Commit Graph

3228 Commits

Author SHA1 Message Date
The Sharkening
52939ac256 Merge branch 'master' into upstream-24-12a 2024-12-07 16:19:55 -07:00
Rimi Nosha
e1731845f2 Fixes A Fucky Wucky With Loadouts (#2636)
## About The Pull Request

Oops!

## Why It's Good For The Game

Editing items good!

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/760d35e6-d237-477a-82b5-437626354d10)

</details>

## Changelog
🆑
fix: Loadout items can be edited again.
/🆑
2024-12-07 14:29:06 -08:00
Rimi Nosha
6d8f4d1805 [SEMI-MODULAR] Multiple Loadout Presets! (#2540)
## About The Pull Request

Tin. Also made some QoL tweaks while I was at it!

Comprehensively:
- Removes the defunct job checkbox and replaces it with a dropdown.
- Adds a preference update message, cause it's otherwise silent.
- Stops the TGUI prefs migration message from showing when changing to a
brand new character.
- Adds the ability to create (nameable) loadout presets.
- The default preset can't be renamed or deleted. This was to make my
life easier, or I'd spend another day on this, which I'm not prepared to
do.
- Automatically COPIES your old loadout to the new system's default
loadout. The old preference value is ENTIRELY UNCHANGED, which should
mean this is entirely safe. **Back up the server playersave data,
regardless, though.**
- Fixes a funny bug where the blacklisted and whitelisted roles text was
the same.

## There's a default limit of 12 entries (including default.) I'm happy
to bump this up at maintainer request.

## Why It's Good For The Game

This is a thing folk have always wanted since the dawn of loadouts, and
the new loadout system is *surprisingly* hackable, so I did it!

Now you can set up multiple outfits for whatever occasion you want!

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/6cddb219-0c8e-44f1-aefe-d3f36a261555)



https://github.com/user-attachments/assets/9d4bd6f3-0dc7-4aaa-a6ad-989fc9cb987a

The total allowed loadout count, added after the video, so here's a
screencap instead!

![image](https://github.com/user-attachments/assets/0ffd72a4-ed4c-4b6d-8d77-83c0545e1171)

Renaming


https://github.com/user-attachments/assets/236d99c2-1bcf-4836-b32c-4bb4dd6227e0

</details>

## Changelog
🆑
add: Loadout presets! Make multiple loadouts, be able to switch between
them in a couple of clicks!
qol: Replaced the defunct job checkbox on the loadout page with a
working dropdown.
/🆑
2024-12-07 20:53:57 +01:00
LT3
ca66006b8d Merge branch 'master' into upstream-24-12a 2024-12-07 11:53:41 -08:00
Return
e785a17059 Expands flavor text window size and adds a scrollbar (#2631)
## About The Pull Request
This PR makes it so the TextInput component from Skyrat contains a
scroll wheel, and makes the Character Creator's flavor text preference
box bigger, so it can store more than the minimum amount of characters.
It can now show 576 characters at a time.

## Why It's Good For The Game
This makes it so the maximum size of the flavor text input is bigger
than the minimum requirement, and adds a scroll wheel for convenience!
It's now easier than ever to make a good flavor text.
<!-- 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

![image](https://github.com/user-attachments/assets/f70bd21e-5493-4041-a3ce-41634bb466c0)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑 ReturnToZender
add: Flavor text in the character creator is now bigger, and has a
scroll wheel.
Fix: All Silicon preferences are now sorted together at the bottom of
the Character Lore page, for ease of access.
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-12-06 14:37:54 +00:00
SmArtKar
223badbebb Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

## Why It's Good For The Game

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

## Changelog
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
# Conflicts:
#	code/_globalvars/traits/_traits.dm
#	code/_globalvars/traits/admin_tooling.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
2024-12-01 22:09:44 -08:00
Xackii
9b14882bcc Big manipulator update. MORE MANIPULATES!!! (#86827)
## About The Pull Request

Added new settings for the manipulator:

0. Added item in claw overlay. Now you see what object manipulator is
using.
1. Type to take. Manipulator can take items and crates(also livings but
with emag).


https://github.com/user-attachments/assets/8d0a557f-339e-44c5-a48d-5c81c20ca611

2. Modes. Manipulator now have drop/use/throw mode that change
manipulate process with object in claws:

- Drop: Can drop item in  floor/storage (selected by priority).
- Use: Will try to use item in claws on living/structures/machinery
(selected by priority). Need tasting.
- Throw: Just throwing the item away!!! Throw range can be modified.


https://github.com/user-attachments/assets/71a204c5-2816-4826-9540-9fcb9699046b



https://github.com/user-attachments/assets/d38c80cc-3018-45bd-92d3-d1e693e4d586

   

https://github.com/user-attachments/assets/0b745fe6-df3b-4682-8f21-91d87feae84a

3. Priorities. Now you can configure what types of objects the
manipulator will work. Manipulator will choose which object to work with
using a priority list: selects the type with the lowest number. If
manipulator cannot find an item from priority 1, he will look from
priority 2 and so on. can be disabled by clicking on the only 1 priority
button. In this case, the manipulator will not finish its work and will
wait until the desired type of object appears.

4. Emag act. Now manipulator can be emaged. In this case he will have
the opportunity to take living mobs and drop em or THROW AWAY!!!!


https://github.com/user-attachments/assets/27d8b710-ec59-4931-9ca4-4770e929ea7b

If you find secret functions that I didn’t write about, it means I
forgot about them.

## Why It's Good For The Game

![Manipulator_Enjouer](https://github.com/user-attachments/assets/246cac47-410a-4e5b-955d-12c84b7fec63)

As many have said, Manipulator has too few functions. Adds more options
for building -death traps- logistics networks and other automated
manipulation capabilities.

## Changelog
🆑
add: Manipulator now shows what objects he is dragging.
add: Manipulator now can take more then just items.
add: Manipulator now have 3 modes to choice: drop/use/throw.
add: Manipulator now have priorities.
add: Manipulator now can be emaged.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-12-01 12:25:41 -08:00
Y0SH1M4S73R
b6feb1b400 syndicate sleeper agents can forge custom objectives (#87180)
## About The Pull Request

The removal of the ability for midround traitors to take progression
objectives had the run-on effect of preventing them from using their
uplink to view their primary objectives, which also means they cant
forge custom objectives. This PR changes that, and provides additional
logic in uplink ui code to account for uplinks belonging to traitors
with one type of objective but not the other.

## Why It's Good For The Game

Fixes #86763
2024-12-01 12:25:41 -08:00
Waterpig
f997a464a5 [READY FOR MERGE] Storyteller 2.2 (#2116)
## About The Pull Request

This one is bound to come with mostly admin and code facing changes,
players are bound to expect one less ms of runtime and ~~maybe a
different antag cap system~~ (Later).

### Storyteller admin UI

Creates a fresh new ui for the storyteller admin side, making it
significantly easier to use than before, and adds some neat elements
that visualize what's going on.


![image](https://github.com/user-attachments/assets/550c5b03-9f6f-4393-9797-8bd105be3945)

## Why It's Good For The Game

The code sucks less, the ui sucks less

## Proof Of Testing

The TM has not been met with any major issues from the admins.

## Changelog

🆑
admin: New storyteller admin panel
admin: More logging to the storyteller panel actions and to it spawning
things
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2024-11-29 16:56:18 +02:00
LT3
94713ae160 Bring back the species menu (#2584)
## About The Pull Request

Brings back the species menu nuked in
https://github.com/Bubberstation/Bubberstation/pull/2519

Closes https://github.com/Bubberstation/Bubberstation/issues/2583

## Changelog

🆑 LT3
fix: The select species menu is back
/🆑
2024-11-29 10:34:41 +00:00
TheGreatKitsune
f9cbe69b19 Add permanent limp quirk (#2560)
## About The Pull Request
Adds a permanent limp quirk, negative with a cost of -3. Allows adding a
minor, moderate, or major limp to a characters leg that cannot be
treated short of limb replacement.
## Why It's Good For The Game
Requested by a player. Allows for players to have a character that limps
naturally without having to dislocate a leg in round.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![perm_limp_1](https://github.com/user-attachments/assets/04293b1d-7879-4875-8f28-f6421c402707)

![perm_limp_2](https://github.com/user-attachments/assets/da3f34b3-2f5b-496c-b502-be72222fd3ca)

![perm_limp_3](https://github.com/user-attachments/assets/853f5fb1-2f75-48ac-8a53-3743403dc10f)

</details>

## Changelog
🆑 Cerami
add: Adds a new negative quirk: permanent limp
/🆑

Edit:
Changed cost to -3
Made incompatible with paraplegic and hemiplegic
2024-11-28 09:58:53 +00:00
Alexis
780ce44d33 Skyrat Cleanup: Total Veteran Annihilation (#2519)
## About The Pull Request
Removes all fragments of veteran code from the game.
## Why It's Good For The Game
It should help maintainers when doing upstream syncs as it removes some
non-modular code. Also we have no use for the veteran system.
## Proof Of Testing
It compiled and ran.
## Changelog
Nothing player facing.

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-28 09:07:02 +00:00
nevimer
a1a717f397 Spellcheck DLC (#2557)
literally a spellcheck
2024-11-26 00:26:54 -07:00
Manatee
af2f88a7af A port of a port - Looc Runechat as a prefrence (#2518)
## About The Pull Request
https://github.com/NovaSector/NovaSector/pull/1852
A port of that
## Why It's Good For The Game
LOOC is one of the few texts that people miss from someone next to them,
and this gives the option of that.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/5962f2b4-f4c2-4509-afcb-5564cd6aaad1)


![image](https://github.com/user-attachments/assets/88afe225-2765-4c1c-8883-0cfba1fb9f51)


![image](https://github.com/user-attachments/assets/4456d22f-71d8-461b-9b55-25d617cf7b03)

</details>

## Changelog
🆑
add: LOOC now has runetext! (As an option)
/🆑

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-24 18:58:32 +00:00
Waterpig
ca355b9779 Merge branch 'master' into upstream-24-11b 2024-11-22 20:20:15 +01:00
Alexis
9d497ae5b8 (Port) MKUltra - Mind Control (#2206)
<!-- 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
**Special thanks to waterpig and lessthanthree for helping me get this
to work.**
Ports MKUltra from
[Citadel](https://github.com/Citadel-Station-13/Citadel-Station-13/pull/8356)

To summarize, this PR adds a new reagent, MKUltra.
MKU can be used to either make people your pet if they have the **_NEW
ERP hypnosis interaction_** preference enabled or make people obey your
commands if they don't have the pref enabled.
### How it's made

- one part coco powder
- one part bluespace dust
- one part psicodine
- one part mindbreaker toxin
- one part happiness
- one unit of blood (IT HAS TO BE FROM YOURSELF OR THE PERSON DRINKING
IT WONT BE ENTHRALLED TO YOU)
### How it works (Taken directly from the preamble to the code at
`modular_zubbers\code\modules\mkultra\MKUltra.dm`)
The magnum opus of FermiChem -
Long and complicated, I highly recommend you look at the two other files
heavily involved in this
modular_zubbers\code\modules\mkultra\chem.dm - handles the subject's
reactions
modular_zubbers\code\modules\mkultra\vocal_cords.dm - handles the
enchanter speaking

HOW IT WORKS
chem.dm
There are 3 main ways this chemical works; I'll start off with
discussing how it's set up.
Upon reacting with blood as a catalyst, the blood is used to define who
the enthraller is - thus only the creator is/can choose who the master
will be. As a side note, you can't adminbus this chem, even admins have
to earn it.
This uses the fermichem only proc; FermiCreate, which is basically the
same as On_new, except it doesn't require "data" which is something to
do with blood and breaks everything, so I said bugger it and made my own
proc. It basically sets up vars.
When it's first made, the creator has to drink some of it, in order to
give them the vocal cords needed.
When it's given to someone, it gives them the status effect and kicks
off that side of things. For every metabolism tick, it increases the
enthrall tally.
Finally, if you manage to pump 100u into some poor soul, you overload
them, and mindbreak them. Making them your willing, but broken slave.
Which can only be reversed by; fixing their brain with mannitol and
neurine (100 / 50u respectively) (or less with both),

vocal_cords.dm
This handles when the enchanter speaks - basically uses code from voice
of god, but only for people with the status effect. Most of the words
are self explanatory, and has a smaller range of commands. If you're not
sure what one does, it likely affects the enthrall tally, or the resist
tally.
list of commands:

-mixables-
enthrall_words
reward_words
punish_words
0
saymyname_words
wakeup_words
1
silence_words
antiresist_words
resist_words
forget_words
attract_words
2
sleep_words
strip_words
walk_words
run_words
knockdown_words
3
statecustom_words
custom_words
objective_words
heal_words
stun_words
hallucinate_words
hot_words
cold_words
getup_words
pacify_words
charge_words

Mixables can be used interspersed with other commands, 0 is commands
that work on sleeper agents (i.e. players enthralled to state 3, then
ordered to wake up and forget, they can be triggered back instantly)
1 is for players who immediately are injected with the chem - no stuns,
only a silence and something that draws them towards them. This is the
best time to try to fight it, and you're likely to win by spamming
resist, unless the enchantress has plans.
2 is the seconds stage, which allows removal of clothes, slowdown and
light stunning.
3 is the final stage, which allows application of a few status effects
(see chem.dm) and allows custom triggers to be installed (kind of like
nanites), again, see chem.dm
In a nutshell, this is the way you enthrall people, by typing messages
into chat and managing cooldowns on the stronger words. You have to type
words and your message strength is increases with the number of
characters - if you type short messages the cooldown will be too much
and the other player will overcome the chem.
I suppose people could spam gdjshogndjoadphgiuaodp but, the truth of
this chem is that it mostly allows a casus belli for subs to give in,
and everyone's a sub on cit (mostly), so if you aujigbnadjgipagdsjk then
they might resist harder because you're a baddie and baddies don't
deserve pets.
Also, the use of this chem as a murder aid is antithetic to its design,
the subject gains bonus resistance if they're hurt or hungry (I'd like
to expand this more, I like the idea that you have to look after all of
them otherwise they aren't as effective, kind of like tamagachis!). If
this becomes a problem, I'll deal with it, I'm not happy with people
abusing this chem for an easy murder. (I might make it so you an't
strike your pet when health is too low.)
Additionally, in lieu of previous statement - the pet is ordered to not
kill themselves, even if ordered to.

chem.dm
oof
There are a few basic things that have to be understood with this status
effect
1. There is a min loop which calculates the enthrall state of the
subject, when the enthrall tally is over a certain amount, it will push
you up 1 phase.
0 - Sleeper
1 - initial
2 - enthralled
3 - Fully entranced
4 - mind broken
4 can only be reached via OD, whereas you can increment up from 1 > 2 >
3. 0 is only obtainable on a state 3 pet, and it toggles between the
two.

1.5 Chem warfare
Since this is a chem, it's expected that you will use all the chemicals
at your disposal. Using aphro and aphro+ will weaken the resistance of
the subject, while ananphro, anaphro+, mannitol and neurine will
strengthen it.
Additionally, the more aroused you are, the weaker your resistance will
be, as a result players immune to aphro and anaphro give a flat bonus to
the enthralled.
The impure toxin for this chem increases resistance too, so if they're a
bad chemist it'll be unlikely they have a good ratio (and as a secret
bonus, really good chemists can purposely make the impure chem, to use
either to combat the use of it against them, or as smoke grenades to
deal with a large party)

2. There is a resistance proc which occurs whenever the player presses
resist. You have to press it a lot, this is intentional. If you're
trying to fight the enchanter, then you can't click both. You will
usually win if you just mash resist and the enchanter does nothing, so
you've got to react.
Each step further it becomes harder to resist, in state 2 it's longer,
but resisting is still worthwhile. If you're not in state 3, and you've
not got MKultra inside of you, you generate resistance very fast. So in
some cases the better option will be to stall out any attempts to
entrance you.
At the moment, resistance doesn't affect the commands - mostly because
it's a way to tell if a state 3 is trying to resist. But this might
change if it gets too hard to fight them off.
During state 3, it's impossible to resist if the enthraller is in your
presence (8 tiles), you generate no resistance if so. If they're out of
your range, then you start to go into the addiction processed
As your resistance is tied to your arousal, sometimes your best option
is to wah

3. The addition process starts when the enthraller is out of range, it
roughly follows the five stages of grief; denial, anger, bargaining,
depression and acceptance.
What it mostly does makes you sad, hurts your brain, and sometimes you
lash out in anger.
Denial - minor brain damaged
bargaining - 50:50 chance of brain damage and brain healing
anger - randomly lashing out and hitting people
depression - massive mood loss, stuttering, jittering, hallucinations
and brain damage
depression, again - random stunning and crying, brain damage, and
resistance
acceptance - minor brain damage and resistance.
You can also resist while out of range, but you can only break free of a
stage 3 enthrallment by hitting the acceptance phase with a high enough
resistance.
Finally, being near your enthraller reverts the damages caused.
It is expected that if you intend to break free you'll need to use
psicodine and mannitol, or you'll end up in a bad, but not dead, state.
This gives more work for medical!! Finally, the true rational of this
complicated chem comes out.

4. Status effects in status effects.
There are a few commands that give status effects, such as antiresist,
which will cause resistance presses to increase the enthrallment
instead, theses are called from the vocal cords.
They're mostly self-explanatory; antiresist, charge, pacify and heal.
Heals quite weak for obvious reasons. I'd like to add more, maybe some
weak anneals with brute/exhaustion costs after the status is over. A
truth serum might be neat too.
State 4 pets don't get status effects.

5. Custom triggers
Because it wasn't complicated enough already.
Custom triggers are set by stating a trigger word, which will call a sub
proc, which is also defined when the trigger is Called
The effects available at the moment are:
Speak - forces pet to say a pre-allocated phrase in response to the
trigger
Echo - sends a message to that player only (i.e. makes them think
something)
Shock - gives them a seizure/zaps them
kneel - gives a short knockdown
strip - strips jumpsuit only
objective - gives the pet a new objective. This requires a high amount
of mental capacity - which is determined by how much you resist. If you
resist enough during phase 1 and 2, then they can't give you an
objective.
Feel free to add more.
triggers work when said by ANYONE, not just the enchanter.
This is only state 3 pets, state 4 pets cannot get custom triggers, you
broke them you bully.

7. If you're an antag you get a bonus to resistance AND to enthralling.
Thus it can be worth using this on both sides. It shouldn't be hard to
resist as an antag. There are further bonuses to command, Chaplains and
chemist.
If you give your pet a collar then their resistance reduced too.
(I think that's everything?)

Fail states:
Creating the chemical with too low of purity or setting the temperature
too high will cause an explosion equivalent to that of a meth explosion.
<!-- 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
MKUltra gives both antagonists and erotic role players something to ask
chemistry for, along with giving chemistry a new chemical to master
making. Due to it requiring coco powder, it will additionally require
the aid of botany, or going out of your way to get chocolate bars. But
mostly, it enables more interactions between players, especially between
antagonists and normal players, allowing for them to mind control
players with more mechanics to back it up than just normal hypnosis
does. _**I WOULD HIGHLY SUGGEST ANTAGONISTS USE LOOC BEFORE USING IT ON
A VICTIM.**_
<!-- 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
It has been testmerged on Towel for a few days now and everything seems
to work as intended.
<!-- 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
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its 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
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🆑 xPokee, LT3
add: added MKUltra, chemical enthrallment
/🆑

<!-- 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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---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-20 12:27:09 -07:00
Arturlang
3bde496dc3 Renames all mentions of Solfed to TerraGov (#2334)
<!-- 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
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- 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
Requested by the loremins
<!-- 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
It compiles, nothing seems broken ingame (please TM this)
<!-- 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. -->

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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note that maintainers freely reserve the right to remove and add tags
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all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑

<!-- 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,
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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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---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-11-20 04:10:08 +00:00
carlarctg
85d32d85a0 Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	code/datums/emotes.dm
2024-11-16 00:42:13 -08:00
Lucy
7e7d46e930 Allow dot radio prefixes to also work with the tgui-say radio prefix display (#87095)
## About The Pull Request

Port of https://github.com/Monkestation/Monkestation2.0/pull/1549

This makes tgui-say also properly show the channel preview thing with
`.c`, rather than only `:c`

## Why It's Good For The Game

dot prefixes are superior, and it's best if tgui-say works properly with
'em

## Changelog
🆑
fix: Allow dot radio prefixes to also work with the tgui-say radio
prefix display.
/🆑
2024-11-14 16:02:14 -08:00
Ben10Omintrix
f380bd4c6e Bring your pet to work day! (#86879)
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets



https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a

u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to

## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too

## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
2024-11-14 15:35:33 -08:00
siliconOpossum
ee4105bd40 Fixes paper real-time previews (#87068)
## About The Pull Request
The preview for writing on paper was _supposed_ to update in real time,
but was broken by the changes in #80616, simple one line fix.

## Why It's Good For The Game 
fixes #81868, I'm pretty sure the bit about newlines is either them
misremembering behavior or mixing it up with a bug in another UI.
## Changelog
🆑
fix: The preview for writing on paper updates in real-time again
/🆑
2024-11-11 00:43:41 -08:00
LemonInTheDark
757d5b0354 Adds a Map Changelog Entry Category (#87034)
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

This should hopefully cut down on mappers using the add:/fix:/del: tag
I've talked to the maptainers about this and they seem to not be
concerned about gbp in their own system, so we should be trying to push
mappers away from using add/remove/(maybe? closing issues is cool) fix
tags and such to avoid overlap.

I've intentionally not linked this to a label due to the Map Edit label
autodetecting anyway. Should be directed only at players.

This does mean less label resolution on mapping prs, not sure how I feel
about that but I didn't want to duplicate the old image
add/remove/change labels.

Requesting wider input on this and also pinging to notify.
@tgstation/commit-access @tgstation/maptainers 

## 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 its 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. -->

🆑
map: added a map specific changelog entry
/🆑

<!-- 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. -->
2024-11-11 00:43:36 -08:00
Shadow-Quill
0db69c1203 Fixes 911 Calls (#2375)
<!-- 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

911 calls were broken because Skyrat, I can only assume. This fixes it.
### The backup callers have not yet been tested due to local
limitations.

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

Having broken buttons is fucked.

## Proof Of Testing

no

## 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 its 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: Emergency Response 911 calls from the comms console now function
again. Woo!
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
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Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-11-10 09:20:40 +00:00
Waterpig
3be6f55960 [SKYRAT CLEANUP] Removes bubber comments from skyrat tgui files (#2331)
## About The Pull Request

See name. That is all

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-11-07 17:57:50 +00:00
Arturlang
77e3f8bcfa Prevent ventrue bloodsuckers from self-softlocking by choosing a revenge vassal (#2218)
<!-- 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
If a ghoul 's first vassal is set to be a ghoul vassal, they can be
rendered unable to level due to not being able to get a favorite vassal
due to lack of ghoul slots
Also changes ghoulization to ghouling, something that i had asked to be
done
<!-- 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
Ghoulization doesn't make any sense as a word, also preventing softlocks
is good
<!-- 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 ghouling prevention part is thoroughly tested ingame
<!-- 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
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and its 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: You are now prevented from making a revenge vassal as a ventrue
bloodsucker if you do not have any ghoul slots free to prevent softlocks
add: Changes ghoulization used in bloodsuckers words to ghouling
fix: Ghoul antag panels now work again
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
2024-11-05 21:57:07 +00:00
LT3
b93611613a Adds LOOC chat filter (#2336)
## About The Pull Request

Adds options to TGUI chat filtering for LOOC and RLOOC.

## Why It's Good For The Game

Decide where you do or don't want to see these messages.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/4c66f4c1-243c-4fbf-9060-82b072b8f51d

</details>

## Changelog

🆑 LT3
qol: LOOC can now be individually enabled/disabled on chat tabs
/🆑
2024-11-05 20:08:27 +00:00
Alexis
6d5674be07 Adds a toggle credits preference (#2320)
## About The Pull Request
As the title says, it's found in the Gameplay section of game
preferences.

## Why It's Good For The Game
I've seen a lot of people asking for it, plus it doesn't immediately
cover your screen if you have it off, so you can continue whatever you
were doing without getting your screen covered by it.

## Proof Of Testing
It compiled and ran on local host

## Changelog

🆑
qol: you can now toggle seeing end credits in preferences
/🆑

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-02 21:01:05 +00:00
LT3
8026188a38 Map vote uses simple, not weighted random / show map vote calculation and carryover info (#2285)
## About The Pull Request

Un-hides the map vote result calculation, showing the tallies and the
carryover percentage. Closes
https://github.com/Bubberstation/Bubberstation/issues/2284

Switches vote calc method to simple instead of weighted random

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/65913ced-fa58-4ca4-acda-c020d67d3a1b)

</details>

## Changelog

🆑 LT3
qol: You can now see the tallies used to calculate map votes
/🆑
2024-10-28 22:20:10 +00:00
Waterpig
668cfb918b Merge branch 'master' into upstream-24-10b 2024-10-25 23:27:13 +02:00
LT3
ea16fda594 Subtle PDA indicator (#2243)
## About The Pull Request

Adds a span so that you can tell normal PDA messages from subtle ones.

## Why It's Good For The Game

You can tell between the two messages types.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/ff4cb897-d982-48b9-ba3d-fb5986c610ea)


![image](https://github.com/user-attachments/assets/a6d1521f-a8cb-4a50-916f-c8023c5831df)

</details>

## Changelog

🆑 LT3
qol: Received subtle PDA messages are labelled subtle in the text log
/🆑
2024-10-25 18:09:30 +00:00
Majkl-J
e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Majkl-J
f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
Waterpig
ebb01f82f2 # This is a combination of 15 commits.
# This is the 1st commit message:

goofsec hud

# This is the commit message #2:

the sensible tgui errors

# This is the commit message #3:

Gets it to compile

# This is the commit message #4:

Fixes all extra runtimes

# This is the commit message #5:

TGUI Fixes 1

# This is the commit message #6:

Removes open dream check

# This is the commit message #7:

Ticked file enforcement

# This is the commit message #8:

A very harsh way to fix potential missing icons

# This is the commit message #9:

Wipes all the errorneously included files

# This is the commit message #10:

fixes missing_icons fully

# This is the commit message #11:

some extra ci fixes before I forget

# This is the commit message #12:

WHAT THE FUCK

# This is the commit message #13:

really?

# This is the commit message #14:

bye waffles

# This is the commit message #15:

hooray
2024-10-19 08:05:04 -07:00
Waterpig
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
2024-10-19 08:04:33 -07:00
Bangle
119322ed27 More Alternate Job Names! (#2202)
## About The Pull Request

We already have a boat-load; why not more?

**Blueshield:**
- Command Protection Officer

**Detective:**
- CID Officer

**Nanotrasen Representative:**
- Corporate Consultant

**Security Officer:**
- Security Specialist
- Defense Contractor

**Shaft Miner:**
- Dredger
- Contract Miner

I have not tested this. It _shouldn't_ have issues, given it's just a
few more alt-job names, all properly formatted.

## Why It's Good For The Game

It gives players more options as far as who they feel they're playing
as. I know there's a Security Union, for example, that may want to be
represented differently.

## Changelog

🆑 Bangle
spellcheck: Added some alt titles
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-10-15 16:23:45 -07:00
Odairu
4a00176533 [modular] Adds a silicon manager PDA app similar to the Job manager app the HoP gets (#1933)
<!-- 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
Allows for the prioritizing of silicon jobs (AI/Cyborg) so they show up
on the join menu, you cannot add or close slots, and it can be
downloaded and used as long as you have Robotics Access on your ID
<!-- 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
Every other job can be prioritized, these two should be able to be as
well
<!-- 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

![image](https://github.com/user-attachments/assets/33b1aaa0-e2a4-416f-87e2-f08c37aef861)

![image](https://github.com/user-attachments/assets/393e1548-dda0-4a41-a299-b4c51501a08b)

<!-- 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 its 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: adds silicon manager pda app
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-10-12 18:20:11 +00:00
Cursor
0077be5e32 [Ready][Until ANOTHER FUCKIMNG MERGE CREATES CONFLICTS GOD FUCK] Reflavors a lot of Bloodsucker stuff to be more in line with it's source (#2104)
## 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>
2024-10-10 14:05:24 -06:00
LT3
b967157070 Is that a PDA in your pocket or are you just happy to subtle me (#2058) 2024-10-10 12:20:09 -06:00
nevimer
2e7628ca5a [port] Moth PR for Central (#2136)
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## About The Pull Request

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Add central donor item
https://github.com/NovaSector/NovaSector/pull/1136
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## Why It's Good For The Game
Moth PR
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## Proof Of Testing
I am the test
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## Changelog

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🆑
add: Centralsmith Donor Item
/🆑

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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-10-08 11:20:07 -07:00
Arturlang
c8f3631433 Bloodsucker leveling rework (#1994)
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## About The Pull Request
Bloodsuckers now no longer level up from sol past level 4, requiring you
to drink sentient blood to progress in levels. Also moves ventrue to
this same system.
Blood thickening points are obtained 1-1 on blood drunk when you are
drinking from players, these points are used for leveling, and the act
of using these points for leveling does not use blood, nor does leveling
in general.
Current blood cost is 40% of total blood cap, with 30% for ventrue.
This calculates based on the total blood volume a bloodsucker can hold,
which at level 1 is 700, thus requiring 280 blood for a level up. At
level 4 this is a cost of 440 blood. I'm tempted to increase the base
requirement to 50%, but I'd like to hear on feedback on that
Also fixes some exploits with candelabrums, 
fixes https://github.com/Bubberstation/Bubberstation/issues/1700
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## Why It's Good For The Game
Nobody likes bloodsuckers simply not having to interact with crew to
constantly gain in strength, and just hiding and hiding in coffins to
level up, this should heavily encourage bloodsuckers to drink blood
(their main gimmikc) to gain levels, or you will simply be unable to
level up.
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## Proof Of Testing

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## Changelog

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🆑
balance: The candelabrum is no longer as tough
fix: candelabrum now turns off when unsecured
balance: Bloodsucker no longer level from sol when they reach level 4
balance: Ventrue now can only use blood drunk from sentients to level up
vassals if they wish to level themselves up.
refactor: Refactors how ventrue vassalizing is handled, no longer
copying most of level up code for it.
/🆑

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2024-09-30 23:32:40 -06:00
Return
a7d7d03d94 Re-orders the ERP preferences in Directory (#2151)
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## About The Pull Request
This re-orders the ERP preferences by order of importance
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## Why It's Good For The Game
WHAT THE FUCK IS A VERSE
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## Proof Of Testing
Tested on the test server in various configurations for about an hour
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## Changelog

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🆑 ReturnToZender
balance: Re-orders character directory sorting based on what really
matters.
/🆑

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2024-09-29 22:46:31 -06:00
Ghom
b86a8adf5f [NO GBP] Small fishing tweaks and fixes. (#86948) 2024-09-29 23:20:26 +02:00
StrangeWeirdKitten
aecf7cca49 Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into fix-thing-stat-panel 2024-09-29 13:27:25 -06:00
jimmyl
0771b1b3a7 adds some "factory" machines (#86063)
## About The Pull Request



https://github.com/user-attachments/assets/4ceb4c0f-d5ef-4fc0-8436-d7eec5b6f396



https://github.com/user-attachments/assets/56ddd387-7376-4c35-a067-1adccbddeecd



https://github.com/user-attachments/assets/dda6cc2b-614a-4adb-a8f4-2c03b51162e0



https://github.com/user-attachments/assets/fa7697fb-f484-48a0-bb85-ee0c2f4867e2



https://github.com/user-attachments/assets/02de4b24-2fa0-4a1e-b147-df9500109b3c



https://github.com/user-attachments/assets/b56c03ab-49c9-487f-a99f-fcba5ce038ac



https://github.com/user-attachments/assets/52bae5a4-68b0-4f25-99c1-1b677b99790a

i didnt feel like recording the lathe and crafter for a suitable file
size again but essentially the crafter crafts and the lathe lathes

all machines but the router and sorter are cable powered (suitable on
lavaland)
theyre researched roundstart

they can receive any resource that bumps into it if that resource is on
the conveyor

## Why It's Good For The Game
more fun engineering stuff
and perhaps mining given these are more efficient but require effort to
set up
https://hackmd.io/@jimmyl/S1dZRZosC
## Changelog
🆑
add: added the manufacturing
smelter,router,sorter,crafter,lathe,crusher,unloader
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 14:58:27 +02:00
SyncIt21
20d9e3a1d6 Gives Debug chem synthesizer temperature control (#86911)
## About The Pull Request
- Fixes #86858

You can set the temperature of the reagents in the UI before adding them
so the ice does not melt instantly

## Changelog
🆑
fix: Debug chem synthesizer now has temperature control for adding
reagents
/🆑
2024-09-27 17:41:21 -04:00
ZeWaka
10909f42a4 Fixes flashing render when positioning cached TGUI windows (at cost of dev hotloading flicker) (#86868)
## About The Pull Request

Fixes the following:


https://github.com/user-attachments/assets/575c0ae9-b53d-446b-ab4b-7f6eb22a1c61

It now looks like:



https://github.com/user-attachments/assets/60ad64f0-da02-47f9-9bcd-edf2aba441e8

This comes at the cost of a small flash when a UI is hotloaded during
tgui dev server development:


https://github.com/user-attachments/assets/c1b26fe2-5be3-4388-903b-45b04fc6ac6e

Basically, [this bit of
code](b523190c6d/tgui/packages/tgui/backend.ts (L210))
is no longer working 100% as intended. I spent an hour trying to think
about how to fix it to no avail.

Port upstream from https://github.com/goonstation/goonstation/pull/20060



## Why It's Good For The Game

shitty flashing sucks

## Changelog

🆑
fix: TGUI windows now flash less when opening new windows.
/🆑
2024-09-25 20:57:58 -06:00
Joshua Kidder
431bbf7a0c Changeling buffs: Absorbs increment your ability to readapt, last resort (explode into headslug) is innate (#86605)
## About The Pull Request

I've been beating a drum for a little while that Heretic is just Better
Changeling, and one of the things that Heretic has that simply blows
changeling out of the water is a Get Out of Jail For A Crafted Item
card. I took inspiration from that and made the headslug explosion
ability for changeling innate. Now they can use it any time they have 20
chemicals. If you want to make sure you're gonna be able to get the ling
to the incinerator or a nearby shuttle parking, bait out their
abilities, kill them, then set them on fire. Fire stops ling chem regen.

Second: Lings aren't really fitting the niche of "Monster That Rapidly
Adapts By Consuming Humanoid DNA" very much by being able to readapt
once if they've recently killed someone. Instead, I changed it so their
readaption is a counter that increments up when they absorb someone.
This makes them more adaptable, but it doesn't really increase their
strength outside of giving them more ability variety... kinda like
Heretic having all their abilities available at all times if they have a
focus.

I hope this will bring ling more in-line with the other antagonists in
the department of Not Sucking in comparison when comparing inherent
abilities.
## Why It's Good For The Game

Changeling kinda sucks. People have been spamming blood spiders because
it is honestly the only viable strategy as a changeling to not get
horribly murdered by the valid salad cuisine team extraordinaire. If I'm
being totally honest, I'm hoping we can get ling into a place where we
can get rid of blood spiders, because I fucking hate how blood spiders
work right now, but that's outside the scope of this...

This also encourages people to light lings on fire. Fire doesn't prevent
headslugging, but if you've managed to outplay the ling into spending
all their chemicals before you light their ass up, I think you earned it
at that point. Currently, buying headslug is basically trading a power
and admitting to yourself "I'm probably gonna fuck up so I'll be less
powerful in exchange for this escape route". Instead, just let them
explode at their leisure. They already give up every single thing they
have on their person when they do this -- ID, weapons, tools, etc -- and
they still need to go through the process of finding a corpse to implant
in afterward.
## Changelog
🆑 Bisar
balance: Changelings are now able to respec multiple times if they have
absorbed multiple humanoids, instead of it being toggled on if it was
off during their most recent absorb.
balance: Last Resort is now an innate ability for changelings.
code: Added a little counter and a tgui function for displaying how many
absorbs lings have in their belly to spend for readaptions!
/🆑
2024-09-22 22:06:32 +02:00
Ghom
ff2760e908 Adds new tasty fish to deep fryers. (#86690)
## About The Pull Request
This PR introduces three new fish that can be caught from deep fryers.
That's right, deep fryers are also fishing spots now. Is it silly? Yeah,
but this is more or less the reason I made a whole PR to make fish
edible. They've two gimmicks: one is that they're already fried, and
neither raw nor gorey and can be cut into nuggets. The other is that
they can evolve into the next type just by growing, no need of pairing
them with each other, starting from the 'fryish', then the 'fritterish'
(and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the
english food company) and finally the 'nessie-fish' which is very rare
and big and you'd probably get 20 nuggets by cutting it alone.

Other than that, this PR adds a simple growth mechanic to fish, where
they get a bit larger each time they're fed. The gained size and weight
depends on several factors like hunger, their current size and weight
and how much until they hit the maximum cap of twice the initial size
and weight. This means bigger fish grow slowier, and it's better to feed
them once in a while but not every other second. Obviously size and
weight influence a lot of fish mechanics, so it's good to have a way to
increase these values outside of breeding RNG (which is very shallow).
TL;DR: Feed the fish once their hunger reaches 50% circa for maximum
growth.

Included in the PR are a few tidbits, like fixing a little mistake
around the 'picky eater' fish trait, more readable code around the
fish_growth component (unrelated to the aforementioned growth mechanic)
and hunger or adding the fish evolution datum for armored pikes (normal
pikes plus stinger trait, which I basically forgot to), and adjusting
how weight and size of offsprings is calculated.

## Why It's Good For The Game
First and foremost, a brand new on-station fishing spot that is not the
fishing portal, toilets (or the rare moisture traps in maint). Second, a
fish growth mechanic through which weight and size can be increased.
Third, a few code things. Four, little bugs, now fixed.

Fifth, have a screenshot of me fucking around to find out how many bites
it takes to eat all of the deepfried gargantuan nessie (53, and I had to
spawn another 10 humans to finish it):

![immagine](https://github.com/user-attachments/assets/a7054cac-6f94-4327-891e-f171894a71d6)


## Changelog

🆑
add: You can now fish new, tasty treats by the station deep fryers.
add: You can now grow fish inside an aquarium by feeding them regularly
(at 50% hunger for maximum growth).
add: Added the evolution for pikes to armored pikes.
/🆑
2024-09-22 18:43:27 +00:00
SmArtKar
58f75eadec Express console code refactor, cleanup and fixes (#86634)
## About The Pull Request

Rewrites a good chunk of express console code, removing one letter
variables, duplicate code and straightening all the staircases with
early returns. RIP cooldowns in ui_data()

Mapped-in consoles now actually work, as currently they initialize
before SSshuttles which results in them having a completely empty packs
menu. This is fixed by making them report themselves to SSshuttles which
will call package init on them once it itself initializes.

Emagging the console will update the prices in the UI, and emagged
consoles will try to send at least 1 package instead of requiring the
budget to have enough funds to send all 5 pods. Because when you press a
button with a price tag on it, you'd expect at least something to
happen.

Beacons now reset their offsets when anchored because thats been
triggering my OCD. Upgrade disks aren't deleted and instead drop when
the console is deconstructed.

## Why It's Good For The Game

Code is crunchy, stuff is broken, prices aren't displayed correctly when
the console is emagged and you'd expect at least something to arrive
when you press a button with a price that you can afford.

## Changelog
🆑
fix: Mapped in express supply consoles now work instead of displaying an
empty UI.
fix: Emagged express supply consoles now display updated prices.
refactor: Rewrote a large chunk of express supply console code
balance: Express supply consoles now drop their upgrade disk upon being
deconstructed, and emagged consoles now will try to send at least one
package to the station if cargo budget doesn't have enough funds for all
5.
/🆑
2024-09-22 18:16:13 +02:00
Kocma-san
00593b657d fix for "Visible to Network" line in fax interface (#86679)
## About The Pull Request

<details>
<summary>Screenshots</summary>


![image](https://github.com/user-attachments/assets/efbc9f1a-5ace-4faf-b1b5-e59e801a6833)


![image](https://github.com/user-attachments/assets/399a3925-4f43-4819-8a46-e0f131ed3325)

</details>

## Why It's Good For The Game

yes
## Changelog
🆑
fix: "Visible to Network" in the fax interface is now displayed
correctly
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-21 13:48:58 +00:00