## About The Pull Request
Why it was picking the winning map based off the cache instead of the
actual list of choices, it is a mystery.
Closes https://github.com/Bubberstation/Bubberstation/issues/2641
## Changelog
🆑 LT3
fix: Map vote results should no longer randomly decide to ignore what
choice won the vote
/🆑
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## About The Pull Request
https://youtu.be/pPhfOGnLm08?si=QC2BPGd1pcLCXTc7 <- Updated as of 10/28
This pull request provides a replacement map for the interdyne and
dauntless offstation syndicate maps. It is supposed to be themed as a
landcrawler and features several new roles, (~~The comms operative was
removed~~) and the morale officer (The finest of waffle co. here to
enforce ~~managed democracy~~ syndicate interests. The icebox map is the
same size as the former dauntless map, while the new lavaland version is
slightly bigger to support the turrets and energy shielding.
Speaking of, one major feature of the new maps is a double layer of
energy shielding around the maps. This shielding does not recharge and
is intended to take two hits. An explosion naturally can clear both
layers at once and it is intended to prevent destruction by specific
megafauna (colossus) while also stopping miners from getting shot if
they accidentally find the ship. It does not cover the various entrances
and exits so its still worth while to be careful and if need be it
should be easy enough to attack the ship in a pinch.
**Weapon and armor wise, the ship has the following additions and
removals**
- All makarovs in the armory have been removed.
- One renostar shotgun has been removed from the armory
- Each non command crew member and the comms operative starts out with a
weapon selection beacon providing an option between a makrov, m1911,
mini egun, or energy dagger
- Each command officer barring the MAA starts with a weapon beacon
offering a choice between an ansem pistol (on par with an m1911 iirc), a
stechkin APS, or a c-20r.
- The morale officer has an additional selection of a revolver (for
executing dissidents)
- The MAA has a selection between an m-90gl with only rubber grenades
available, a bulldog shotgun, a c-20r, or a hos revolver
- An infiltrator modsuit has been added minus the psi demoralizer for
the corporate liason
- A honkerative modsuit has been added for the morale officer, it comes
preequipped with a waddle module.
**Power supply**
Per request, the ship now features a syndicate unique power source,
FISH! Make sure to pet them.
closes#2386
## Why It's Good For The Game
It has come to my attention that the interdyne offstation map which
spawns on icebox has become outdated due to the fact that it only spawns
on a single map. Rather than let this continue to be an issue I have
elected to standardize the icemoon and lavaland maps to one single map,
both to cut down further efforts of keeping up the offstation syndicate
map, and to provide a map that going forward will have room for updates.
Additionally, the new map will replace the icebox comms outpost, saving
on space for new ruins while improving (hopefully) spawning off the
offstation syndicate.
On one final note, massive mining rigs are cool and the pumpkin spice
must flow.
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## Proof Of Testing
See the video linked above
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<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
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🆑
add: The Persistence land crawler has been deployed to local mineral
rich areas.
/🆑
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---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
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## About The Pull Request
Add the proper ore gen arguments to the moonstation `seedRuins` call
because my fix in #2337 stopped it from piggybacking off the lavaland
gen, leading to empty ore vents.
## Why It's Good For The Game
Fixes#2364
## Proof Of Testing
I went in a local and var inspected several vents and they have
non-empty `mineral_breakdown` vars now
## Changelog
🆑
fix: Moonstation ore vents should no longer be barren.
/🆑
## About The Pull Request
Create a separate ZTRAIT for the lowest level of moonstation, use that
when running the moonstation-specific ruin generation (still pulls from
the lavaland ruin pool). This is because currently ruin generation runs
twice on every map, the first time with an area whitelist of Lavaland
Wastes (the /area used for the actual lavaland z-level), and then again
with an area whitelist of Lavaland Caves (the /area used for the lowest
z-level of moonstation). Each map only contains one of those two areas,
meaning one of the generation runs will fail for every single ruin,
exhausting 100 attempts per ruin, every time.
## Why It's Good For The Game
Faster server load times and hopefully no CI timing out.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Before:

After:

</details>
## Changelog
🆑
fix: The game should no longer run ruin generation twice.
/🆑
## About The Pull Request
Filters the map vote results to only show the options that were in the
current vote
## Why It's Good For The Game
Less wondering why Kilostation wasn't chosen despite having the most
votes. (Because there are too many players.)
## Proof Of Testing
We gotta do this one live.
## Changelog
🆑 LT3
qol: Map vote results only include choices included in the vote
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
My love of VTM cannot stand things such as 'blah-sucker', 'vassels' or
'archive of the kindred'.
The Blah-Sucker language has been renamed to Enochian, reflecting the
First City of Vampires, Enoch, in the land of Nod east of Eden where the
Dark Father Caine was exiled from.
(Front facing) mentions of vassels have been replaced with the accurate
Ghoul. They drink vitae to establish a bond with their master, not
blood, vampires do not produce blood, they drink vitae.
The Archive of the Kindred has been replaced with the Book of Nod. Well,
a version of it. Cainites are protective of the hidden knowledge kept
within and would be unhappy with the mortals (you) having a copy.
Objectives have been re-written to mention lore aspects.
## Proof Of Testing
🆑
spellcheck: Various Bloodsucker things have been renamed after the
Inconnu paid a visit.
/🆑
---------
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Since the title screen covers the active vote status icon, provides a
second vote notification to latejoiners who may have joined after the
first notification.
## Why It's Good For The Game
People stop going "Did I miss the storyteller vote?" / "I just got here,
how do I vote in storyteller???"
## Proof Of Testing

## Changelog
🆑 LT3
qol: New vote reminder notification, enabled for storyteller votes
/🆑
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request process. -->
## About The Pull Request
Refactors bloodsuckers powers heavily and changes around a lot of few
powers work and even removes a lot of copypasta from tremere powers.
fixes#1384
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## Why It's Good For The Game
Currently Tremere is pretty meh compared to other bloodsuckers, and
bloodsucker powers use a lot of code that actions now implement
themselves.
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## Proof Of Testing
I basically test almost every change, as part of how I work, obviously
not completely thoroughly thus testmerges,.
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## Changelog
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🆑
refactor: Heavily refactors how bloodsucker powers function.
refactor: Tremere powers no longer have subtypes for each level.
add: Completely redoes how bloodsucker ability descriptions, both the
longer antag panel and the action button hover over, they will actually
tell you actual values that the game itself uses for damage, cooldowns,
and effect durations
balance: Tremere powers can now level up as far as you want.
balance: Mesmerize is heavily reworked, now it no longer forces both
parties to stand still for it to work, but it is obvious to the victim
when used, however the victim is muted for the duration of the spool up,
and will stun and mute normally if the do_after completes.
add: Mesmerize now has a secondary that allows you to mute and confuse
your victim that happens on a right-click,
dominate, the tremere's version instead knockdowns.
add: Tremere's dominate now has a visual timer for temporary vassals,
visible only to the master's vassals and the master themselves.
balance: Tremere's dominate now only requires level 2 to create
temporary vassals, but the duration now scales with the level. It now
requires the potential vassal to have more than 336 blood, and will use
it all up once the duration ends, effectively making it only usable once
per person.
balance: All tremere powers can now level up past level 4
balance: Thaumaturgy is heavily reworked, it now has a charge system,
and while the projectile deal less damage, you can shoot a lot more of
them, and the projectiles will seek towards any non-vassal mob near
where you cast it.
refactor: Separates bloodsucker ability bitfields and action bitfields
to avoid overriding eachother
balance: Bloodsuckers going into torpor outside of coffins will always
die, but will wake out of torpor at 20% maxhealth(not counting critical
health)
balance: A coffin being opened during sol will wake you up, given you
are LITERALL BURNING UN-ALIVE.
/🆑
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---------
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## About The Pull Request
Adds a config to toggle the vetted system on and off if uncommented
it'll use the system to check if players are vetted
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## Why It's Good For The Game
Useful for testing, so that coders don't have to add their ckeys to the
vetted list when running the code locally. Also for downstreams who
prefer not using the system.
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## Proof Of Testing

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## Changelog
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🆑
config: adds a config for the vetted system
/🆑
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Co-authored-by: BongaTheProto <93835010+BongaTheProto@users.noreply.github.com>
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## About The Pull Request
This PR adds an additional check for the space edition of Dauntless to
the hack used to stop the bitrunner server from blurting out the cool
down across supply radio comms.
It also tweaks a few things with Dauntless/Interdyne, such as giving
them rad storm immunity and experi-scanners in the R&D labs.
Interdyne is now successfully placed on the lower Z levels thanks to the
`ZTRAIT_ICE_RUINS_UNDERGROUND` flag.
## Why It's Good For The Game
This is fixing an existing bug.
## Proof Of Testing
I have tested this on my server and confirm it works as described as the
PR.
## Changelog
🆑
fix: Dauntless space ruin bitrunner server no longer announces cool down
over NT supply comms
fix: Dauntless and Interdyne are now immune to rad storms
add: Added Syndie borg access cards to Interdyne
qol: Replaced the polarized windows in the Interdyne sauna area with
blast door shutters
add: Added experi-scanners to Interdyne/Dauntless R&D
fix: Interdyne never spawns on top Z level
qol: Interdyne dorm rooms now have crowbars in closets
qol: Interdyne deck officer does not leave empty sleeper on ghost role
spawn
/🆑
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## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Replaces Interdyne for Ice Moon with the old original version before
"Frozen Moonlight" version (a8b38abcd7).
<img width="899" alt="final"
src="https://github.com/Bubberstation/Bubberstation/assets/80724828/8434bde2-9a07-401a-bc37-a42c35f40d37">
<!-- Please make sure to actually test your PRs. If you have not tested
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## Why It's Good For The Game
The Frozen Moonlight revision is a rather controversial update of
Interdyne, which at best has had a mixed reception with regular ghost
role players. While I like some aspects of it, I feel (personal
opinion!) the overall design is weaker than the version it replaced.
It's also considerably 'finished' with all machines upgraded and
materials included, while this version of Interdyne at least has a
gameplay reason for Interdyne members to go mining.
I'd like to offer Interdyne ghost players something old and something
new:
* Reduced the overall number of spawns to match that of the "Frozen
Moonlight" version
* Added the "Frozen Moonlight" bridge to the external landing area
* Increased map size (52x57 -> 54x57) and thickened moat
* Copied SSV Dauntless armory over to room above research
* Rework the cargo and dorms to be more comfortable visually and
spatially
* Wall mounted fire extinguishers have been littered across the hallways
* All fire alarms are aligned to their walls
* Added more air alarms and fire locks
* Added bar seating so patrons are not forced to stand
* Add cargo express console and powerator to vault's filing cabinet
* Added an old abandoned jukebox in the morgue
* Added a pAI to the library crate
* Moved sentry near kitchen one unit away (so it won't shoot pets)
* Now uses a turbine for a source of power
* Added a crematorium to morgue
* New gym area
Additionally, the behaviors of machines linking to the techweb have been
changed.
* Machines built within Syndicate designated areas
(Interdyne/DS-2/Dauntless/Space Dauntless) will only be able to connect
the newly added Syndie R&D servers
* Machines outside of Syndicate designated areas (NT/Tarkon/Ruins/Etc)
will not be able to connect to the newly added R&D Syndie servers
* All Syndicate based ruins that spawn with a R&D server will share a
single techweb that is independent to NT
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## Proof Of Testing
I have compiled and tested to ensure it works in-game on Kilo and Ice
Moon, ensuring that Dauntless and Interdyne spawns do not conflict.
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## Changelog
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🆑
add: Restore classic Interdyne base for Ice Moon
fix: Department display screen no longer calls itself recursively
fix: Fixes vents in Dauntless bridge
qol: Adds new battle attack arcade machine in Dauntless prison
fix: Changed Dauntless brig radio freq
add: Add R&D servers to Dauntless/Interdyne ruins
qol: Only allow machines located within Syndie areas to connect to
Syndie R&D servers (and vice versa)
/🆑
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Co-authored-by: Swift <jackwars4@gmail.com>
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## About The Pull Request
You know how bloodsuckers are weak to Sol? Now you can be too! Only as a
hemophage.
Features included: The very same warnings and UI that bloodsuckers get
to know when they are in danger!
This quirk also makes healing in a coffin cost only half blood, neat
huh?
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## Why It's Good For The Game
People wanted to suffer, and why am I to deny them pain?
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## Proof Of Testing
HUD/ burning / healing works fine
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## Changelog
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🆑
add: Adds the hemophage-only quirk, Sol weakness
code: Refactors the sol subsystem so that itself decides if it should
run or not based on if anyone is using it.
code: Refactors bloodsucker UI elements so that they can function fine
outside a bloodsucker antag datum
code: bloodsucker_blood_volume, humanity_lost, bloodsucker_level and
bloodsucker_level_unspent are now private variables due to them being
used for UI updates, if you need to change them, use the procs that are
written in the autodoc
code: Quirk species whitelists no longer use bitflags, but use the
species ID's. Easily allowing you to add new whitelists without having
to mess around with making a new bitfield
/🆑
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commit 2abf1c919f05b34cfee752677431a864bc22f12e
Merge: c9636f2bea7b 1c9f9a3527
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Sun Mar 10 20:44:55 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 1c9f9a3527
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 10 15:53:58 2024 +0100
Automatic changelog for PR #1238 [ci skip]
commit d13b12a0fa
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Sun Mar 10 09:53:33 2024 -0500
Cat cyborg sprite changes (#1238)
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## About The Pull Request
Refreshes the Engineer cat borg sprite
Adds 2 sprites one Peacekeeper and one Spider clan sprite.
Reverts the Syndicat borg back to their proper security type
Reverts the Security cat borg back to their combat usage for the
Syndicate
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## Why It's Good For The Game
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Some of the Cat Borg sprites don't match their types or didn't have
types and I decided to fix that.
Also fixes the custom open panel overlay from not showing up on Cat
Borgs
## Proof Of Testing




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## Changelog
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🆑
add: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
Engineer cat borg refreshed sprites
fix: Cat cyborg panels not working
image: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
Engineer cat borg refreshed sprites
code: -Duplicate code
/🆑
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commit c6b2f531dc
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date: Sat Mar 9 12:58:23 2024 +0700
some loadout item mishab (#1252)
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## About The Pull Request
Item were not in the correct category
## Changelog
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N/A
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commit c9636f2bea7bb8d4b20a72c9c2c7f660ff798dad
Merge: fdec76aa07c0 edd12dd29060
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 14:14:33 2024 +0100
Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3
commit fdec76aa07c09827c2eb57006498d8fe826334ca
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 14:14:23 2024 +0100
Yet again fixes TG's shitty mapvotes
commit edd12dd290606fa94e7d311eed47ad12b1853690
Merge: 314437533a1f 1b8b7e7904
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Fri Mar 8 12:43:11 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 1b8b7e7904
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 12:32:29 2024 +0100
Automatic changelog for PR #1248 [ci skip]
commit c157dd8102
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date: Fri Mar 8 18:12:19 2024 +0700
Fix idma clothing again (#1248)
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## About The Pull Request
fixes the icon add back mishanok to the item whitelist
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## Changelog
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:cl:EspeciallyStrange
fix: IDMA donor clothing being improperly offsetted and not correctly
/🆑
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commit 314437533a1f691935c067f9294a76965931d695
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 12:09:58 2024 +0100
Fix zender's map again
commit ebe666293312b41b49d6e74947809182589a876a
Merge: ebad5cf24025 a7c86eb5e619
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 12:02:51 2024 +0100
Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3
commit ebad5cf240253a18c5131725c5e8e25d6fe05fe6
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 11:53:12 2024 +0100
This should fix burger's reactor
commit a7c86eb5e6190853db804763c82dbe7a5cb1f70c
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date: Fri Mar 8 17:47:44 2024 +0700
Update reactor.dm
commit 3abe64a4fab5a851d977d45a191ced47ddc70a38
Merge: 5578e5cea484 61ed57d83b
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 11:00:23 2024 +0100
Merge remote-tracking branch 'upstream' into upstream-2024-3
commit 61ed57d83b
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Thu Mar 7 20:33:57 2024 -0500
bubber always message staffchat ahelps (#935)
internal change test, we might get sick of it
---------
Co-authored-by: iero-builder-kobold <kobold>
commit c7a406b3f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:28:22 2024 +0100
Automatic changelog for PR #1226 [ci skip]
commit c5397e0281
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:27:42 2024 +0100
Automatic changelog for PR #1229 [ci skip]
commit 6a0af094ff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:26:30 2024 +0100
Automatic changelog for PR #1246 [ci skip]
commit 8f32718eb7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:25:38 2024 +0100
Automatic changelog for PR #1245 [ci skip]
commit c3d5392270
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:24:48 2024 +0100
Automatic changelog for PR #625 [ci skip]
commit 7584b19392
Author: Return <donwest947@gmail.com>
Date: Thu Mar 7 19:17:46 2024 -0600
Updates NTC offices slightly because Gavla did it better (#1226)
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## About The Pull Request
This PR swaps out nearly every NTC's office's carpet with green carpet,
which is much less flashy and looks a lot better.
Additionally, it expands the windows in each office, and changes their
privacy shutters to pod ones, that look better.
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## Why It's Good For The Game
Green carpet looks good, more windows means people can see what is going
on inside.
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## Proof Of Testing





<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog
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🆑 ReturnToZender
add: NTC offices have had their carpet changed out to something less
over-the-top. The windows have been expanded as well.
/🆑
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commit 39e807e6dd
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Thu Mar 7 17:15:49 2024 -0800
Fixes traitor announcer double-sanitizing. (#1229)
## About The Pull Request
Fixes traitor announcer double-sanitizing.
## Why It's Good For The Game
Fixes traitor announcer double-sanitizing.
## Proof Of Testing

## Changelog
🆑 BurgerBB
fix: Fixes traitor announcer double-sanitizing.
/🆑
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commit ded2033415
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Fri Mar 8 01:15:11 2024 +0000
Moonstation tram sprites/fixes (#1246)
## About The Pull Request
Adds Moonstation variants of the required tram components, resolving
various graphical issues with the signs and controls
## Proof Of Testing

## Changelog
🆑 LT3
image: Added Moonstation specific tram sprites
fix: Fixed Moonstation references to Tramstation's tram
/🆑
commit 4a0c68191c
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Thu Mar 7 17:14:52 2024 -0800
Fixes missing telecomms wire in Moonstation (#1245)
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## About The Pull Request
Fixes missing telecomms wire in Moonstation
## Why It's Good For The Game
Fixes missing telecomms wire in Moonstation
## Proof Of Testing
Fixes missing telecomms wire in Moonstation
## Changelog
🆑 BurgerBB
fix: Fixes missing telecomms wire in Moonstation
/🆑
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commit 2c7d148856
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Thu Mar 7 20:14:26 2024 -0500
Contractor and Ninja Modsuits have a deployable microbomb (Enable the DNA lock and hit Lock on the modsuit to arm) (#625)
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## About The Pull Request
Alternatives to blowing up. You can drain the cells with EMP, you and
acid them off... but you gotta work for it.
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your PR mention it. -->
## Why It's Good For The Game
They're not supposed to be loot bags.
## Changelog
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🆑
balance: contractor and ninja modsuits have DNA locked microbombs
/🆑
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---------
Co-authored-by: iero-srv <>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit b2b825f19a
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Thu Mar 7 20:11:52 2024 -0500
force atmos hack (#1108)
Forces the atmos MC to run in two different ways. Very bad, but the MC
doesn't work and this is a byond native fallback to keep rounds at least
going.
commit f9e71b80b7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:09:23 2024 +0100
Automatic changelog for PR #1225 [ci skip]
commit e8d92666e2
Author: Return <donwest947@gmail.com>
Date: Thu Mar 7 19:07:26 2024 -0600
Restores Smol42's donator item to its whitelist (#1225)
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## About The Pull Request
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merging your PR! -->
On request, this PR makes the graceful trenchcoat cloak no longer
available to all donators :( sad
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your PR mention it. -->
## Why It's Good For The Game
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probably isn't good for the game in the first place. -->
It's not, other than to be polite
## Proof Of Testing
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## Changelog
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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑 ReturnToZender
del: Donors' graceful trenchcoat
/🆑
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Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit fe8bc28650
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:04:46 2024 +0100
Automatic changelog for PR #1061 [ci skip]
commit d0a4544e96
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date: Fri Mar 8 03:04:23 2024 +0200
[DONE] A bunch of bloodsucker changes (#1061)
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## About The Pull Request
This adds a bunch of things as a addition to my original bloodsucker PR,
there's still one PR in the plans to refactor bloodsucker abilities.
#What this adds:
- Bloodsuckers loosing the heart or brain is lethal, before you could
simply walk around without a heart. Does not however cause a final death
- bloodsucker vampire bats will no longer /list you when attacking, and
are also just as fast as human runspeed
- Blood cost for vassalizing was almost completely removed, now only
taking tiny amounts of blood to do so.
- Dullahans can't be bloodsuckers since... their head isn't attached.
- ....buuuut bloodsuckers now kinda become helpless dullahans just with
no body if they get decapicated! Funny talking head go!
- Level up cost is now 15% of max blood, down from 20%
- The stat bar will show you the threshold for exiting frenzy now too
when you are frenzying.
- Maximum blood volume is shown in the stat menu as well
- Hopefully fixes some torpor loops related to frenzy
- Tremere now also get informed of how much blood they need to pay for
level ups.
- Fortitude now gives you burn resistance, just 20% less than brute
resistance
- Bloodsucker abilities now will show their level when you hover over
them. Trust me, this was really neccessary.
- Hopefully fixes cryoing or deleted bloodsuckers not removing vassals.
- Can longer use veil while unconcious or dead
- Caps humanity lost to 50, this means a maximum of 500 blood to enter
frenzy/ 10 fully drained people with clients, at this point you also
loose the masquerade ability.
- Admins can now ban bloodsuckers and vassals.
- Bloodsuckers can now mesmerize mimes
- Fat bloodsuckers are no longer unable to enter coffins. Now they
resize their lair's coffin. Very obviously.
- Lizards are no longer fucked if they are on fire, they are no longer
forever too hot to survive
- Going into torpor in a coffin will extinguish and set your temperature
to normal
- bloodsuckers will no longer accrue toxin damage from not having a
liver or having a failing one, even though they had the toxin immune
trait
- synths will now heal their prosthetic limbs
- torpor start now checks for oxygen and toxin damage, and heals both
completely on it's end
- Haste will remove stuns at level 3, and do a non-stunning dash
- Tremere dominate vassalizing now actually works!
- Fixes ventrue objectives not succeeding properly
- Refactors the heart thief objective and improves it by requiring it to
be non-monkey hearts and letting bloodsuckers examine hearts to see if
they are valid, even uses the same logic, too!
- Ventrue favorite vassal batform now has night vision, and it's spawned
bats despawn once the cooldown refreshes, and halves it's cooldown to 1
minute
- Traits added to vassals get removed once they loose their antag datum,
ie favorite vassal traits, or the ones gained in the process of ventrue
sire-ing.
- Favorite vassals now clean up propertly when the antag datum is
removed, tremere, and malkavian clean up their related additions.
- Refactors how the blood display updates, instead it now updates every
time your blood level is changed, making it update far faster and only
when it's needed.
- Stakes now have different properties, the normal stake is fast to
stick in someone, but can fall out on it's own, the burnt one takes
longer to be put in, but doesn't fall out, the silver stake is the
slowest to be stuffed in someone's heart, and is the only stake to be
able to cause a Final Death to a sleeping or dead bloodsucker
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
closes#1180, closes#1208
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
<!-- 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. -->
## Proof Of Testing
The way I develop is always run a local server and test the changes that
I do, takes awhile but won't have as many bugs as a result
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## 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
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all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Decapacitated bloodsuckers can now talk!
add: The stat bar will show you the threshold for exiting frenzy now too
when you are frenzying.
add: Bloodsucker abilities now will show their level when you hover over
them. Trust me, this was really neccessary.
add: Tremere now also get informed of how much blood they need to pay
for level ups.
add: At level 3, haste will now remove stuns and do a non-stunning dash
add: Bloodsucker blood display now always updates when a bloodsucker's
blood level is changed
add: Bloodsuckers can now examine hearts to see if they are valid for
the heart thief objective
add: Bloodsucker vassals now clean up any traits gained from their
tenure as a vampire's minion.
add: Favorite vassals now properly clean up their effects once the antag
datum is lost.
add: Bloodsucker synths will be able to heal their prosthetic limbs, but
normal bloodsuckers still cannot.
add: When you exiit torpor as a bloodsucker, you will completely heal
any toxin and oxygen damage, as you should already be immune to it. This
is a safety feature.
add: Entering a coffin will normalize your temperature and extinguish
you if you're on fire, if you are a bloodsucker.
fix: bloodsucker vampire bats will no longer /list you when attacking
fix: Hopefully fixes some torpor loops related to frenzy
fix: Hopefully fixes bloodsuckers cryoing not removing vassal datums
fix: Bloodsuckers can no longer use veil of many faces while unconcious
fix: lizard bloodsuckers will no longer suffer from heat for a long time
fix: The ventrue objective now properly succeeds if you have sired a
vampire
fix: Livers are no longer required for bloodsuckers to live, as it
caused them toxin damage which overrode the trait that made them immune
to toxins.
fix: Entering torpor now accounts for all damage types, even when you
should be immune to them. This is to ensure you enter torpor to heal
those damage types in the case of odd behaviour.
balance: coffins should now set your temperature to normal and
extinguish you.
balance: bloodsucker level up cost is now 15% of max blood, down from
20%
balance: Caps humantiy loss at 50 humanity/500 blood to frenzy, and
makes it remove your masquerade ability.
balance: Bloodsucker bats now have human runspeed
balance: Blood cost for vassalizing was almost completely removed, now
only taking tiny amounts of blood to do so.
balance: Fortitude now gives you burn resistance, just 20% less than
brute resistance
balance: Can no longer gut bloodsuckers
balance: Bloodsuckers loosing their heart will make the vampire unable
to use their abilities or even regenerateor revive via torpor, you can
however regain your heart if you sleep in a coffin with a heart.
balance: Stakes now have different properties, the normal stake is fast
to stick in someone, but can fall out on it's own, the burnt one takes
longer to be put in, but doesn't fall out, the silver stake is the
slowest to be stuffed in someone's heart, and is the only stake to be
able to cause a Final Death to a sleeping or dead bloodsucker
del: Dullahans can't be bloodsuckers since... their head isn't attached
admin: Bloodsuckers and vassals can now be banned like other antags.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- By opening a pull request. You have read and understood the
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit 5578e5cea484f8147e195c6db60be46b4213d966
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 12:21:08 2024 +0100
Update screenshot ci
commit db15206076abea9afb7829f5d93e8b29bd4dc237
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:39:25 2024 +0100
oh yea the ntrep
commit aef32982b9c927ad88527f75088f8ed517a58ffd
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:37:37 2024 +0100
krill me
commit b2b50d591103125fc56893f137b8f42f3d86fa97
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:22:18 2024 +0100
New skill unlocked
commit 9fe9c8cfd0bf95c01d76b76f6e9685cf5d2d77df
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:12:41 2024 +0100
Okay skyrat maps just decided to conflict
commit 0a093b3092bb95fbe345489b7adbe5f58a01ad79
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:10:47 2024 +0100
I had to do these manually
commit e559e7b4268ce83263205da007ce7b9413fbe21a
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 10:58:59 2024 +0100
I chose the wrong map version it seems
commit 028c79ab3a07812777f0160de99b3490915e1907
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:47:33 2024 +0100
these
commit 2de5dd3359f7413b2caaf875202612e045dc165b
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:46:51 2024 +0100
Hopefully didnt break anything
commit 00f5c0acd6a75d74f8e90f8fb04a90fd868f34f9
Merge: 1e7d317fc7de 0a5740f577
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:28:23 2024 +0100
Merge remote-tracking branch 'upstream' into upstream-2024-3
commit 1e7d317fc7de139b85e490fb76599ede24aea28a
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:18:53 2024 +0100
Oh my fucking god
commit 0a5740f577
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Mar 4 21:18:04 2024 +0100
Automatic changelog for PR #1224 [ci skip]
commit cb09b2de3b
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Mon Mar 4 12:17:41 2024 -0800
Adds Ashwalkers to Moonstation (#1224)
## About The Pull Request
Adds Ashwalkers to Moonstation. Also adds a funny temple right next to
the ashwalker nest so they can traverse z-levels and ~~raid~~ hunt
around the station.
## Why It's Good For The Game
People wanted it.
## Proof Of Testing
Trust it me it works bro I forgot to take screenshots trust me bro.
## 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
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🆑 BurgerBB
add: Adds Ashwalkers to Moonstation
/🆑
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---------
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commit a658dd6cc99e23562c1147179f9fe29c653058a0
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 17:08:33 2024 +0100
These were added upstream
commit f4b02265ac9a4bbccf445bf5acce87ed731ad8d1
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 11:25:47 2024 +0100
aaaaaaaa
commit dad21ec088baff50a54dda601fa01b2fd7c217bd
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 11:10:46 2024 +0100
Another check fixed
commit 6afb158ca5a4e0cdca8b89f9e511754d512753c9
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 10:34:11 2024 +0100
Waddlefix
commit a155568d1138ce379fb3c6df79111ad5f3310b74
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 08:45:19 2024 +0100
Makes it compile
- Stuff to check: Arcade code
commit a4afaa6d19
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Mar 4 04:05:56 2024 +0100
Automatic changelog for PR #1116 [ci skip]
commit 439e521f3c
Author: Swift <jackwars4@gmail.com>
Date: Sun Mar 3 20:54:28 2024 -0600
Stop spamming logs when engineers lovingly feed the supermatter pipes by the hundreds. (#1116)
<!-- 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
Title
Also the method I went about this adds a flag to the game, which means
in the future if people find another way to spew even more items into
the supermatter that spam the log, we can just add the flag to those
items.
## Why It's Good For The Game
I got bwoinked this one time because I was spamming the admin log and I
told them I'd look for a solution.
This might not be _the_ solution but it is **a** solution.
## Proof Of Testing
this is what my IC chat tab looked like

This is what my logs tab looked like

It still logs pipes for initial startup so we good there.
I also verified that other items still set off the log function as
expected.
## Changelog
🆑
admin: Will no longer receive supermatter ate a pipe spam in the log.
/🆑
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---------
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Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
commit 739bfe1433
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 22:43:02 2024 +0100
Automatic changelog for PR #1217 [ci skip]
commit 5beacd224e
Author: Return <donwest947@gmail.com>
Date: Sun Mar 3 15:42:41 2024 -0600
Makes F-list's image host provide headshots (#1217)
<!-- 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
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Currently, only two websites are accepted by the headshot regex. This
fixes a problem that is occurring with Discord right now, where images
have started being deleted after a certain amount of time.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
<!-- 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. -->
Gyazo sucks as an image host, so while it does technically serve its
purpose, we want to expand our pool of potential options. F-list
properly verifies that what it receives is an image (furries winning yet
again) and so it should fit our criteria for new headshots.
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## 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. -->
🆑 ReturnToZender (code)
add: F-list headshots are now accepted
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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Co-authored-by: thegrb93 <grbrown93@sbcglobal.net>
Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
commit e6b48cbe7fa87c0dd052245be5f2a829a00d10e8
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 20:01:46 2024 +0100
resolve-4
commit cc2b53503137fe3d95224ccd19d480dde05eff62
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 19:58:41 2024 +0100
resolve-3
commit 7930a8b5c932313bec7a8614e4bc0b5f3b8065d6
Merge: 93635c534d8e 2aa4805942
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Sun Mar 3 19:06:44 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 2aa4805942
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 18:45:53 2024 +0100
Automatic changelog for PR #1078 [ci skip]
commit 93635c534d8ed3eca796778eee67675eb4948b4c
Merge: ec27c845532f 47aa5c2d31
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Sun Mar 3 18:45:50 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 47aa5c2d31
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Sun Mar 3 09:45:30 2024 -0800
Nerfs Lichdom because someone messaged me on discord about it once (#1078)
## About The Pull Request
After 3 Lichdom resurrections, announcements will be made about your
general phylactery location (the area) when you die.
Phylactery binding now requires the object to be at least bulky in size,
and it cannot be fireproof, lava proof, or indestructible.
## Why It's Good For The Game
Lichdom is insanely strong, even with the drawbacks that make you
generally weaker. Items can be hidden away in space (skeletons are
immune to space!) and can be small or hard to see objects such as pens
or cigarette butts. Some items can be fireproof and acid proof as well,
requiring usage of mechanics that delete objects entirely (very limited
and easy to sabotage, maybe the supermatter is reliable but that can be
sabotaged too).
Regardless this PR should make lichdom less crazy.
## Proof Of Testing
Untested and in a draft because feedback is needed.
## Changelog
🆑 BurgerBB
balance: After 3 Lichdom resurrections, announcements will be made about
your general phylactery location (the area) when you die. Phylactery
binding now requires the object to be at least bulky in size, and it
cannot be fireproof, lava proof, or indestructible.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit 3bc08a656c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 18:11:45 2024 +0100
Automatic changelog for PR #1188 [ci skip]
commit 603f714998
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Sun Mar 3 09:11:21 2024 -0800
Fixes some Moon Station bugs, such as the funny engineering bridge access bug and a lack of cigarette/coffee vendors. (#1188)
## About The Pull Request
Fixes some Moon Station bugs, such as the funny engineering bridge
access bug and a lack of cigarette/coffee vendors.
## Why It's Good For The Game
Bugfixes good.
## Proof Of Testing
If it compiles, it werks.
## Changelog
🆑 BurgerBB
fix: Fixes some Moon Station bugs, such as the funny engineering bridge
access bug and a lack of cigarette/coffee vendors.
/🆑
<!-- 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,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
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---------
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commit 757796bc5e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 17:38:34 2024 +0100
Automatic changelog for PR #1219 [ci skip]
commit cd0af8e862
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Sun Mar 3 08:38:13 2024 -0800
Limits Powersinks + Crab-17 purchases to once each per traitor per round. (#1219)
## About The Pull Request
Limits Powersinks and Crab-17 purchases to once each per traitor per
round.
## Why It's Good For The Game
Powersink and Crab spam is pretty awful. A lot of people recently have
been spamming these two objectives and then doing nothing of substance
with them. Traitors should be using their TC to further the round and
create meaningful conflict instead of what can basically be described as
being in a constant state of soft grief.
## Proof Of Testing
If it compiles, it werks.
## Changelog
🆑 BurgerBB
del: Limits Powersinks + Crab-17 purchases to once each per traitor per
round.
/🆑
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit ec27c845532fc6deeab200d7107842dc4a59f603
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 16:14:28 2024 +0100
resolve-2
commit ff457077fadcd08040a15b90aef5a8226f67630b
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 16:09:01 2024 +0100
Resolve 1
<!-- 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
This PR adds Fulpstations bloodsuckers into the game, this is based on
https://github.com/Bubberstation/Bubberstation/pull/386 which also has
good info on the abilities that it can do, although fulp also has their
own wiki page on it, https://wiki.fulp.gg/en/Bloodsucker.
This was built upon from the last PR and with the major known issues
fixed.
Balance changes:
- Bloodsucker snow need 0.4 of your max blood level for each level up
- Bloodsuckers can no longer stockpile more than two level ups.
- Draining mindless humans gives the same draining inefficiency as
draining monkeys does, which gets twice as bad if you are above level 4.
- If you are at level 4, you inherit the snobbish blood drinking quality
just like venture always have, with the exception of the nosferatu. This
means you'll refuse to drink bad blood, to encourage conflict if you
desire even more power.
- Frenzy no longer kills you as quickly, tested it and it was incredibly
fast.
- Night timer for vampires is now 20 minutes.
- All vampire type species and bloodsuckers get hurt more by silver
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
New antags add variety and fun. Probably
<!-- 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. -->
🆑
add: Add bloodsuckers, a new reason to fear maintenance and the dark.
Don't go out there alone, or you might wake up pale and fainting.
/🆑
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Co-authored-by: Ldip999 <60290575+Ldip999@users.noreply.github.com>
Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request

This PR adds tritium based nuclear combustion reactors that converts
tritium into power. The reactor itself is only 1 tile in size and you
are expected to build multiple reactors in order to get a good source of
power going. It is currently obtainable by research, and the rods and
machine itself can be printed at the engineering protolathe, It can be
upgraded via stock parts for crazy power generation.
More tritium in a rod means less time to manage it, but it also means
that the rod's pressure can possibly get too high. There is nothing
stopping you from filling it up with other gases to moderate it, such as
freon if you're brave.
The RB-MK2 engine requires a source of cooling, but not too much
cooling, in order to produce a good amount of power. There is a safety
feature to prevent it from running too hot or too overpressured, but
that can be disabled by cutting the safety wire. There are also several
wires to allow for signal based management if you feel so inclined to
add such a thing to the setup.
### Current wire setup:
| Wire | Pulse | Cut | Mend |
| --- | --- | --- | --- |
| Overclock | Enables/Disables overclocking | Nothing | Disables
overclocking |
| Activate | Toggles the reactor on/off | Turns reactor off | Turn
reactor on |
| Disable | Turns reactor off | Nothing | Turns reactor off |
| Throw | Ejects the rod, if off | Nothing | Ejects the rod, if off |
| Lockdown | Toggles vents open/closed | Nothing | Turns vents off |
| Safety | Toggles safety on/off | Turns safety off | Turns safety on |
| Limit | Increases the cooling limit percent by 5% | Nothing | Resets
the cooling limit to 0%
### How to Operate
1. Construct the RB-MK2 on a powergrid inside a room with cooling.
1. Fill an RB-MK2 rod with 50 moles of room temperature tritium.
2. Insert the rod into the RB-MK2
3. Wrench the RB-MK2 to turn it on.
4. Let the RB-MK2 run hot, but not too hot to the point where the RB-MK2
rod bursts.
5. If it jams, use a crowbar on it. Or a plunger.
6. If it is too damaged, use a welder on it.
7. ????
8. Profit.
### Tips
- To turn the machine on, insert a rod filled with tritium in the hole
and then wrench it. If you don't have a wrench, you can pulse the
activate wire while the rod is in.
- Rods should be filled up with at most 50 moles of tritium, but more
can be added if you're feeling dangerous.
- You can put other gasses inside a rod if you want said gasses to leak
out during processing.
- The RB-MK2 can be upgraded. Matter bins increase the internal buffer's
volume, servos increase the pressure at which the fans will release gas,
and capacitors will increase the power output of the reactor (this can
result in higher temperature gains) per mole of tritium.
- Overlocking increases tritium consume and gives off more heat, but
provides more power.
- To activate the machine, use a wrench on it. It is considered active
when the rod is all the way down.
- An exposed rod (inactivated machine) is more affected by external
temperatures than an inactive rod. This can sometimes be worse than it
being unexposed if the exterior turf temperature is too hot.
- The machine will only process tritium (and generate power) wile
active.
- Opening the vents (aka disabling lockdown) allows processed gas to
escape out of the buffer and allow exterior temperature to influence the
internal rod temperature.
- Closing the vents will prevent exterior temperature from affecting the
rod, and prevent waste gas from escaping. This is useful for if you want
to increase the temperature by closing the vent or in cases of a chamber
fire.
- Throwing the rod, or removing it manually, prevents the rod from
taking on any more heat/cooling. This does not stop internal reactions,
if there are any inside the rod.
- Increasing the cooling limit will reduce the cooling effect external
air has on the rod. This is useful to increase if your cooling setup
makes the rod too cold to process power effectively.
- There is a safety feature on the machine where if the rod gets too hot
or too overpressured, it will automatically turn off and expose itself
to external air. Disabling safeties is only useful if you want the
machine to blow up, or if you don't want the rod to automatically expose
itself (in case of a chamber fire).
- Goes good with radiation shielding as tritium is a byproduct of
radiation shielding, and radiation shielding requires a lot of power to
function.
## TODO
- [x] Actually make sure it works (it doesn't).
- [x] ~~Introduce liquid reagent cooling mechanics where water puddles
can help with cooling management.~~ Not possible because liquid reagents
are shit.
- [ ] Balance it so it isn't more of a pain in the ass to manage than a
supermatter.
- [x] Maybe add safety features like temperature monitoring and other
stuff so engineers aren't 100% blind.
- [x] Replace Burgerstation default Supermatter setup with this one.
- [x] Testmerge!
- [x] Get feedback from engineer mains.
## Why It's Good For The Game
More sources of funny power is good.
## Changelog
🆑 BurgerBB
add: Adds the RB-MK2 reactor.
add: Makes Tritium buyable from cargo.
/🆑
---------
Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>