mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-26 09:03:37 +00:00
a999e8df87574c5fdc2b0850d9cd6dc1004f0934
1065 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
cddfeb7597 |
Merge pull request #27829 from Skyrat-SS13/upstream-merge-83378
[MIRROR] Fix smoker quirk preferences |
||
|
|
f47c7dc815 |
Merge pull request #27828 from Skyrat-SS13/upstream-merge-83146
[MIRROR] adds a new fish to lava and plasma rivers |
||
|
|
eb0df12ea5 |
Fix smoker quirk preferences (#83378)
## About The Pull Request So the smoker quirk would always reset back to "Random" whichever preferences you selected, just in the menu. Looking into why this was happening, it seemed to be failing at the point where it deserializes and sanitizes your selected value, specifically at the point where it'd compare it to the list of possible preferences. This seemed to be because the value it got back from tgui had removed the `\improper` text macro, while the value in the list was saved with that text macro. It's not actually useful here, so we remove it using `format_text(...)` when setting up the list, and this makes it work again. We also split it off from the previous used proc used for setting up the list: ```dm /proc/setup_junkie_addictions(list/possible_addictions) . = possible_addictions for(var/datum/reagent/addiction as anything in .) . -= addiction .[addiction::name] = addiction ``` Because the smoker list doesn't actually use reagents. I'm surprised this successfully got the name values for the non-reagents in the first place. ## Why It's Good For The Game Fixes #83277. Fixes #82538. ## Changelog 🆑 fix: Smoker quirk users can select a favourite brand again. /🆑 |
||
|
|
2ecff6862d |
adds a new fish to lava and plasma rivers (#83146)
## About The Pull Request this pr adds a new fish to lavaland and icebox, the lavaloop! i noticed neither has any exclusive fish so im trying to add one of my own. u can find this fish by using reinforced rods on lava or plasmarivers. this fish is also lobstrosity's favorite delicacy as you will now often see AI controlled lobstrosities fishing for it in lava and then eating it.  because of its body's curvature and razor sharp spikes, this fish can also be used as a make-shift boomerang weapon against mining mobs, although it comes with some new mechanics. u can increase the damage it does to mobs by winding up ur throw. when the bar reaches purple, this indicates maximum damage. however, if it goes over the purple, it will react violently and explode your arm off, so you have to time it just right to get the best damage possible. On icebox, instead of dealing raw damage, fish will freeze mobs depending on how long you charged ur throw. charging it for too long will cause the fish to freeze you instead https://github.com/tgstation/tgstation/assets/138636438/c8ac3696-3705-45b0-bc43-c5b81d75cb1b while its nowhere near as effective as using PKA's or crushers, it can be a useful tool for hermits and ashwalkers. ## Why It's Good For The Game having lobstrosities fish and hunt for it makes lavaland feel more like an ecosystem with a food chain. also i think tossing fish at eldritch horrors is a funny way to fight them ## Changelog 🆑 add: adds a new fish to lava and plasma rivers, the lava loop /🆑 |
||
|
|
ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
61c379045c |
[MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537) adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
||
|
|
262bc5936d |
[MIRROR] Bodybuilders can see each others' power levels. (#27684)
Bodybuilders can see each others' power levels. (#83088) Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
d6fab55a35 |
Adds a station trait that brightens up IceBox's surface. (#82945)
## About The Pull Request This PR adds a positive trait that brings lights to the outdoors surface areas of Icebox. ## Why It's Good For The Game Building upon the features of the station traits. This is how it'd look:  ## Changelog 🆑 add: Adds an Icebox-specific station trait that brightens outdoors areas on the surface level. /🆑 |
||
|
|
93b00b51d6 |
[MIRROR] Adds handy define that enables the most common configuration of reftracking (#27461)
* Adds handy define that enables the most common configuration of reftracking (#82860) ## About The Pull Request This shit has confused people too many times, let's give them an easy pathway to use reftracking Also split the separate logging bit into its own thing * Adds handy define that enables the most common configuration of reftracking --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


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

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

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

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

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

Deathmatch got some UI facelifts


Fixes #75741

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

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

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


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


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

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




Fixes #81442

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

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

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
|
||
|
|
ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
||
|
|
91946bbab6 |
Cherry-pick of all NO DESTRUCTION (#27477)
* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547) ## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑 * NO DESTRUCTION * Linter fix * Fixes standard RPEDs not working on machines (#82528) ## About The Pull Request Previously, `exchange_parts(...)` would cancel if both the `NO_DECONSTRUCTION` flag was set and you couldn't use your part replacer from a distance. |
||
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
|
||
|
|
144c94d11e |
[MIRROR] Bioscrambler Anomaly chases you (#27295)
* Bioscrambler Anomaly chases you (#82555) ## About The Pull Request I heard reports that people just ignore the bioscrambler anomaly because basically you just don't go into that room any more and depending on where it spawned, that's no big deal. That won't do. Now the Bioscrambler will be attracted to the nearest sign of advanced thinking life (read: nearest humanoid mob controlled by a player) and will very slowly pursue them, travelling through walls and obstacles in order to do so. Also if it decides to target you, you will get a foreboding psychic warning like with the dark matteor, because I think it's funny for dire warnings to have multiple obscuring sources. The Bioscrambler can be blocked with containment fields if you want to make an overly-elaborate pen for it. To accomplish this I refactored containment fields a little bit to apply turf traits instead of making four different `locate()` checks for different objects. Those files smell bad. Oh also I moved the dullahan organs to the Bioscrambler blacklist because they runtimed while I was testing it (see also: my other incoming PRs) and I can't see any other reasonable way to fix it (they expect to be in an abstract body zone...) ## Why It's Good For The Game Anomalies are generally meant to be problems that you deal with or face some kind of consequence. Because the Bioscrambler isn't a timed anomaly with a dramatic detonation effect, being spawned in a poorly-trafficked area could simply mean that it isn't a problem to anyone. Now it will make sure that it is a problem for someone until someone gets rid of it. I thought this solution was funnier than making it do something zany if you leave it alone for 3 minutes. ## Changelog 🆑 balance: The Bioscrambler will now actively attempt to get closer to living targets rather than chilling in a closet nobody goes into (unless you trap it in a containment field). balance: Because it can now travel through walls, the Bioscrambler will no longer transform you THROUGH walls. /🆑 * Anomaly Releaser logging and fixes (#82684) ## About The Pull Request I literally do not think I have heard of anyone using this extremely niche space ruin item a single time. _**However**_ if they did it wasn't logged, so now it is. Additionally I found a bunch of bugs while testing it: - You could queue inputs on a bunch of cores and activate all of them at once because it didn't check if had been expended by a concurrent do_after. - It made normally immobile anomalies mobile. - I broke immobility in general in a recent PR, but also it's redundant with a different var I added. I fixed all of these. ## Why It's Good For The Game For the one round that will happen in tg history where someone reactivates a Vortex Anomaly Core on the escape shuttle, it should log who did it. ## Changelog 🆑 admin: Reactivating an anomaly core via the anomaly releaser is now logged. fix: Fixes various bugs related to dimensional/spectral anomalies moving when they should not. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
5da39ab9ee |
Hypospray and ICSpawning ports (#27279)
* Hypospray Port The fancy new GAG enabled hyposprays. * [MIRROR] ICSpawning Module: Quirks, Loadout, and BST RPED buff Ports CliffracerX's work which allows quirks and/or loadout items when using the ICSpawning (ctrl+clicking a ghost) * oops got rid of that accidental absolute nested path thingy. (I think) |
||
|
|
20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do |
||
|
|
2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24. * Dear god, the chicken. * I fucking hate mapping * fixes gas analyzers (#82278) ## About The Pull Request #82180 accidentally messed up air analyzers being able to read or send readouts to the chat. ## Why It's Good For The Game air analyzer good ## Changelog 🆑 fix: air analyzers work again /🆑 * [NO GBP]Grind & juice fixes (#82272) - Fixes #82266. Anything that has reagents can be either grinded or juiced - If something doesn't have reagents but has grind results it can still be grinded but not juiced 🆑 fix: anything that has reagents can be either grinded or juiced fix: stuff that does not have reagents but has grind results can still be grinded but not juiced /🆑 * Birdshot Engineering Retrofitting (#81840) Warning: Nanotrasen Confidential Proprietary Information (NCPI) must only be accessed and viewed within a Nanotrasen Virtual Environment (NVE, vNTOS-3). Employees in violation of this information ordnance will have their wages A) garnished, and B) sent to a labour camp up to a maximum of ten (10y) years. Questions regarding policies related to NCPI should be directed towards departmental heads or your sector Central Command Information Authority (CCIA) personnel. ## About The Pull Request Credentials Confirmed The Birdshot Engineering Revitalization Plan (formerly proposal Blindfold, now BERP) is a procurement effort to address growing maintenance liabilities and costs on the Skitter-MDR Class Orbital Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b). Over the course of the previous year, ongoing analysis data has provided vital feedback since the station was once again brought into operation after 17 years of abandonment; and using this data, 4 options were outlined for the Blindfold Proposal. 1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b operations will be moderately impacted. 2) Procurement - Medium Cost. Replace offending station sections completely with low-cost, working alternatives. Operational gains in 28-7b expected. 3) Do Nothing - No Cost. Moderate long-term impacts to operations in 28-7b. 4) >>>_Was removed_ Option 2 was selected for BERP. Procurement efforts identified 3 solutions and later narrowed it down to 1. Following the selection process architects were brought in to draft up low-impact refits to the designated hulk. 5 selections made it past initial drafting, with 3 ultimately being selected for engineering board review. Penultimately draft proposal 3 was selected for the project and now awaits engineering certification. The draft plan is provided on the next page:  Following board certification, implementation of the plan will be commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction time-frame pending Project Foremans review. ## Why It's Good For The Game Birdshot Engineering is where this whole station began. Back then, things were going to look closer to Birdboat Station, but that became looser and more ill-defined as progress was made on the overall station. While I was satisfied of the decrepit feel of Birdshot Enigneering initially, I knew that at some point, it would require modification to better play into Birdshots strengths. I've had a long laundry list of a roadmap that I've wanted to implement since the station was added, and this was the top item. Tier Zero. Problema Numero Uno. You get the idea. This has been a year of drafting, redrafting, and redrafting everything until it fit Birdshot right. With this, we're nearly there. I see this being the definitive Engineering Department for this station for quite some time to come. However, this is still a draft and some elements are subject to change as I begin to work out some of the more minor kinks in the draft such as pipe locations and transit tubes. Presently Atmospherics is completely rebuilt from the bottom up. There is more space, enough to do projects, but you'll have to tear down some windows and walls to gain it. Nothing ventured, nothing gained. You also have most of the gas distro line outside. I'm a firm believer in enabling whatever antics ANY lunatic may have. Atmos techs can rest assured that outside lines are completely reconfigurable (and powered) enabling some... unique project prospects. You also gained an inside HFR and Spare burn chamber. Enjoy. The Engineering Common Areas are now inside the department proper instead of the satellite treatment in the original implementation. Security gets an actual outpost and engineers now have a proper office to file engineering documentation. They say that office colleagues can form tight bonds so let's see whose is stronger: Purples or Yellows? The Supermatter Engine is more of an upgrade over the previous model (Leaky SM is here to stay so deal with it). The room is larger with less rock, allowing some manner of greater customization, but I believe engineers will be more than happy to find that they now have a Burn Chamber of their own. I have zero clue of what they'll do with it, but I think any enterprising CE will be able to create something that even god should fear. Finally we have maint improvements. Nothing really to see here though maybe there's the beginning of something for the future if you care to speculate. I couldn't really keep the meandering maint of the previous rock, so instead we now have some pseudo dead-ends. It's all connected by transit tubes to the north (not shown) so you can slowly get around if you will it. Of course there's plenty of cut-throughs, not-so-finished sections, and opportunity for those who need it. Caution to the blind, this whole rock is spicy. Overall I'm happy with this and want to open it up in Draft Mode for initial thoughts. I have a rough timeline on finishing this that stretches out to the weekend, so the earlier comments are, the more likely I'll be able to MAYBE do something about it. Thanks for the patience and hopefully this is a doozy of an update for all our players. Previous Engineering Provided for Point of Reference:  closes #75590 ## Changelog 🆑 qol: Wholesale Revamp of Birdshots Engineering Department fix: Some Birdshot Amtospherics Concerns fix: Some Birdshot Engine Concerns /🆑 * Bumps `dependencies.sh` to 515.1633 Stable (#82138) ## About The Pull Request Two reasons for this. 1. It's the stable branch, so let's move it up. This PR will detect any issues that we might have with the latest 515.1633 as far as the codebase is concerned (the servers have been running 1633 for at least a week now). 2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even though it was fixed a few days ago in #82074 ( |
||
|
|
59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing |
||
|
|
0f327eed19 |
[MIRROR] Add missing stimulants to All Nighter, make this handled by the reagents and not the quirk (#27118)
* Add missing stimulants to All Nighter, make this handled by the reagents and not the quirk (#82306) ## About The Pull Request So while playing with All Nighter, I noticed lattes don't actually count for fueling my character's crippling coffee addiction. Looking into it, this is true, the list for which reagents count as stimulants for All Nighter is quite small: |
||
|
|
48383f32d3 |
[MIRROR] minebot buff (#27106)
* minebot buff (#82001) ## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 * minebot buff --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
e3650527ac |
[MIRROR] Virgin Mary (item) code fixes (#27017)
Virgin Mary (item) code fixes (#82171) ## About The Pull Request you can no longer burn multiple at once to get a long name (definitely unintentional) some code shuffling no more one letter variables also no harddel ## Why It's Good For The Game fixes #82158 ## Changelog 🆑 fix: the virgin mary picture no longer makes its initiates harddelete /🆑 Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
||
|
|
5179a8659d |
[MIRROR] Cleans up blood deficiency hardcoding (#27012)
* Cleans up blood deficiency hardcoding * Update _quirk.dm * Update ethereal.dm * Update jellypeople.dm * Update _species.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
||
|
|
4fa0479c83 |
[MIRROR] Cultist pets (#26983)
* Cultist pets (#80595) ## About The Pull Request cultists can now convert pets on their side. when you convert a pet, it will become much more dangerous and obedient to you, it will also gain a new dangerous AI. cultist pets will look for fellow dead cultists, and revive them by dragging them to nearby revival runes and activating it. if there is no revival runes around them then they will create their own and drag u to it. u can give them commands to follow, attack, or to create revival runes. they will also go around to crit non cultists so cultists can convert them  they will also now feed on organs and blood for healing ## Why It's Good For The Game adds a extra layer to cult, u can now command non-sentient pets to aid you ## Changelog 🆑 add: cultists can now convert pets to their side /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Yeah... --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
65ffed881b |
[MIRROR] Fat trait fix attempt 2 (#26986)
Fat trait fix attempt 2 (#81947) ## About The Pull Request Adds in a new trait to handle the tackle defense bonus that was previously granted by `TRAIT_FAT` to solve a few problems that were occurring downstream, this new trait is handled by the stomach organ and handles it all automatically. Also edits the lipoplasty check to see that the target is fat from eating too much. ## Why It's Good For The Game No functions will have their results altered by the change and it will help solve some some issues downstream. --------- Co-authored-by: Varoxus <46449731+Varoxus@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
||
|
|
df20785778 |
[MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#26974)
* Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. * Update code/_globalvars/traits/_traits.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
031e483e4d |
[MIRROR] New station trait job: Human AI (#26823)
* New station trait job: Human AI (#81681) This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Oh right * so this works * whoooops --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
52f42a2b6e |
[MIRROR] Allow hemiplegic users to pick which side is disabled (#26959)
* Allow hemiplegic users to pick which side is disabled (#81992) ## About The Pull Request Broadly this code is copied over from the preference code used for picking prosthetic limbs, with a few changes to make it fit. It also changes how the quirk displays in the medical records, now mentioning which side is disabled instead of just half their body. ## Why It's Good For The Game So of course, first and foremost, I want it personally. I'm now running a hemiplegic character on Manuel, and I want to able to pick which side is hemiplegic to match me using heterochromatic eyes to make it look like they're missing an eye. It's minor, but I think it'd be nice. Then, because of that, I think it'd be nice to have for posterity. If I want it, and I can code it, then the next person who wants it doesn't have to, y'know? Lastly, gameplay-wise, it doesn't really matter which side is hemiplegic, you're permanently missing an arm and a leg either way. So I feel there's practically no 'powergaming concerns' to be had when it's this utter shitass to use regardless and the benefits to be gained would be infinitesimally small in comparison. ## Changelog 🆑 add: Hemiplegic now lets you pick which side is disabled. add: The medical records text for hemiplegics now shows which side is disabled. /🆑 * Allow hemiplegic users to pick which side is disabled --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
||
|
|
f7a386b43a |
[MIRROR] Deathmatch modifiers (#26915)
* Deathmatch modifiers * Update supplypod.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
||
|
|
d5b55eb158 |
Removes TRAIT_NUMBED, using TRAIT_ANALGESIA instead (#26885)
* Goodbye my sweet prince * Mood |
||
|
|
b42d49c174 |
[MIRROR] Adds logging to SSore_generation on subsystem initialize (#26891)
* Adds logging to SSore_generation on subsystem initialize (#81488) This PR adds a new logging category and a logging message specific to SSore_generation's initialize, logging the number of vents of each size, as well as the number of random and proximity based ore spawns due to cave generation and map generation. Currently drafted as I could use some feedback as to why I'm not seeing the logger.log() messages not appearing on any of the current in-game log files 👍 Useful for data logging to determine how many of each type of ore is spawned on the map, for the purposes of determining how much ore is being spawned manually over the automatic amounts based on the vents, with the quantity of ores spawning being a product of the ore vent sizes being logged as well. * Adds logging to SSore_generation on subsystem initialize --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
||
|
|
76f9a3c10d |
[MIRROR] [NO GBP] Fixes the larva "hide" ability not properly hiding larvas under tables. (#26879)
* [NO GBP] Fixes the larva "hide" ability not properly hiding larvas under tables. (#81921) ## About The Pull Request This PR fixes yet another small issue with elevation. ## Why It's Good For The Game This PR fixes yet another small issue with elevation. ## Changelog 🆑 fix: Fixed the larva "hide" ability not properly hiding larvas under tables. /🆑 * [NO GBP] Fixes the larva "hide" ability not properly hiding larvas under tables. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
e178821ac4 |
[MIRROR] General maintenance for grilling related stuff. (#26835)
* General maintenance for grilling related stuff. * Update grill.dm --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
||
|
|
5563e27f14 |
[MIRROR] Shuttle gibbing code improvements (#26814)
* 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> * Shuttle gibbing code improvements --------- Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: san7890 <the@ san7890.com> |
||
|
|
a5b8028a9d |
[MIRROR] Fishes love kronkaine + Examining fishing spots. (#26717)
* Fishes love kronkaine + Examining fishing spots. (#81519) ## About The Pull Request Food items with kronkaine in it now count as great baits (this is the case of the "all-natural" bait from that overpriced cargo pack I'm converting into a less expensive goodie in another PR) Sufficiently high fishing skill (and the relative skillchip) allows you to list fishes in a fishing spot by examining it twice. ## Why It's Good For The Game Little fishing things off the top of my head before I move on bigger stuff. ## Changelog 🆑 add: Fishes love kronkaine. qol: Examining a fishing spot twice with sufficiently high fishing skill (or the skillchip) will get you a list of fishes that can be caught. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Fishes love kronkaine + Examining fishing spots. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
||
|
|
68d12ca569 |
[MIRROR] New Shields and Sprites for them (#26713)
* New Shields and Sprites for them (#81615) ## About The Pull Request Updates shield sprites to new more polished and 3/4 perspective ones. <details>  </details> Adds 2 new shield types: - **Improvised Shield.** Made out of 10 iron sheets and 2 sticky tape pieces. Weaker then buckler shield and breaks after 2 gunshots or 4 baton hits, but has a 50% (BASE FOR ALL OTHER SHIELDS) blocking chance instead of 30% that buckler has. Bulky - **Ballistic Shield.** Printed at Security Techfab for a lot of titanium after getting weapon research. Strong against projectiles, but weaker than riot shield against melee. Bulky Both of these shields break, and both of them are their own subtype. As such you can still only craft strobe shield with a riot shield. ## Why It's Good For The Game The sprites of shields were very ancient and extremely flat, this gives them a more refreshed look. Ballistic Shield is added because Riot Shield was weakened against projectiles, Ballistic Shield gives the crew a way to get access to protection against projectiles at some point in the round. Improvised Shield adds a second improvised shield in the game (after Buckler Shield). It's balanced by being weaker than Buckler, but higher block chance, this adds an interesting choice for players on which shield to craft. ## Changelog 🆑 add: Adds 2 new shields to the game! Ballistic Shield - researched by Science, and Improvised Shield - made out of iron and sticky tape image: Riot, Strobe, Telescopic, Energy shields got new less flat sprites! /🆑 * New Shields and Sprites for them * This should do the trick * uh oh --------- Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
a0d0f8a7cd |
[MIRROR] Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#26633)
* Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365) <!-- 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. --> partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. Any instance that would check either for riot armor or riot helmets instead checks for the new traits. People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. <!-- 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: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- 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. --> * oh well --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
11ecffbf8d |
[MIRROR] bodytypes to do with body shape and sprite handling have their own var (#26627)
* digi-cybernetics * bodytypes to do with body shape and sprite handling have their own var --------- Co-authored-by: Kromatopzia <94389683+aKromatopzia@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
3a039e6331 |
[MODULAR] Refactors Soulcatcher Souls into a Component (#24717)
* It's a start * more stuff * a * nice * Update attachable_soulcatcher.dm * code work better :3 * mal requested proc * let's move this little file over * Update soulcatcher_mob.dm * hehe :) * say * some more touches * Update soulcatcher_component.dm * working on signals * a * more * sending some signals :) * Update soulcatcher_component.dm * a instance I missed * some slimming down * whoops * Update declarations.dm * Apply suggestions from code review Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/modular_implants/code/soulcatcher/soulcatcher_tgui.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/modular_implants/code/soulcatcher/soulcatcher_component.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/modular_implants/code/soulcatcher/soulcatcher_user_component.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/modular_implants/code/soulcatcher/soulcatcher_user_component.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/modular_implants/code/soulcatcher/soulcatcher_user_component.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/modular_implants/code/soulcatcher/soulcatcher_tgui.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update soulcatcher_tgui.dm * wew * woag * I don't want this PR to be hell to review * okay, just a little bit of moving * a * defines, they do exist * man * more renaming * mob * Update carrier_component.dm * Update soulcatcher_component.dm * a * some more moving * Update soulcatcher_verbs.dm * more tweaks * a * Update carrier_user_component.dm * chat fixes * updates how verbs work * getting the code to work * more adjustments * aaaaaa * Update carrier_tgui.dm * final fixes * Update carrier_tgui.dm --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
cdca625516 |
[MIRROR] Painkillers now actually induce analgesic effects (#26504)
* Painkillers now actually induce analgesic effects (#81335) This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers (+ tenacity trauma) apply said trait. This prevents various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. Gives more of an incentive to actually use reagents such as morphine or miner's salve. 🆑 add: Painkillers (i.e morphine, miner's salve) now actually induce analgesic effects, preventing various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. add: The tenacity trauma (traumatic neuropathy) also applies analgesic effects. refactor: Simplified code related to reagents adding traits. /🆑 * Oho, fixed. --------- Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
e095703ae1 |
[MIRROR] Lizard spines no longer "float" on characters without lizard tails. [MDB IGNORE] (#25768)
* Does it work? Who knows. * Mirror of tgstation/tgstation/#81492 * hmmm * is this it? * Oh, also synth stuff * Catching up with some disarm refactors. * tg's #81400 * Oh right, this * This should cut it --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
74661326ce |
[MIRROR] Fixes some issues with paper planes (#26543)
Fixes some issues with paper planes (#81453) 1. paper's examine was defined twice, which made spacemandmm throw a minor notice about 2. paper's altclick had a second arg for some item, which would never be the case because that's not a real arg 3. there was a check for src's type, now just removed to the type's altclick 4. some papercode was sitting in paper plane code file, now moved the rest is misc changes such as replacing camelCase and using SECONDS. None of this is player-facing but it's updating some rather old code to more modern code standards. Nothing player-facing. --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
9d53f7ae52 |
[MIRROR] Adds tram throwing mobs through glass windows (#26559)
Adds tram throwing mobs through glass windows (#81284) ## About The Pull Request - Adds a PASSWINDOW flag so that you can throw mobs through window panes, smashing them - Being thrown into the tram window by event only (not player thrown) has a chance to break through the window - Reduced throw range of tram emergency stop ## Why It's Good For The Game Sometimes you don't want them to bounce off the window when they hit, rather comically fly through it. ## Changelog 🆑 LT3 add: The tram has been equipped with enhanced safety glass to reduce the severity of crew injuries /🆑 Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
6323c0acda |
[MIRROR] Half fixes organ blood dna not updating (#26590)
* Half fixes organ blood dna not updating (#81584) ## About The Pull Request Organs have this mechanic where they store the first mob who owned it's DNA Anyways it was broken from the organ nullspace refactor because they intended a block of code that shouldn't have been indented But this only *half* fixes the issue, you see a problem here?  Yeah there's an order of operation thing going on here because you get your organs before you get your species bloodtype This only affects species with weird blood types (like lizards) I'm not fixing it in this PR because it was certainly broken before and needs a bit more unwinding somewhere ## Changelog 🆑 Melbert fix: Organs have the blood DNA of their owns on them again /🆑 * Half fixes organ blood dna not updating --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
a7b1ecb585 |
[MIRROR] museum away mission (#26463)
museum away mission (#81208) 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> more gateway maps = good 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
67e6d25e8d |
[MIRROR] deathmatch (#26556)
* deathmatch (#81444) ## About The Pull Request  adds a deathmatch minigame, a port and slightly redone version of the aetherstation deathmatch (by TheChosenEvilOne) the goal is to kill everyone else with loadouts ## Why It's Good For The Game CTF sucks and this is probably better to filter out the bloodthirsty terry players anyway ## Changelog 🆑 add: deathmatch minigame /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * deathmatch --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
||
|
|
56f02d7e30 |
[MIRROR] Cardboard cutouts are now tactical. (#26545)
* Cardboard cutouts are now tactical. (#81245) ## About The Pull Request Basically, this means players holding cardboard cutouts will now assume their appearance, just like for potted plants. Good for pranking. I've had to tweak the tactical component and the waddling element a bit to get them to work as intended while dealing with the multiple sources of the waddling element. ## Why It's Good For The Game  ## Changelog 🆑 add: Players holding cardboard cutouts will now assume their appearance, just like for potted plants. /🆑 * Cardboard cutouts are now tactical. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
97a0f510ab |
[MIRROR] Adds a new mobility option for wizards, the Telegram Scepter, not inspired by any relic at all (#26524)
* Adds a new mobility option for wizards, the Telegram Scepter, not inspired by any relic at all (#81413) ## About The Pull Request This PR adds a new mobility option for wizards, the Telegram Scepter, a magical rod that teleports you anywhere you point it. But be warned, its method of teleportation is very volatile, putting you in a state of flux. While the scepter itself has no cooldown, using it while in flux will damage you severely and purge some of your chems. In fact, any form of magical teleportation will damage you while in flux. https://github.com/tgstation/tgstation/assets/51863163/b1008f6c-d724-4b7d-8e47-b70e2e770183 Non-wizards who attempt to utilize the wand will find themselves in a state of permanent flux, meaning any and all teleports are met with damage. It's also less precise. Also adds an admin-only version which has infinite range and applies no flux. Any semblances to any other game is purely coincidental, I assure you. Misc. Details: - I added the ability to pass sound datums to playsound, so it doesn't override custom sound settings you may want. - I moved the teleport signals out of the pure-sounding proc `check teleport`. ## Why It's Good For The Game I've always thought wizard mobility has been rather lacking, in that you generally only pick Jaunt.  So when someone threw an offhanded suggestion to make a certain item from a certain game in discord, my wheel started to turn. And here we are. - Teleporting anywhere you can see is very powerful (especially in conjunction with the Scrying Orb) so this makes it a very high potency item a wizard can pick up, almost like a targeted blink. - It is, however, offset by a few things: Namely, the flux mechanic putting a soft cooldown on teleporting (lest you kill yourself), and it being an item, meaning you may have to pick up Instant Summons for added safety. Overall, I thought it to be a very flavorful mobility option for wizards. Maybe it will shake up spell selection. Who knows? ## Changelog 🆑 Melbert add: Wizards have a new mobility option available, the Telegram Scepter. The ability to travel anywhere you can see at the point of a wand... but at a price? /🆑 * Adds a new mobility option for wizards, the Telegram Scepter, not inspired by any relic at all --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
7bb2f5055e |
[MIRROR] 81182 81367 81399 (#26492)
* Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182) [Converts all manual extraction of rbg with rgb2num. It's just better]( |
||
|
|
602ac52e9d |
[MIRROR] Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#26375)
* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103) ## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 * Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
||
|
|
c4c124c9b7 |
[MIRROR] Gloves changes featuring nerfed shove cuffing (#26325)
Gloves changes featuring nerfed shove cuffing (#81187) <!-- 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. --> This PR increases cuff time to 4 seconds, but adds a trait for gloves that makes you cuff 1 second faster. Currently this is placed on black gloves, the captain's gloves and any other gloves which are used for combat (like krav maga, any tacklers, and combat gloves). Chameleon gloves also have this trait so that traitors have a glove choice other than the somewhat conspicuous combat gloves to help them with kidnapping, something they may do for objectives or contracting. It also makes nitrile and latex gloves hide your fingerprints once again. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Latex gloves not hiding fingerprints was basically done purely for balance reasons to make them not a direct upgrade over black gloves, however it bothered me that this made little sense logically and is very unintuitive and not something that's easy to tell in game. I've personally arrested multiple people while playing sec using finger print evidence they didn't even realize I could possibly have because they thought their gloves would protect them. Also I don't like playing against shove cuffing, dying because you dared to stand within 1 tile of a wall or table and got shoved once is unfun and takes basically zero effort or preparation and is one of the most effective things you can do to fight someone, it discourages RP because literally anyone can just turn on combat mode, walk you into the wall while you're typing and kill you with nothing but a pair a cable cuffs. This will make it take a little more prep and make you a little more conspicuous when you intend to do it. <!-- 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. --> <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Wearing certain gloves (such as black gloves and combat oriented gloves) allow you to cuff people faster balance: base handcuffing time is now 4 seconds balance: latex gloves now hide your fingerprints /🆑 <!-- 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: SkeletalElite <skeletalelite0@gmail.com> |