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a8d15514668d2cab76d17e806d75889347cffb2e
2195 Commits
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a8d1551466 |
Shuttle gibbing code improvements (#81726)
## About The Pull Request Adds a resistance flag, `SHUTTLE_CRUSH_PROOF`, adds it to the existing things that have it, and adds it to the immortality spectres. ## Why It's Good For The Game Gets rid of some hardcoded checks, making it easier for future code (or admins) to make things immune to shuttle crushing. Also makes it so immortality spectres are immune to being shuttle crushed, as that kinda ruins the whole "immortality" thing... ## Changelog 🆑 refactor: Improved shuttle gibbing code, adding a new resistance flag, `SHUTTLE_CRUSH_PROOF`. fix: Immortality revival spectres can no longer be crushed by shuttles. add: The ghost of Poly can no longer be shuttle-crushed, nor can anything incorporeal. /🆑 Co-authored-by: san7890 <the@san7890.com> |
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c9b3629353 |
Adjusts some of the contraband weights for Contraband Crates. (#81771)
<!-- 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 makes getting Contraband Plus (the better stuff with more interesting effects), slightly higher in probability out of contraband crates. It also removes the completely redundant narcotics roll, and the truly awful permabrig contraband roll, from Contraband Plus. Some of the more interesting narcotics are now directly in Contraband Plus. ## Why It's Good For The Game The weights were a little uninteresting. You rarely if ever saw the effects of the contraband crate change with the current values. It was kind of lame to see a shiv in a contraband crate knowing that it was a wasted Contraband Plus roll. This hopefully stops that from happening too often. ## 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. --> 🆑 balance: Adjusts the values and contents of the Contraband Crate's item loot table. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: san7890 <the@san7890.com> |
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5f2f9e67ad |
Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#81697)
## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. |
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9d9da3a790 |
Spider web graphics (#81839)
## About The Pull Request Here is what webs look like. It looks like pure ass and I hate seeing it.  Here's my attempt at making them look nicer.  Notes: Genetics Power webs now have a slight purple tint to differentiate them from regular spider webs, so spiders aren't confused about why they can't cross these ones. On the backend I condensed a lot of these typepaths to inherit from each other instead of not doing that. In the future I am going to use this to cut down on the excessive amount of action buttons we have for these too. Here's (most of) what the action buttons look like. this screenshot also demonstrating that we have a serious problem with how many buttons we give to spiders.  After this is merged I will embark on two further projects: - Wallening version - Reworking spider web placement to not be a function of having 15 action buttons, it's _so bad_. While I was working on this I noticed that AI spiders would not automatically place webs on certain crossable tiles, because we forgot to pass an argument to a proc. I fixed that too. Oh also final change I almost forgot to document:  I made you jiggle if you get stuck in a web. ## Why It's Good For The Game The previous sprites looked bad and these look less bad. ## Changelog 🆑 fix: AI-controlled spiders can correctly recognise where they can place webs. image: New sprites for most kinds of spider web /🆑 |
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357799c8a5 |
Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit polling component [where you orbit something for 20 seconds before it chooses a ghost from the orbiters] It's only used in a few places like soulstones replacing jobbanned/inactive players, etc. Also upgraded SSpolling; you can now place a little icon on the sides in the chat message, chat message looks a lot nicer, the alert pic and the jump target don't have to be the same anymore, and I made it be able to pre-pick candidates since 90% of the use cases would just want 1 candidate Also prints to chat who the chosen one was Also made slime intelligence potions ask the user for a reason, which will be displayed in the alert poll |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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f2ceb77a41 |
Temporary bees animate on death and no longer produce corpses (#81714)
## About The Pull Request I requested this as a change on the Hive Head PR but Ghommie didn't notice and merged it anyway so I had to do it myself instead of forcing the underclass to do it for me 😔  Anyway now bees created by the "beesplosion" reaction and by the Hive Head changeling power no longer produce corpses, and have a death animation. ## Why It's Good For The Game It looks better. It was weird that the bees would create corpses if killed but not if they expired. ## Changelog 🆑 image: adds a visual effect for hive head bees despawning /🆑 |
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3a505ee483 |
Removes the old toolbox arena code (#81707)
## About The Pull Request This machine was added 5 years ago to be used for events like the toolbox tournament, but it has since been deprecated and unused (toolbox tournament has made their own version of the console that works much better and uses TGUI), making this machine not worth touching. After some discussions in discord, we said the better option would be to remove this machine and leave the toolbox tournament branch keep using their machine, rather than to port the toolbox version to TG where it will continue to not be used in-game. fun fact: This used to have a feature where it gave antag hud icons to the members of each team, it was removed when antag huds got refactored 3 years ago, hence why I'm removing an antag hud icon. ## Why It's Good For The Game Already explained, this machine has no purpose as it is now, and a new tgui UI won't save it. ## Changelog Nothing player-facing. |
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1e2f6e817c |
[NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time) (#81690)
## About The Pull Request I saw this runtime again despite thinking I fixed it and then realized I needed to be calling `ispath()` since we are not working with an instantiated object with these lists. Oops ## Why It's Good For The Game Working code is good ## Changelog Nothing player facing |
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871cec76aa |
Adds a multi-dimensional bomb payload to the black market. (#81562)
## About The Pull Request This PR adds a !!!FUN!!! bomb payload to the blackmarket, which, upon detonation, transmutates all terrain in a range like the dimensional anomaly would. You can also select the dimensional theme to use by using it in your hand. I believe however, this thing should cost a fuckton to get and only show up occasionally. 8k to 10k was my original idea, but I think that's perhaps not high enough given its flagrant potential. Perhaps I should also make it so the more dangerous themes yield a shorter range than others. Suggestions are welcome. Screenshot of what happens when you don't set the theme:  This PR also turns dimension themes into singletons so we access them more easily. Nothing to write home about. ## Why It's Good For The Game The black market could always use some extra thingy or two anyway, and this thing could either be a source of emergent gameplay, or a recipe for a disaster. Perhaps second to the Big Slappy for how funny it could be. ## Changelog 🆑 add: Added a multi-dimensional bomb payload to the black market. It's very expensive. /🆑 |
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4431166cf1 | Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#81611) | ||
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ed6fced9b0 |
Footprint Sprites are BASED (on shoes and legs) (#81588)
Footprint sprites no longer have to be the same "shoe" sprite, they are now based on what shoes you're wearing and what legs you have They are also renamed, i.e., if they're paws, they're called pawprints and not footprints Shoes have priority over legs I have changed monkey legs to have paw footprints Code is from https://github.com/DaedalusDock/daedalusdock/pull/813, except I renamed some defines and vars and tweaked it a bit A future use for this is, adding human FOOT (not shoe) print sprites, so people without shoes would make actual FEET print sprites I didn't do this cuz I can't sprite, but it's possible now Also didn't do this cuz I'd like to replace the existing footprints with the more grimy Baystation footprints, they look much better, but that's for a separate PR Any lizard superfans could also sprite something for lizards, the possibilities are endless |
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961482c6bd |
Removes some easily accessible sources of Mythril (#81595)
## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361  With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog 🆑 Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) | ||
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d604a87b06 |
Revenants no longer make noise walking into gibs (#81420)
## About The Pull Request Turns the hardcoded sound that plays when you walk into some gibs into an Element and adds a check for flying to avoid playing the sound, fixing Revenants, Holoparasites, and other mobs that fly from making noise when "walking" into a pool of blood. ## Why It's Good For The Game I was observing a revenant and heard them making noise from walking over blood, thought it was kinda f*cked up ## Changelog 🆑 fix: Revenants (and other flying mobs) will not make noise when walking into pools of gibs, /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f808758707 |
Mapload anomalies are no longer orbit points-of-interest (#81431)
## About The Pull Request Mapped-in anomalies no longer register as points-of-interest in the orbit menu. This is primarily for the hollow anomalies from the anomaly research ruin. Player-stabilized anomalies, and regular event anomalies, will still show up here. ## Why It's Good For The Game These damn things take up over half the misc tab. Less clutter in the orbit menu.  ## Changelog 🆑 Rhials qol: Map hazard anomalies are no longer treated as points-of-interest in the orbit menu. /🆑 |
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70651816c2 |
Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request [Fixes static lights not moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog 🆑 fix: Fixes fancy lights not updating their source location when picked up and moved /🆑 |
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fbe6e2ebba |
museum away mission (#81208)
## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary>  </details> ## Why It's Good For The Game more gateway maps = good ## Changelog 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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815c7913d7 |
Adds fire ants as a chem (#81214)
## About The Pull Request Adds fire ants as a chem. They work pretty much exactly the same as normal ants, but they deal roughly 2x damage. Also mildly cleans up whatever ant code I touched ## Why It's Good For The Game Doesn't really make sense that when you scoop up an anthill of fire ants, you get a beaker full of normal ants. It's honestly an injustice. Also, new flavours for the bartender and chef to work with are always nice. ## Changelog 🆑 add: Fire ants can now be scooped up and used as a chem like normal space ants /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> |
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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279904e079 |
Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request Goes through and changes some `in area` / `in a` loops to use `get_contained_turfs` to cut down on `in_world` loops. Saves some free lag. ## Changelog 🆑 Melbert fix: Some things which affect everything in an area are less laggy, the "all lights are broken" station trait especially /🆑 |
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af4fddfbd2 |
Refactors Crystal Warp Theme datum to use Dimensional Theme datum (#80661)
## About The Pull Request `/datum/crystal_warp_theme` and `/datum/dimension_theme` both do very similar, if not identical behaviors, so we can combine them pretty painlessly. ## Why It's Good For The Game This gives the crystal more options for themes to pick from, and the dimensional anomaly more wacky themes to pick from. ## Changelog 🆑 Melbert refactor: Refactored the area transformation colossus crystal effect to use the same system dimensional anomalies use. That means the colossus crystal now has access to some dimensional themes (bamboo, plasma, glass) and the dimensional anomaly now has access to some colossus themes (jungle, alien). /🆑 |
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e0cb22e913 |
Dimensional anomaly converting airlocks preserves old name (#80654)
## Why It's Good For The Game the name of an airlock indicates what area it is, also generic names like "gold airlock" look dull Fixes https://github.com/tgstation/tgstation/issues/80655 ## Changelog 🆑 fix: Dimensional anomlies converting airlocks preserves the old name /🆑 |
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8077108012 |
Fixes being able to fish up qdeleted spawners (#80646)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/152 This is mostly a downstream issue, I think, but should a spawner ever get added to the fish tables here this bug will be present. Basically spawners, when created, do their item spawning behavior on the src loc and then immediately qdel themselves. If you try to forceMove() the spawners out of nullspace, like what was happening with fishing, you'd end up with an unmovable broken item that cannot be easily admin deleted. This PR also adds a stack_trace when you forceMove() a qdeleted spawner, because this is not the first time I've seen this issue come up. It doesn't stop it from happening, though, because it's easier to visually see the bug that way. This just provides some useful feedback as to why the bug is happening should you check the debug logs. ## Why It's Good For The Game Fixes a bug ## Changelog 🆑 fix: fishing up a spawner will now give you the spawned item instead of a broken, undeletable spawner object code: adds a warning to the stack trace when something tries to forceMove() a qdeleted spawner /🆑 |
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cdaa1d29a4 |
A "postal workers strike" negative station trait. (can be positive) (#80213)
## About The Pull Request Added a negative station trait, which blocks the mail like it's sunday or a official holiday. However! If it's actually sunday or a official holiday, when the mail would be normally blocked already, instead it'll unblock it. It was done this way because it's easier (station traits are loaded before the events and economy subsystems are initialized) and cooler. ## Why It's Good For The Game Granted there are quite a few station traits around cargo already, features interacting with other features is honestly a good thing. ## Changelog 🆑 add: Added a "postal workers strike" negative station trait. In the case of holidays and sunday though, it'll be a "postal system overtime" instead. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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908d6f1a2b |
Better Ghost Selection (#80283)
## About The Pull Request Revived my old PR https://github.com/tgstation/tgstation/pull/68901 Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No | Never for this round" that is hard to read and steals window focus, with a nice clean alert in the top right that counts down. If it's the same event/mob they stack with 2x, 3x, etc. It also shows how many candidates/ghosts are signed up. The poll alerts have screentips too, they countdown and show if you're signed up, how many people are signed up, if you chose "never for this round" (which is cancelable) ## Why It's Good For The Game  Way easier to see what role is available, you get a nice pic of the role and get it's name in big text, you can cancel "never for this round", and you can cancel signing up for a role before the timer is up ## Changelog 🆑 refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts can select a role, deselect it, alt-click it for "Never For This Round", can cancel "Never", can see the countdown, and can see how many other people are signed up for the role poll. /🆑 |
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f03084c1ca |
FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request FOV as it is currently implemented is incompatible* with wallening. I'm doin wallening, so we gotta redo things here. The issue is the masking of mobs. Wallening relies on sidemap (layering based off physical position), which only works on things on the same plane (because planes are basically sheets we render down onto) So rather then masking mobs, let's reuse the masking idea from old fov, and use it to cut out a bit of the game render plane, and blur/over-saturate the bit that's masked out. My hope is this makes things visible in light, but not as much in darkness, alongside making more vivid shit more easily seen (just like real life) Here's some videos, what follows after is the commits I care about (since I had to rip a bunch of planes to nothing, so the files changed tab might be a bit of a mess) Oh also I had to remove the darkness pref since the darkness is doing a lot of the heavy lifting now. I'm sorry. Edit: NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a better future. https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609 https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8 ## Commits I Care About [Implements something like fov, but without the planes as layers hell](https://github.com/tgstation/tgstation/commit/a604c7b1c8d74cd27af4d806d85892c1f7e35ba8) Rather then masking out mobs standing behind us, we use a combo color matrix and blur filter to make the stuff covered by fov harder to see. We achive this by splitting the game plane into two, masking both by fov (one normally and one inversely), and then applying effects to one of the two. I want to make the fov fullscreens more gradient, but as an effect this is a good start [Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material walls (init cost comes here)](https://github.com/tgstation/tgstation/commit/25489337392f708cb337fbf05a2329eacdfc5346) @Mothblocks see this. comment in commit explains further but uh, we need to draw material walls to the light mask plane so things actually can be seen on them, but we can't do that and also have them be big, so they get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can kill it with wallening. [Moves SEETHROUGH_PLANE above ABOVE_GAME_PLANE](https://github.com/tgstation/tgstation/commit/beec4c00e01d34a04fba7c2bb98a9b70d27ead82) I don't think it actually wants to draw here @Time-Green I think this was you so pinging for opinion [Resprites FOV masks to be clean (and more consistent)](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d) [f02ad13](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d) This is 100% donglesplonge's work, he's spent a week or so going back and forth with me sharpening these to a mirror shine, real chill ## Why It's Good For The Game Walls are closing in ## Changelog 🆑 LemonInTheDark, Donglesplonge image: Redoes fov "mask" sprites. They're clean, have a very pleasant dithering effect, and look real fuckin good! del: Changed FOV, it no longer hides mobs, instead it blurs the hidden area, and makes it a bit darker/oversaturated /🆑 ###### * It's technically possible if we start using render targets to create 2 sets of sources but that's insane and we aren't doing it |
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3f2ebd858f |
Holiday Supermatter (#80254)
## About The Pull Request Adds some festive season cheer to the SM. Santa hat not included.  ## Changelog 🆑 LT3, Majkl-J image: SM now has holiday lights image: You can now put a santa hat on the SM /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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bb781627ab |
The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request `/obj/structure/closet/crate/maint` was a type of crate that spawned a completely different crate, and then deleted itself. I have decided to swap this out for an actual spawning effect. I have also did some subtypery to remove some duplicate code that handled randomly opening the spawned closet/crate (through I am not that satisfied with `/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a sensible typepath name, I would like to ask for suggestions). I also removed a loot define, because it was no longer needed as its contents were used on a single page. ## Why It's Good For The Game Things that act like spawners should be spawners. Maybe this fixes the CI issue on northstar where a mousetrap box gets deleted before it initializes during create and destroy? It was placed above a spawner that spawned one of these self deleting crates. I am unsure, I could not replicate this issue during testing. ## Changelog Nothing player facing. |
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5a905d8680 |
Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis (#80032)
## About The Pull Request ### Cogitandi Fidis Creates a holy violin that gives an analysis of songs played on it. This lets you check how long the song is for final effects, to make sure they trigger without the hassle of trying a rite with a song until you get one that works. 20 Favor, looks neat too! ### Portable Song Tuning Rite to empower an instrument with the ability to invoke specifically song tuning rites, 5 charges before you need to go back to a proper altar. Helps a chaplain stay on the move, since songs are interruptable and sometimes an altar can be incredibly far. 10 Favor for 5 charges. ### Illuminating Solo  New free invocation that lets you light up the way with your music! The finishing effect applies a weaker glow to all listeners for a minute. ### Other Misc Changes The threshold for getting a final effect on a song is now lower, 220 -> 170. As a reminder, this threshold is lines * tempo. I think the threshold was simply too high ## Why It's Good For The Game Changes were made from https://tgstation13.org/phpBB/viewtopic.php?f=10&t=35381 statistics and feedback about sects. I think, overall, Festival Sect is in a very good place and doesn't need a whole lot but a few rites that help with a quality of life would really cut down on the amount of time a chappy is spending doing nothing but running allllll the way back to the chapel to load up some new songs ## Changelog 🆑 add: Festival Sect has 3 new rites: Cogitandi Fidis, Portable Song Tuning, and Illuminating Solo. balance: lowers threshold for triggering a final effect. Consult your Cogitandi Fidis for more information /🆑 |
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4b4ada0339 |
Slime type datum, and cleans up slime related code (#79852)
## About The Pull Request I have decided to help out with basic mobbing slimes, and found out, that this code is ancient and crusty. So I have decided to refactor and tweak things bit but but, until the moment I will hit AI related stuff. I might have gone a bit overboard, and performed a melange of fixes. I have done the following in order: - Slime colour, core type and mutation list are now held by a single `slime_type datum`. This means the slime's core is no longer spawned using text operations on the slime's colour, and the slime's mutation is no longer a single large switch statement that returns an exactly four element length array. Icons are still based on the slime's colour define, but that is now more changeable. - Autodocced all the slime procs and vars I could find, while also renamed them to be more descriptive. Also made Booleans actual booleans. Also added code to confused code segments. For example, did you know that slimes would forgive all its stacks of Feeling Very Attack Right Now, if it has exactly one level of Discipline? I didn't, and I almost turned the 1 in the check into a TRUE before I had a second look. - Added defines to the slime hunger checks - Cleaned up a lot of single letter vars in all code that referenced the now changed variables. - Large amount of if-chain pyramids have been turned into early returns. More readable. - Made the xenobiology camera shortcuts and actions always do the same thing, though the action buttons still loop through all of the conents. In addition, after seeing a comment lamenting about varied load orders, I have made autolinking the monkey recycler is now done in LateInitialize, which didn't exist when it was made. - I have included an UpdatePath that changes the colours of premapped slimes, but I did not do anything for the other values. - I noticed slimes were unable to attack pacifist humans, due to trait checking the human instead of the attacking slime. This has been fixed. - The slime scanner has an examine block, and it now describes your slimes' "mutation attempt chance", instead of like, performing math in case the slime's current colour is one of the mutations, or hiding it if it has none. This value is needed to breed rainbow slimes. This has been an extremely large scrubbing. I am willing to try rip it up into smaller chunks, even if most of it is just single letter vars and if pyramids. ## Why It's Good For The Game If code is more readable and expandable, it will aid in further refactors. ## Changelog 🆑 refactor: Slimes's colour, core type and mutation list is now held in a slime type datum code: Slime's variables have been documented, and renamed a bit to add clarity. Please report bugs that might stem from renaming. fix: Slimes are not longer prevented from attacking pacifist humans. qol: Slime scans now display the actual amount of genetic instability, instead of hiding it if a slime doesn't mutate further, or tweaking it if it might mutate back into itself. This will make it easier to parse which slime to breed further to get a rainbow slime. /🆑 |
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c1ed62915b |
Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things (#79785)
## About The Pull Request Fixes #79764 I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on Atrocinator users and calling it a day, but like, that didn't feel proper. So I thought hey, we could just give them the flying movetype, even though they technically aren't flying it means they're unaffected by things that flying would make you unaffected by. Nope, this means the mob technically "negates gravity", so no falling and no feetsteps. Let's try floating - this give us feetsteps but no falling upwards. So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I decided to go for the more complex route of just adding a movetype. Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would be "floating" above the ground, but still walking. ...Negative gravity. This means overall the Atrociator acts more as you'd expect - you don't slip on ice, you don't trigger bear traps or mouse traps, you can walk over railings, unaffected by conveyor belts, etc. ## Why It's Good For The Game Makes the Atrocinator a lot more consistent with how you'd expect for it to work. Admittedly it is a bit niche use of movetypes, but it can possibly be expanded to more things in the future, who knows? I applied it to mobs on meat spikes (even though they don't move), just for proof of concept. ## Changelog 🆑 Melbert fix: Atrocinating mobs will now behave more as you'd expect. Meaning they don't slip on wet patches, can't trigger bear traps / landmines / mouse traps, ignore conveyors, and can walk over tables and railings. fix: Floating mobs are unaffected by conveyor belts, acid (on the ground), glass tables fix: Floating mobs won't squish stuff like roaches anymore fix: Fixes bear traps triggering on floating / flying mobs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7a1b1fa9ad |
Splits placeontop proc (#79702)
## About The Pull Request I find the proc hard to read honestly. There's no reason we can't split this into two functions - the secondary functionality is used only once, in reader.dmm. ## Why It's Good For The Game Code improvement Glorious snake case ## Changelog N/A nothing player facing --------- Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com> |
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2893b7fb97 | TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) | ||
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73d108025f |
Adds wibbles to certain anomalous entities (#79549)
## About The Pull Request Adds wibble animation to portals, some anomalies, and bluespace rifts. https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16 ## Why It's Good For The Game It looks kinda cool. Helps cement these as anomalous, wacky things that don't necessarily fit in our plane of existence. ## Changelog 🆑 Melbert add: Anomalies, portals, and bluespace rifts will now wibble a bit. /🆑 |
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8ec6e075de |
Adds a sleeve of tiling colors for several holidays. (#79188)
## About The Pull Request Inspired by #79108. This concerns Christmas, many national holidays and a few gimmicky ones where it'd make sense. Oh, yeah, I've also added "Sacrebleu" to the list of possible station prefixes for the Bastille day, since "Merde" is already there. <details> <summary>some screenshots (got tired of restarting the server over and over halfway through)</summary> ### St. Patrick (Ireland) :  ### Bastille Day (France) :  ### Waitangi Day (Union Jack colors, New Zealand) : **No, it isn't the french flag again, it's the tram tiles that always display the pattern in vertical stripes...**  ### Christmas (Before I realized it looks like the italian flag so I've removed the white) :  </details> ## Why It's Good For The Game Implemeting a smidge of festivity and/or celebration to several holidays. Open to suggestions and thoughts. ## Changelog 🆑 image: Several holidays now have themed floor and tram tiling. /🆑 |
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c889ec58bd |
Changes the description of mothic rations poster (lore pr) (very important) (#79440)
## About The Pull Request Swaps windgrass for sparkweed in the description of the mothing rations poster ## Why It's Good For The Game EOB asked me to change this since windgrass was meant to be a similar future addition but we have more fleshed out lore for sparkweed now See here for more information https://github.com/tgstation/common_core/pull/44 🆑 spellcheck: The Mothic Rations Chart poster description now mentions Sparkweed Cigarettes rather than Windgrass /🆑 |
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aebebc824e |
[NO GBP] Fix fireplace smoke particles to work properly with all directions (#79417)
## About The Pull Request I wasn't aware we had different icon dir states for fireplaces. Although it seems that no icon state exists for `NORTH` dir fireplaces. Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/24626 ## Why It's Good For The Game  ## Changelog 🆑 fix: Fix fireplace smoke particles to work properly with all directions /🆑 |
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15e2aa056d |
[NO GBP]Fixes tesla zaps. (#79398)
## About The Pull Request Closes #79297 Closes #79312 Due to the new cutoff parameter being added to tesla_zap() (from #78310), and most callers used positional arguments instead of keywords, the zap flags was getting fed the shocked_targets list and maybe other junk. This caused a bunch of unusual phenomena. This is fixed by using keyword arguments. Tesla zaps that use the grid were significantly weaker in terms of damage than they're supposed to be. This was a byproduct of trying to convert everything to joules and removing unnecessary power multipliers. This is fixed by reverting the damage scaling and zap power of zap sources that aren't based on grid. Technically this will cause the zaps from other sources to have less power, but these tend to not be able to put power on grid, so this wouldn't have any change other than what a grounding rod displays. Doesn't really matter. Logs machine explosions from zap_act. Not the most helpful log (would take a lot of effort to add an extra parameter to pass the source), but better than nothing. Probably other stuff I did, lol. ## Why It's Good For The Game Stops zap fuckery. Admins can now find the explosions when a 9GeV engine decides to go haywire or whatever. ## Changelog 🆑 fix: Fixes tesla zaps being weird. admin: Logs explosions from explosive zaps. /🆑 |
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04b6aad3a9 |
Dehardcodes microwave cleaning, allows spray cleaner to work on dense objects such as windows (#79354)
## About The Pull Request - Dehardcodes microwave cleaning - Instead of hard istyping for a rag, soap, or space cleaner, we just use `wash`. - Gets rid of a redundant signal - `COMSIG_ATOM_WASHED`: not only was it misleading (only sent to items), but it was pointless because `COMSIG_COMPONENT_CLEAN_ACT` is the same signal. - Improves microwave attackby code, splitting tool stuff into tool-procs - Allows spray cleaner to work on dense objects such as windows - Clicking on a dense object or mob adjacent to you with spray cleaner will spawn the puff cloud on the target, rather than on your own position. - This will skip the moveloop and just clean everything on the target turf alone. - This means you can spray down a bloody window with a spray bottle, as janitor gods intended. - It also means you can fill the spray with other stuff to spray onto dense objects directly, which might be worth noting. Especially for stuff like Napalm. Fixes #79261 ## Why It's Good For The Game Opens up the sandbox to allow more objects to clean microwaves + better code. ## Changelog 🆑 Melbert qol: Clicking on an adjacent dense object (or mob) with Spray Cleaner will now spritz it rather than doing nothing. This means you can use Spray Cleaner to clean bloodied windows, as the janitor gods intended. It also means you can fill a spray bottle with Napalm, I guess. refactor: Any cleaning object can now clean a microwave. /🆑 |
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34e488acf5 |
Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request Balances 1. Spiders now slow down equivalent to their health 2. Tarantulas can no longer put web passages or solid webs and destroy walls outside of charge attack 3. Young spiders now cant pull objects do to being too weak and become slower outside of webs as they should be 4. Makes pneumatic airlock seal unable to be destroyed by spiders 5. All Broodmother eggs now have a cooldown timer Normal Eggs: 20 seconds Abnormal Eggs: 180 Seconds Enriched Eggs: 60 seconds Expansions 1. Added a new abnormal egg category 2. Broodmothers can now lay abnormal eggs 3. 2 new spiders added 6. A new web type: Reflective silk screen # Breacher    - Low damaging with High wound bonuses meant to debilitate enemies to take ground for the nest - Has the ability to breach areas by destroying walls with menson vision to map out strategic breachings - Immune to harsh environments with the ability to lay solid webs to protect the nest environment - Can send in warnings for the entire nest to hear Will Help the nest get out of being closed off by small construction attempts and fix some space breaches plus some back up by making enemies slower and scarring them off with some bloodloss # Tank   - Extremely low damaging build to absorb damage to hold ground for the nest - With the ability to lay down silk screen reflectors to protect the nest from missile attacks - Can heal itself at a slow rate Will provide great support to keep the nest at bay from range attacks at some extent and act as a damage absorber in dier situations # Abnormal Eggs   - They can only be made once every 180 Seconds - Hold the two new spider types ## Why It's Good For The Game New spiders to contribute to the general spider antag team dynamic, balances for spiders are always good making them funner to play against and bringing up challenges on their gameplay making them act less like murdering simple mobs and more like an actual nest trying to survive in the station. How? 1. **Cooldown egg laying:** broodmothers now have to be more strategic on where they place their eggs with an average of 3 eggs per minute per broodmother 2. **Spider slowdown on damage:** Spiders now will become slower the longer they stay out of the nest in battle making them have to retreat back to the nest shortening their time out murdering giving incentives to expand the nest 3. **Spider More Brute Damage:** Gives a reason to use melee against spiders although more dangerous it gives more reward due to the higher damage outputs since spiders are pretty much big bugs with delicate bodies no bones no good structural consistency equal more damage to blunt attacks 4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many walls at this rate and be able to lay so many defensive webs I don't know why they had this abilities but their strong enough as is ## Changelog 🆑 add: Added Abnormal Eggs add: Added Two new spiders del: Some Tarantula abilities balance: Spiders speed are now connected to health balance: Spiders now take more brute damage balance: All egg laying now has a cooldown /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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8f18b0bd8a |
Add smoke particles to fireplace (#79228)
## About The Pull Request Adds some smoke particles to the fireplace while it's burning. ## Why It's Good For The Game  ## Changelog 🆑 qol: Add smoke particles to burning fireplace /🆑 |
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28559aa7fc |
New Muzzle Flash + Temperature gun Baking beam change (#79212)
## About The Pull Request Now there are new muzzle flash sprites for the guns. There are 3 types: **BALLISTICS** https://github.com/tgstation/tgstation/assets/42353186/82d7b285-fcf0-4780-8479-143691641e0a **BLUE** https://github.com/tgstation/tgstation/assets/42353186/331c926d-8556-4715-ab61-9a4998dd93d2 **RED** https://github.com/tgstation/tgstation/assets/42353186/c814646d-6d56-4426-bde7-b7a7a06caa39 Also, now temperature gun "BAKE" mode beams have different sprites from the "FREEZE" beams: https://github.com/tgstation/tgstation/assets/42353186/c78363ac-ad04-4534-9323-dc13ba017823 ## Why It's Good For The Game Muzzle flashes were one of the most oldest effect sprites in the base, and are rather bad and bland looking. This makes them more good-looking. Also gives variety, previously there only been Ballistic and Energy one, and they weren't even different. Temperature gun "BAKE" mode beam having a different colour will help distinguish what the hell you're being shot with. ## Changelog 🆑 image: Muzzle flashes got a new sprite, each direction included! image: Temperature Gun "BAKE" beams are now lava colored /🆑 |
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f4befe63e3 |
gives bitrunner landmarks an icon (#79182)
## About The Pull Request  ## Why It's Good For The Game visual clarity i guess ## Changelog only mapper facing |
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93ec5a72f7 |
A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request - Refactored `bullet_act`. Adds `should_call_parent` and refactors associated children to support that. - Fixes silicons sparking off when hit by disabler fire. - Desnowflakes firing range target integrity and cleans up its bullet-hole code a bit. - Cleans up changeling tentacle code a fair bit and fixes it not taking off throw mode if you fail to catch something. - The Sleeping Carp deflection is now signalized - Nightmare projectile dodging is now signalized and sourced from the Nightmare's brain rather than species - Refactored how cardboard cutouts get knocked over to be less snowflaked / use integrity - Also adds projectile `on_hit` `should_call_parent` and cleans up a bit of that, particularly their arguments. - On hit arguments were passed wrong this entire time, it's a good thing nothing relied on that. ## Why It's Good For The Game This is cringe. https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442 Bullets should overall act more consistent across mob types and objects. ## Changelog 🆑 Melbert fix: Silicons don't spark when shot by disablers fix: Changelings who fail to catch something with a tencacle will have throw mode disabled automatically fix: Fixes occasions where you can reflect with Sleeping Carp when you shouldn't be able to fix: Fixes some projectiles causing like 20x less eye blur than they should be refactor: Refactored bullet-mob interactions refactor: Nightmare "shadow dodge" projectile ability is now sourced from their brain /🆑 |
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2532911353 |
Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request Implements /datum/pathfind/sssp, which generates /datum/path_map /datum/path_maps allow us to very efficently generate paths to any turf they contain from their central point. We're effectively running the single source shortest paths algorithm. We expand from the center turf, adding turfs as they're found, and then processing them in order of addition. As we go, we remember what turf "found" us first. Reversing this chain gives us the shortest possible path from the center turf to any turf in its range (or the inverse). This isn't all that useful on its own, outside of a few niche cases (Like if we wanted to get the farthest reachable turf from the center) but if we could reuse the map more then once, we'd be able to swarm to/from a point very easily. Reuse is a bit troublesome, reqiures a timeout system and a way to compare different movables trying to get paths. I've implemented it tho. I've refactored CanAStarPass to take a datum, /datum/can_pass_info. This is built from a movable and a list of access, and copies all the properties that would impact pathfinding over onto itself. There is one case where we don't do this, pathing over openspace requires checking if we'd fall through the openspace, and the proc for that takes an atom. So instead we use the weakref to the owner that we hold onto, and hold copies of all the values that would impact the check on the datum. When someone requests a swarmed path their pass info is compared with the pass info of all other path_maps centered on their target turf. If it matches and their requested timeout isn't too short, we just reuse the map. Timeout is a tricky thing because the longer a map exists the more out of date it gets. I've added a few age defines that let you modulate your level of risk here. We default to only allowing maps that are currently being generated, or finished generating in our tick. Hopefully this prevents falling into trouble, but consumers will need to allow "failed" movements. As a part of this datumized pass info, I've refactored pathfinding to use access lists, rather then id cards directly. This also avoids some dumbass harddel oppertunities, and prevents an idcard from changing mid path. Did a few things to the zPass procs, they took args that they did NOT need, and I thought it'd be better to yeet em. If you'd all like I could undo the caching/can_pass_info stuff if you'd all like. I think it's useful generally because it avoids stuff changing mid pathfind attempt, but if it's too clunky I could nuke it. Oh also I added optional args to jps that constricts how it handles diagonals. I've used this to fix bot paths. ## Why It's Good For The Game Much of this is redundant currently. I'm adding it because it could have saved hugglebippers, and because I get the feeling it'll be useful for "grouping" mobs like bees and such. We're doing more basic mob work currently and I want to provide extra tools for that work. https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853 ## Changelog 🆑 add: Adds swarmed pathfinding, trading accuracy for potential optimization of used correctly fix: Bots will no longer take diagonal paths, preventing weirdo looking path visuals refactor: Refactored bits of pathfinding code, hopefully easier to add new pathfinding strategies now /🆑 |
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96d7e9c690 |
Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I needed this for another thing so I'm doing this first since it touches a lot of code. As for the bugs fixed in the changelog, it's only what I noticed while going through everything and there's likely a few more things fixed with this. This should be testmerged for a while, I'll bring this out of draft when it feels safe. 🆑 admin: Invisimin can now be used on mobs that are already invisible, whether through temporary or permanent effects. fix: Monkeyize/Humanize mob transformations no longer permanently reveal invisible mobs if they had effects making them invisible otherwise. fix: Objects with the undertile element that have been made invisible through other means are no longer revealed by being uncovered. /🆑 |
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66f726dfe3 |
General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request The changes made can be best summarized into points **1. Cleans up `code/_DEFINES/construction.dm`** Looking at the top comment of this file https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L1 One would expect stuff related to materials, rcd, and other construction related stuff. Well this file is anything but Why is there stuff related to food & crafting over here then? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L91-L94 It gets worse why are global lists declared here? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L115 There is a dedicated folder to store global lists i.e. `code/_globalvars/lists` for lists like these. These clearly don't belong here On top of that a lot of construction related defines has been just dumped here making it too large for it's purposes. which is why this file has been scraped and it's 1. crafting related stuff have been moved to its `code/_DEFINES/crafting.dm` 2. global lists for crafting moved to `code/_globalvars/lists/crafting.dm` 3. Finally remaining construction related defines split apart into 4 file types under the new `code/_DEFINES/construction` folder - `code/_DEFINES/construction/actions.dm` -> for wrench act or other construction related actions - `code/_DEFINES/construction/material.dm` -> contains your sheet defines and cable & stack related values. Also merged `code/_DEFINES/material.dm` with this file so it belongs in one place - `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything rcd related - `code/_DEFINES/construction/structures.dm` -> contains the construction states for various stuff like walls, girders, floodlight etc By splitting this file into multiple meaningful define file names will help in reducing merge conflicts and will aid in faster navigation so this is the 1st part of this PR **2. Debloats the `RCD.dm` file(Part 1)** This uses the same concepts as above. i.e. moving defines into their appropriate files for e.g. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L170 1. Global vars belong in the `code/_globalvars` folder so these vars and their related functions to initialize them are moved into the `code/_globalvars/rcd.dm` file 2. See this proc https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L200 This proc does not belong to the `obj/item/construction/rcd` type it's a global "helper function" this is an effect proc as it creates rcd holograms so it has been moved to the `code/game/objects/effects/rcd.dm` file which is a global effect that can be used by anyone And with that we have moved these vars & procs into their correct places & reduced the size of this file . We can go even further **3. Debloats the `RCD.dm` file(Part 2)** This deals with the large list which contains all the designs supported by the RCD https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L42 This list contains a lot of local defines. We can scrape some of them and reduce the overall bulkiness & memory requirements of this list and so the following defines ``` #define WINDOW_TYPE "window_type" #define COMPUTER_DIR "computer_dir" #define WALLFRAME_TYPE "wallframe_type" #define FURNISH_TYPE "furnish_type" #define AIRLOCK_TYPE "airlock_type" #define TITLE "title" #define ICON "icon" #define CATEGORY_ICON_STATE "category_icon_state" #define CATEGORY_ICON_SUFFIX "category_icon_suffix" #define TITLE_ICON "ICON=TITLE" ``` Have all been removed making this list a lot more cleaner. Why? because a lot of these are just semantic sugar, we can infer the value of a lot of these defines if we just know the type path of the structure the rcd is trying to build for e.g. take these 2 defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L13-L15 These defines tell the rcd UI the name and the icon it should display. Rather than specifying these manually in the design we can infer them like this ``` var/obj/design = /obj/structure/window //let's say the rcd is trying to build an window var/name = initial(design.name) //we have inferred the name of the design without requiring TITLE define var/icon = initial(design.icon_state) //we have inferred the icon of the design without requiring ICON define ``` And so by using similar logic to the remaining defines we can eliminate a lot of these local defines and reduce the overall size of this list. The same logic applies to the different modes of construction, the following defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L186-L192 Have all been removed and replaced with a single value `RCD_STRUCTURE` All these modes follow the same principle when building them 1. First check the turf if the structure exists. If it does early return 2. If not create a new structure there and that's it So rather than creating a new construction mode every time you want to add a new design we can use this mode to apply this general approach every time The design list has also now been made into a global list rather than a private static list. The big advantage to this is that the rcd asset cache can now access this list and load the correct icons from the list directly. This means you no longer have to manually specify what icons you want to load which is the case currently. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/modules/asset_cache/assets/rcd.dm#L8-L9 This has lead to the UI icons breaking twice now in the past - #74194 - #77217 Hopefully this should never repeat itself again **4. Other RCD like device changes** - Fixed the broken silo link icon when the radial menu of the RLD was opened - replaced a lot of vars inside RLD with defines to save memory - Small changes to `ui_act` across RCD, Plumbing RCD and RTD - Removed unused vars in RCD and snowflaked code - Moved a large majority of `ui_data()` to `ui_static_data()` making the experience much faster Just some general clean up going on here **5. The Large majority of other code changes** These are actually small code changes spread across multiple files. These effect the `rcd_act()` & the `rcd_vals()` procs across all items. Basically it - Removes a large majority of `to_chat()` & `visible_message()` calls. This was done because we already have enough visual feedback of what's going on. When we construct a wall we don't need a `to_chat()` to tell us you have a built a wall, we can clearly see that - replaces the static string `"mode"` with a predefined constant `RCD_DESIGN_MODE` to bring some standard to use across all cases Should reduce chat spam and improve readability of code. **6. Airlock & Window names** The rcd asset cache relies on the design name to be unique. So i filled in the missing names for some airlocks & windows which are subjective and open to change but must have some value **7 Removes Microwave PDA upgrade** The RCD should not be allowed to build this microwave considering how quickly it can spawn multiple structures and more importantly as it's a special multipurpose machine so you should spend some effort in printing it's parts and acquiring tools to complete it. This upgrade makes obsolete the need to carry an - A RPED to install the parts - A screwdriver to complete the frame - The circuit board for the microwave The most important point to note here is that whenever an RPED/circuit board is printed at an lathe it charges you "Lathe Tax". The RCD with this upgrade would essentially bypass the need to "Pay Taxes" at these lathes as you are just creating a circuit board from thin air. This causes economy imbalance(10 cr per print) which scales up the more of these machines you make so to avoid this let's end the problem here Not to mention people would not find the need to print the circuit board for a regular microwave now if they have an RCD because they can just make this microwave type making the need for a regular microwave completely pointless. Just build a machine frame with the RCD and complete the microwave from there ## Changelog 🆑 code: moved global vars, lists and helper procs for construction related stuff to their appropriate files code: reduced overall code size & memory of rcd design list and removed unused defines refactor: removed a ton of chat alerts for rcd related actions to help reduce chat spam refactor: some airlock & window default names have changed fix: broken icon in radial menu of rld silo link remove: removes microwave pda upgrade from RCD. It's a special machine so spend some time in building it rather than shitting them out for free with the RCD. Use the RCD upgrade to spawn a machine frame instead & go from there /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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c2fb08407a |
Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |