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99ca6be8919668db901b18bf1799a87f33c09701
85 Commits
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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330cf42ff9 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c | ||
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
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7e3a9d27fe |
[MIRROR] Deoffset screen alert mobs (#29370)
* Deoffset screen alert mobs (#85844) ## About The Pull Request Fixes #85528  Atoms shown in screen alerts have their pixel_z set to 0. This means they won't inherit the mob offset in the world. The drop shadow is still there but I'm uh, not sure I can get rid of it. For a more opinionated change I also changed a bunch of the atom references for midround alerts to stop referencing the default poster, which now looks bad and ugly. Most of them didn't make sense with that icon anyway. ## Why It's Good For The Game Looks better. ## Changelog 🆑 fix: Mobs shown in ghost alerts shouldn't be offset out of the box image: Several midround dynamic alert icons should be more demonstrative of what is spawning /🆑 * Deoffset screen alert mobs --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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202e6b4ab5 |
Deoffset screen alert mobs (#85844)
## About The Pull Request Fixes #85528  Atoms shown in screen alerts have their pixel_z set to 0. This means they won't inherit the mob offset in the world. The drop shadow is still there but I'm uh, not sure I can get rid of it. For a more opinionated change I also changed a bunch of the atom references for midround alerts to stop referencing the default poster, which now looks bad and ugly. Most of them didn't make sense with that icon anyway. ## Why It's Good For The Game Looks better. ## Changelog 🆑 fix: Mobs shown in ghost alerts shouldn't be offset out of the box image: Several midround dynamic alert icons should be more demonstrative of what is spawning /🆑 |
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c9e8162a8a |
[MIRROR] Abductors can no longer be converted by conversion antags (#29310)
* Abductors can no longer be converted by conversion antags (#84766) ## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 * Abductors can no longer be converted by conversion antags --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> |
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f69284be5b |
Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 |
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132f9363e4 |
Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into fuck-fuck-fuck
# Conflicts: # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # code/datums/status_effects/debuffs/debuffs.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/modules/cargo/packs/imports.dm # html/changelogs/archive/2024-07.yml |
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ce2318494b |
[MIRROR] Dynamic - fixes a comment for proc/lorentz_to_amount() (#29079)
* Dynamic - fixes a comment for proc/lorentz_to_amount() (#85291) ## About The Pull Request I'm not going crazy, right? This comment must be wrong unless my math is wrong...  ## Why It's Good For The Game Comments don't lie so people don't get their hairs out if their values don't match with comments * Dynamic - fixes a comment for proc/lorentz_to_amount() --------- Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com> |
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2d46f8f5d3 |
[MIRROR] Makes Voidwalker check SSmapping.is_planetary when spawning (#29080)
* Makes Voidwalker check SSmapping.is_planetary when spawning (#85274) ## About The Pull Request Per title. Dynamic naturally running will not spawn a voidwalker on icebox now. ``find_space_spawn()`` checks only for carp landmarks, and icebox has carp landmarks for the other midround invasion antags. As a bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts with. ## Why It's Good For The Game Just a lil' bug I found. Plus the skull sprite is cool as hell.  ## Changelog 🆑 fix: Voidwalker should not run on planetary maps. /🆑 * Makes Voidwalker check SSmapping.is_planetary when spawning --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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e43a90f912 |
Dynamic - fixes a comment for proc/lorentz_to_amount() (#85291)
## About The Pull Request I'm not going crazy, right? This comment must be wrong unless my math is wrong...  ## Why It's Good For The Game Comments don't lie so people don't get their hairs out if their values don't match with comments |
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1449bdab3f |
Makes Voidwalker check SSmapping.is_planetary when spawning (#85274)
## About The Pull Request Per title. Dynamic naturally running will not spawn a voidwalker on icebox now. ``find_space_spawn()`` checks only for carp landmarks, and icebox has carp landmarks for the other midround invasion antags. As a bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts with. ## Why It's Good For The Game Just a lil' bug I found. Plus the skull sprite is cool as hell.  ## Changelog 🆑 fix: Voidwalker should not run on planetary maps. /🆑 |
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38c3a6336d | Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 | ||
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16854f2358 |
[MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist * [MIRROR] The Voidwalker | New Midround Antagonist [MDB IGNORE] (#3755) * The Voidwalker | New Midround Antagonist * Update role_preferences.dm * Update sql_ban_system.dm * Update _bodyparts.dm * Update role_preferences.dm * Update lazy_templates.dm * Update _bodyparts.dm * Update _bodyparts.dm * Grep --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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89cf4c7787 |
The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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3f8cbb713f |
[MIRROR] White dwarf meta knowledge check fix (#28122)
* White dwarf meta knowledge check fix (#83633) ## About The Pull Request There is two values for round threat, the shown value and the real value, sometimes the shown threat can be 0, while the real threat is higher, which in turn does not trigger the green alert on getting the classified report and does not make a special announcement, "Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to [station_name()]. All station construction projects have been authorized. Have a secure shift!", nor does it enable all station construction projects, so we should disable being able to fake white dwarf on classified report. ## Why It's Good For The Game Knowing when your classified report is fake is meta knowledge and shouldn't be a thing. ## Changelog 🆑 grungussuss fix: fixed getting a fake white dwarf report when the shift isn't extended mode, which lead to meta knowledge being used. /🆑 * White dwarf meta knowledge check fix --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
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8db012a90f |
White dwarf meta knowledge check fix (#83633)
## About The Pull Request There is two values for round threat, the shown value and the real value, sometimes the shown threat can be 0, while the real threat is higher, which in turn does not trigger the green alert on getting the classified report and does not make a special announcement, "Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to [station_name()]. All station construction projects have been authorized. Have a secure shift!", nor does it enable all station construction projects, so we should disable being able to fake white dwarf on classified report. ## Why It's Good For The Game Knowing when your classified report is fake is meta knowledge and shouldn't be a thing. ## Changelog 🆑 grungussuss fix: fixed getting a fake white dwarf report when the shift isn't extended mode, which lead to meta knowledge being used. /🆑 |
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7981566da3 |
[MIRROR] Fixes admins not being able to force some rulesets with Stationwide Background Checks station trait (#28059)
* Fixes admins not being able to force some rulesets with Stationwide Background Checks station trait * Update dynamic.dm --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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004e466cea | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406b | ||
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771f00acd9 |
[MIRROR] Adds a few more pulsar star station trait reports (#28066)
* Adds a few more pulsar star station trait reports (#83591) ## About The Pull Request This adds some more station-trait dependent Pulsar Star reports, much like the "Clown Planet" report triggered by the bananium shipments trait. For those of you not up to speed - When pulsar star (no meaningful threat report is provided) rolls, and a relevant station trait is active, the generic report is replaced with one pertaining to that trait. It's better to just check the code changes to get a full picture, but I'll give some summaries on what the individual reports are here: **Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the recently emboldened assistants on-station. **Intern** - The intern has forgotten to actually include the report in his message. What a goof! **Ion Stormfront** - Oh dear, the electromagnetic interference is messing with the report broadcast.  **Endless Snowstorm** - Ice Giant, Too much snow, we can't give an actual report. Stay safe! **Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna go far with a steady driving bass and a rhythm guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI) ## Why It's Good For The Game Seeing the goofy clown planet message always made me think "dang, this feels like underutilized material" and can give command some prompting on what to tell the crew beyond "yeah we don't know what threat level it is". Maybe it'll prompt someone to do a gimmick based on the report? Who knows! It's just an added dash of flavor at the end of the day. Admittedly, some are a bit silly, but also rare (requiring both a specific station trait and the 8% pulsar star chance) so I think its fine. ## Changelog 🆑 Rhials add: Adds some more station-trait dependent pulsar star reports. Keep an eye on that roundstart command report! /🆑 * Adds a few more pulsar star station trait reports --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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862a029cfa |
Adds a few more pulsar star station trait reports (#83591)
## About The Pull Request This adds some more station-trait dependent Pulsar Star reports, much like the "Clown Planet" report triggered by the bananium shipments trait. For those of you not up to speed - When pulsar star (no meaningful threat report is provided) rolls, and a relevant station trait is active, the generic report is replaced with one pertaining to that trait. It's better to just check the code changes to get a full picture, but I'll give some summaries on what the individual reports are here: **Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the recently emboldened assistants on-station. **Intern** - The intern has forgotten to actually include the report in his message. What a goof! **Ion Stormfront** - Oh dear, the electromagnetic interference is messing with the report broadcast.  **Endless Snowstorm** - Ice Giant, Too much snow, we can't give an actual report. Stay safe! **Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna go far with a steady driving bass and a rhythm guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI) ## Why It's Good For The Game Seeing the goofy clown planet message always made me think "dang, this feels like underutilized material" and can give command some prompting on what to tell the crew beyond "yeah we don't know what threat level it is". Maybe it'll prompt someone to do a gimmick based on the report? Who knows! It's just an added dash of flavor at the end of the day. Admittedly, some are a bit silly, but also rare (requiring both a specific station trait and the 8% pulsar star chance) so I think its fine. ## Changelog 🆑 Rhials add: Adds some more station-trait dependent pulsar star reports. Keep an eye on that roundstart command report! /🆑 |
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6348dc9a7c |
Fixes admins not being able to force some rulesets with Stationwide Background Checks station trait (#83657)
Fixes #83631 Instead of not initializing the ruleset we just forbid it 🆑 fix: admins can force rulesets on background checks station trait (fucking lame) /🆑 |
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ba2b366c7d |
Storyteller port from horizon [DNM] (#456)
<!-- 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 Ports storyteller from horizon, who deleted their repo. ### How it works _Written by Majkl-J_ Basically, the storyteller runs several "Tracks" that slowly fill up with points. Upon reaching their set limit, an event is chosen and spawned, and the storyteller takes a somewhat-random amount of points from that track.  In this example, the moderate track will soon spawn an event. Each track has its own sets of events it can spawn, sorted by intensity (Roleset is midround and roundstart antags). Every event also has little tags that the storyteller can be made to prioritize. As with dynamic, events have a certain weight that determines the chance they roll. Prioritized events get a multiplier to this weight.  In this example, we can see some of the tags. Some storytellers can be made to increase/decrease the weight of these events. #### Extra stuff it does Keeps track of med, engineering, and sec players. Whilst this still has no actual usage, it is good to know it is capable of this. ## Why It's Good For The Game Storyteller is an alternate event controller, in my opinion, superior to dynamic. ## 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. --> 🆑 Nevimer, Majkl-J, BurgerBB, Azarak add: Ported the storyteller event system from horizon /🆑 <!-- 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: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: iero <> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Return <donwest947@gmail.com> Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com> |
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5da11912cb | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a | ||
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d5b0a9de08 |
STATION TRAIT GAMEMODE: Station-Wide Background Checks (#83307)
## About The Pull Request Adds a new station trait: Station-Wide Background Checks! It does two things: 1. Blocks most crew-side antagonists. No traitors, changelings, spies, heretics, etc. You won't be able to fully trust your crew though, as Space changelings, Paradox Clones, Obsesseds and Blob Infected are excempted crew-antags since a background check doesn't really help here. Other antagonists still spawn: pirates, revenants, blobs, aliens, nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put threat somewhere... 2. Reduces dynamics threat slightly, configurable per server, but defaults to 15. It is essentially the first "dynamic gamemode". ## Why It's Good For The Game Blocking crew antagonists changes the shifts dynamic, similair to old warops. Security can "trust" crew to not be antagonists, and instead can focus more on petty crimes and hunting down external threats. Due to the increased chance of external threats and reduced chance of internal threats, the crew can focus its defenses outwards. Don't worry about your coworker killing you (intentionally/probably), but do worry a lot more about the pirates trying to break through your hull, or alien nests growing in virology. I've also reduced total threat count slightly because the idea of 90 threat being dumped into ghost spawns kinda terrifies me and I do want people to be able to let their guard down a slight bit. It can be reduced/disabled for servers that already tend to lower threats. I think it's a lot of fun to change the paranoia dynamic, and a fun deviation from a normal round of spaceman13. ## Changelog 🆑 add: Station-Wide Background Checks (station trait, rare): Disables crew antagonists, but get a lot more non-crew antagonists /🆑 I want to do more like these (this was just an example I threw into discord to annoy @ Mothblocks but I realized I kinda liked), and this is a good opportunity to gather community feedback and see how it plays! --------- Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> |
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328d001047 |
STATION TRAIT GAMEMODE: Station-Wide Background Checks (#83307)
## About The Pull Request Adds a new station trait: Station-Wide Background Checks! It does two things: 1. Blocks most crew-side antagonists. No traitors, changelings, spies, heretics, etc. You won't be able to fully trust your crew though, as Space changelings, Paradox Clones, Obsesseds and Blob Infected are excempted crew-antags since a background check doesn't really help here. Other antagonists still spawn: pirates, revenants, blobs, aliens, nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put threat somewhere... 2. Reduces dynamics threat slightly, configurable per server, but defaults to 15. It is essentially the first "dynamic gamemode". ## Why It's Good For The Game Blocking crew antagonists changes the shifts dynamic, similair to old warops. Security can "trust" crew to not be antagonists, and instead can focus more on petty crimes and hunting down external threats. Due to the increased chance of external threats and reduced chance of internal threats, the crew can focus its defenses outwards. Don't worry about your coworker killing you (intentionally/probably), but do worry a lot more about the pirates trying to break through your hull, or alien nests growing in virology. I've also reduced total threat count slightly because the idea of 90 threat being dumped into ghost spawns kinda terrifies me and I do want people to be able to let their guard down a slight bit. It can be reduced/disabled for servers that already tend to lower threats. I think it's a lot of fun to change the paranoia dynamic, and a fun deviation from a normal round of spaceman13. ## Changelog 🆑 add: Station-Wide Background Checks (station trait, rare): Disables crew antagonists, but get a lot more non-crew antagonists /🆑 I want to do more like these (this was just an example I threw into discord to annoy @Mothblocks but I realized I kinda liked), and this is a good opportunity to gather community feedback and see how it plays! --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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ff9beb22d1 |
Removes sentient disease (#83453)
## About The Pull Request Completely removes sentient disease from the game ## Why It's Good For The Game Sentient disease is a unique antag and seems fun on paper, but really doesn't work that well. Sentient disease is a pretty binary antagonist: you either get cured and watch helplessly as you lose all your hosts, or you infect everyone and wipe out the entire station. Its everything bad about conversion antags, but there's not even any fighting. I also don't think any amount of balancing can fix sentient disease. If we make it harder to cure, the disease gets an easier station wipe, but if we make it less lethal, it loses all ability to stop cure generation. The core gameplay pitches the entire crew against one disease, and it's merely a timer before either it gets cured or wipes out everyone This is my latest sentient disease round, where I wiped out the entire station. I only even greentexted because there was one guy on the escape shuttle in crit that barely made it because they had the sense to take spaceilline.  The removal of the virologist lets us balance viruses to be fairer challenges to the player, but as long as sentient disease exists we'll always have to balance viruses somewhat in favor of the enjoyment of the disease blowing your head and making you spontaneously combust. ## Changelog 🆑 del: Removes sentient disease from the game /🆑 Hopefully, once we get virology truly sorted out, we can readd sentient disease, but this would require our diseases to have endgoals that aren't focused around killing every person, being widespread while also not being instantly curable. A reworked sentient disease would have to be so different, it's better to leave it out, fix virology and then consider if we can truly add a new sentient disease and have it be fun and fair |
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a3d93ff598 |
Removes sentient disease (#83453)
## About The Pull Request Completely removes sentient disease from the game ## Why It's Good For The Game Sentient disease is a unique antag and seems fun on paper, but really doesn't work that well. Sentient disease is a pretty binary antagonist: you either get cured and watch helplessly as you lose all your hosts, or you infect everyone and wipe out the entire station. Its everything bad about conversion antags, but there's not even any fighting. I also don't think any amount of balancing can fix sentient disease. If we make it harder to cure, the disease gets an easier station wipe, but if we make it less lethal, it loses all ability to stop cure generation. The core gameplay pitches the entire crew against one disease, and it's merely a timer before either it gets cured or wipes out everyone This is my latest sentient disease round, where I wiped out the entire station. I only even greentexted because there was one guy on the escape shuttle in crit that barely made it because they had the sense to take spaceilline.  The removal of the virologist lets us balance viruses to be fairer challenges to the player, but as long as sentient disease exists we'll always have to balance viruses somewhat in favor of the enjoyment of the disease blowing your head and making you spontaneously combust. ## Changelog 🆑 del: Removes sentient disease from the game /🆑 Hopefully, once we get virology truly sorted out, we can readd sentient disease, but this would require our diseases to have endgoals that aren't focused around killing every person, being widespread while also not being instantly curable. A reworked sentient disease would have to be so different, it's better to leave it out, fix virology and then consider if we can truly add a new sentient disease and have it be fun and fair |
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0df79089cd | Merge remote-tracking branch 'skrat/master' into new-bubbermaster | ||
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3827a3701b |
[MIRROR] Protects space spawned humans from radiation nebula (#27711)
* Protects space spawned humans from radiation nebula (#83202) Fixes #80864 When a mob is spawned in space in a nebula, they get 1 minute of radiation immunity. Ninja is the main one, but it'll also apply to other space spawned mobs (lone nukie, space changeling?) This only works for dynamic spawned antags. If an admin forces ninja through an event, it doesnt work  🆑 fix: Space Ninja and other space spawned antags get a 1 minute radiation shield in the radioactive nebula /🆑 * Protects space spawned humans from radiation nebula --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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7499b84c9e |
Protects space spawned humans from radiation nebula (#83202)
Fixes #80864 When a mob is spawned in space in a nebula, they get 1 minute of radiation immunity. Ninja is the main one, but it'll also apply to other space spawned mobs (lone nukie, space changeling?) This only works for dynamic spawned antags. If an admin forces ninja through an event, it doesnt work  🆑 fix: Space Ninja and other space spawned antags get a 1 minute radiation shield in the radioactive nebula /🆑 |
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07e790a87f | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2405b | ||
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f79cf4ea68 |
Implements dynamic scaling for spies (#82961)
## About The Pull Request Implements dynamic scaling for spies. TL;DR On average less spawn, but there is a chance it scales up to add even more. Old  New  ## Why It's Good For The Game Maybe more dynamic rounds? Just for testing really ## Changelog 🆑 Melbert qol: Spies may spawn in less numbers, but rarely may also spawn in more numbers. /🆑 |
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b116767458 |
Implements dynamic scaling for spies (#82961)
## About The Pull Request Implements dynamic scaling for spies. TL;DR On average less spawn, but there is a chance it scales up to add even more. Old  New  ## Why It's Good For The Game Maybe more dynamic rounds? Just for testing really ## Changelog 🆑 Melbert qol: Spies may spawn in less numbers, but rarely may also spawn in more numbers. /🆑 |
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8213cffe0d |
Blood Brothers should start with objectives (#83030)
## About The Pull Request Fixes #82064 Fixes a couple of different bugs with Blood Brothers. - Delegates creating the objectives to the team rather than the ruleset, so ones created via the traitor panel will also have objectives. - Creates the objectives after the team has a member mind, so it doesn't runtime when trying to give that mob the equipment needed to steal a supermatter sliver. - Creates the objectives before the first Blood Brother is assigned the antag datum, so that they will correctly be given the starting objectives. - Check the maximum number of brothers that can be recruited when deciding how many objectives to generate rather than the current number of members (which would always be 1). ## Changelog 🆑 fix: Blood Brothers should spawn knowing what their objectives are. fix: Teams of 3 Blood Brothers will once more have an additional objective. /🆑 |
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6e57b94657 |
Blood Brothers should start with objectives (#83030)
## About The Pull Request Fixes #82064 Fixes a couple of different bugs with Blood Brothers. - Delegates creating the objectives to the team rather than the ruleset, so ones created via the traitor panel will also have objectives. - Creates the objectives after the team has a member mind, so it doesn't runtime when trying to give that mob the equipment needed to steal a supermatter sliver. - Creates the objectives before the first Blood Brother is assigned the antag datum, so that they will correctly be given the starting objectives. - Check the maximum number of brothers that can be recruited when deciding how many objectives to generate rather than the current number of members (which would always be 1). ## Changelog 🆑 fix: Blood Brothers should spawn knowing what their objectives are. fix: Teams of 3 Blood Brothers will once more have an additional objective. /🆑 |
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e82697ee7b | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2405a | ||
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7a8fe64633 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into skyrat-upstream-04 | ||
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8c4cf753f5 | Remove data systems in favor of global datums (#82943) | ||
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bc4e7d3b4e | Remove data systems in favor of global datums (#82943) | ||
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487a2cb9b7 |
[MIRROR] Fix malf AI being unable to trigger because AIs are considered ghost roles (#27485)
* Fix malf AI being unable to trigger because AIs are considered ghost roles (#82893)
## About The Pull Request
Fix #82891
PR #82030 added this job flag check to dynamic candidate trimming
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## 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: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- 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: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
|