anymore and this var is unused

Also the config does nothing anymore so might as well throw that out

* Removes (now unused) sandbox related config and variable

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-09 21:48:03 -07:00
Spock
d4d9e469a4 [MODULAR] Alert level text changes (#12251)
* Alert level text changes

* Update config.dm

* Update config.dm
2022-04-08 23:24:48 +01:00
SkyratBot
105f0cc610 [MIRROR] Add config entries for PR_ANNOUNCEMENTS_PER_ROUND and STATION_GOAL_BUDGET [MDB IGNORE] (#11145)
* Add config entries for PR_ANNOUNCEMENTS_PER_ROUND and STATION_GOAL_BUDGET (#64368)

Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>

* Add config entries for PR_ANNOUNCEMENTS_PER_ROUND and STATION_GOAL_BUDGET

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
2022-02-01 01:31:19 +00:00
SkyratBot
c33061765b [MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety

* updates and fixes

* ffff

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 03:25:38 +00:00
SkyratBot
c0706f4a41 [MIRROR] Field of View and Blindness improvements [bounty + upstream push] [MDB IGNORE] (#10060)
* Field of View and Blindness improvements [bounty + upstream push]

* Update death.dm

* almost done

* Update fov_handler.dm

* Face mouse when in combat mode, fix

* Fixes the category for the fov admin verb. #63401

* Fixes objects with bad planes and FoV bugs #63412

* pain

* there we go

* face pref

Co-authored-by: Azarak <azarak10@gmail.com>
2021-12-22 14:56:01 +00:00
SkyratBot
a526c6070a [MIRROR] Makes all default job titles, defines. [MDB IGNORE] (#10080)
* Makes all default job titles, defines.

* Makes all default job titles, defines.

* whitespace

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-18 16:54:03 +00:00
SkyratBot
a31e4bedfa [MIRROR] Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! [MDB IGNORE] (#9131)
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)

While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.

* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-10-29 21:07:21 +01:00
SkyratBot
09c2297ad1 [MIRROR] Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits [MDB IGNORE] (#8437)
* Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits

* 0

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-04 00:11:28 +01:00
SkyratBot
124ddd7cca [MIRROR] tgui Preferences Menu + total rewrite of the preferences backend (#8153)
* tgui Preferences Menu + total rewrite of the preferences backend

* nah, we dont need to ping those people

* trying to remove the funny stuff

* unmodularizing this

* prefs reset

* this may need to be reverted, who knows

* okay, this part

* perhaps

* EEEEEEEEE

* unsanitary

* E

* Stage 1 + loadout system

* more fixes

* E

* I mean, it launches?

* More fixes and reorganisation

* E

* customisation code is spaget.

* disable ERP prefs

* Update erp_preferences.dm

* Update erp_preferences.dm

* E

* Slowly getting there

* It may be time for help :)

* tri...colors... help

* preferences now pass preferences

* Update dna.dm

* Fuck this man

* missing savefile return, set_species works, removed dumb stuff from updateappearance

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224

* https://github.com/tgstation/tgstation/pull/61519

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278

* e

* le butonAZARAK HELLO

* hhh

* Proper recognition where it's due, MrMelbert!

* EEEE

* examine block

* Better gen hit sounds from whitedream

* final loadout touches, more bug fixes im sure to come

* i said there would be bugfixes

* Update LoadoutManager.js

* Missing preferences in the html menu

* LIVE TESTING PHASE BABY

* Update LoadoutManager.js

* EEE

* LAUNCH TEST FIRE

* Update job.dm

* Update new_player.dm

* 50gb DAY ONE PATCH

* EEE

* Update preferences.dm

* buggle fixes

* Update examine.dm

* >LOOC starts on

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-09-23 00:40:37 +01:00
SkyratBot
a2d29d582d [MIRROR] Add $reset directive to config processor for setting a config entry to default value (#6602)
* Add $reset directive to config processor for setting a config entry to default value

* Update game_options.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-30 20:20:24 +01:00
SkyratBot
04abb98894 [MIRROR] Remove a bunch of old gamemode code (#6025)
* Remove a bunch of old gamemode code

* Mirror!

* Woopsie, modular game modes!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-01 12:36:59 +12:00
SkyratBot
341ca10760 [MIRROR] Reduce default Maint. Drone playtime requirement (#5595)
* Reduce default Maint. Drone playtime requirement (#59011)

* Reduce default Maint. Drone playtime requirement

Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
2021-05-10 22:46:46 +01:00
SkyratBot
b7cefa3986 [MIRROR] Adds SDQL Spells & a Menu to Give Them to Players - Take 2: Commit Cleanup (#5274)
* SDQL Spells & Menu to Give Them to Players (#58118)

SDQL spells are spells that execute an SDQL query. This requires a config flag to be enabled in game_options.txt. When enabled, admins with debug verbs have the ability to open a menu allowing them to define all the relevant vars for the spell, including icons and spell requirements.

It also fixes a bug with superuser SDQL queries always runtime if they try to call a proc.

Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>

* Adds SDQL Spells & a Menu to Give Them to Players - Take 2: Commit Cleanup

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
2021-04-29 00:30:19 +01:00
SkyratBot
a08d398675 [MIRROR] Renews Maintenance Drones (#4868)
* Renews Maintenance Drones

* And these have conflicts too, but you can't see them

* Skyrat Map Updates (Adding Supermatter Room Area)

Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-04-16 13:04:21 +02:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
18d9daadb1 [MIRROR] Improves friendly commendation code (#3110)
* Improves friendly commendation code (#56453)

* Improves friendly commendation code

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-02-05 21:42:47 +00:00
SkyratBot
25df6e7da3 Cleaning up robot code: modules renamed to models & DOGBORG REWORK (#2837)
* Cleaning up robot code: modules renamed to models

* Merge branch 'master' into upstream-merge-56312

* [PR Fix] Modular_Skyrat borgos (#3019)

* No more linter complaining

* Halfway (or full way, I don't know) through moving stuff around

* Caps!

* a

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-02-05 21:28:06 +00:00
SkyratBot
d9c8ffef60 [MIRROR] Changed the population scaling coefficients minimal values to 0. (#2995)
* Changed the population scaling coefficients minimal values to 0. (#56522)

## About The Pull Request

So, there on the downstream we've encountered a problem with the security officer slots jumping to 12 every time the round starts, regardless of what we set them to in the configs.
In the configs it says that you can set the coefficients to 0 to disable scaling, and upon investigation, it seems that all the scaling coefficients suffer from similar problem.
https://github.com/tgstation/tgstation/blob/master/config/game_options.txt#L198
the `min_val` in the config entry datums is 1 on each of them, leading to unexpected behaviour

## Why It's Good For The Game

It fixes certain config values leading to unexpected and unwanted behaviour

* Changed the population scaling coefficients minimal values to 0.

Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2021-02-01 13:23:29 +00:00
SkyratBot
d7f054b035 [MIRROR] Refactors monkeys into a species (#2379)
* Refactors monkeys into a species

* aaa

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-31 21:08:07 +01:00