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78 Commits
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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 /🆑 |
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db0cabf178 |
fixes fish huds hard delete (#83160)
## About The Pull Request fish huds were consistently hard deleting because their reference wasnt being removed from the fisher's screen ## Why It's Good For The Game fixes fish huds hard deleting ## Changelog |
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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 ( |
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9603a2a889 |
[MIRROR] Fixes some rando failures off the ignore list of projectiles (#27456)
* Fixes some rando failures off the ignore list of projectiles (#82855) * Fixes some rando failures off the ignore list of projectiles --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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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:
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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37bc259bb0 |
[MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115) Refactors a lot of the unused defines. Refactors a lot of the unused defines. Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> * Oh well. I hope this works fine. --------- Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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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> |
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435fb559de |
[MIRROR] Fixes Spontaneous Harddel with Boned Fish Revive Ability (#26871)
* Fixes Spontaneous Harddel with Boned Fish Revive Ability (#81959) ## About The Pull Request You can find an example of the failing stack trace here: https://github.com/tgstation/tgstation/actions/runs/8242191499/job/22540786029?pr=81937#step:10:1323 Here's a screenshot:  Explanation: The boned fish's revive ability added a timer that would randomly fire in the next one-to-two minutes. Due to this inherent randomness, create-and-destroy would locate the fact that we were hanging refs to this fish since the timer may not have processed by the time the fish was deleted (probably if the timer was considerably more than one minute), so in order to fix this let's just add the `TIMER_DELETE_ME` flag to the revive ability so that the timer get's `qdel`'d on the fish's `Destroy()`. simple i probably cocked up some detail of the above explanation but the timer flag was literally created to prevent stuff like this from happening so let's use it ## Changelog don't matter * Fixes Spontaneous Harddel with Boned Fish Revive Ability --------- Co-authored-by: san7890 <the@san7890.com> |
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d7cdc024f5 |
[MIRROR] Fixes a broken path on the black market (#26842)
* Fixes a broken path on the black market (#81942) ## About The Pull Request We have a misspelled path here for a black market fish case, which is creating a broken object called `fish_cas` ## Why It's Good For The Game 🐛 💥 Fixes a rather basic path bug that I came across, simple as. ## Changelog 🆑 fix: The black market illegal fish case now correctly initializes. /🆑 * Fixes a broken path on the black market --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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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> |
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1523ba2828 |
[MIRROR] Removes some easily accessible sources of Mythril (#26600)
* Removes some easily accessible sources of Mythril (#81595) ## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361  With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog 🆑 Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com> * Removes some easily accessible sources of Mythril --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com> |
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1e37ae9c01 |
[MIRROR] Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. (#26580)
* Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. (#81407) ## About The Pull Request This PR adds a new line reel, which speeds up the baiting phase of the fishing minigame and skips the biting phase, thus starting the minigame without the initial input from the player. The auto-reel line will also throw items (or other people/things, if you have the right hook) in your direction when snagged, with the added bonus of catching the item mid-air. Turn your fishing rod into a discount meat hook. I've lowered the deceleration coefficient and bounce threshold of the minigame by 1/4. My rationale is that these two numbers are a must lest we end up with an uncontrollable mess of a minigame, though they also feel like a sack of flour hitting gravel rn, making specific hooks like the bi-directional one and the weighted other a bit useless. Another change is to the baiting and biting phase. Previously, if you clicked anywhere during the baiting phase, it'd reset the whole timer back to any value between 1 and 30 seconds, spelling futility to the time you've just spent waiting. Now, it'll simply add another 4 seconds or so to the current timer, capping at 30s. One last thing*. Once the biting phase start, the faster your input is, the higher the starting completion of the minigame will be, and the other way around, if you're very slow. The difficulty variable can also lower the starting completion. *I lied. I've also added a short cooldown to casting a fishing rod so you can't just spam it. ## Why It's Good For The Game Finetuning the minigame, quality of life and balance, making fishing even more gimmicky. ## Changelog 🆑 Ghommie add: Added a new fishing line reel that speeds up the first half of the fishing minigame, and also let's you catch things from afar like a discount meat hook. balance: During the biting phase preceeding the actual minigame, initiating it as soon as the "!!!" alert pops up will net you an advantage. Conversely... qol: Clicking during the baiting phase will no longer wholly reset it and make you lose your patience. Instead, it'll delay the next phase by about 4 seconds. balance: The deceleration and bounce should feel less sudden and stiff, meaning the controls are 25% more slippery again. balance: Added a cooldown to spam-casting fishing rods. imageadd: Resprited line reels a little. /🆑 * Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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138d1324b8 |
[MIRROR] Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#26357)
* Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> |
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9561b81a92 |
[MIRROR] [NO GBP] Visually fixing the aquarium (#26192)
* [NO GBP] Visually fixing the aquarium (#81000) ## About The Pull Request I removed the `layer` bits like an idiot and now stuff is being rendered under rather than over the base. ## Why It's Good For The Game Title. ## Changelog 🆑 fix: Fixes how the aquarium looks. /🆑 * [NO GBP] Visually fixing the aquarium --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9e0936dfb6 |
[MIRROR] Un-codersprited fishes and the aquarium. [MDB IGNORE] (#26151)
* Un-codersprited fishes and the aquarium. (#80960) ## About The Pull Request I cannot make features and the such this month, so I may as well take some time to improve AnturK's abysmal codersprites. Some came out decent, some pretty good. Hopefully you can guess that's a catfish now. This PR includes a small bit of code changes concerning the aquarium and one of its props, both pretty bad-looking. I had to modify a dozen lines of code so that the aquarium stuff is aesthetically layered correctly (splitting it in multiple icon states), while also replacing the 'rock floor' prop with 'sand' because it looked pretty bad and hard to read. The lanternfish, goldfish and pufferfish still need to be resprited. I'll get to it in a later PR. ## Why It's Good For The Game So, I've recently checked out the sprites for fish on Goonstation, and remembered how bad ours are. I drew inspiration from the "googlier" eyes some of their fishes have, though nothing was copied. Hower, I'm still crediting Goonstation for reminding me how awful our codersprites are. Here's the after and before (angel fish missing from the latter 'cuz I was distracted):   In-game screenshot coming later, I need to update/downgrade my byond venrion because 1624 and 1625 are busted. ## Changelog 🆑 image: Resprited several fishes, and the aquarium. /🆑 * Un-codersprited fishes and the aquarium. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ec2286db17 |
[MIRROR] Fishing hook and reel line tweaks (also qol for the fish bounties) [MDB IGNORE] (#26150)
* Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599) ## About The Pull Request This PR includes a series of small changes and additions to hooks and reel lines, as well as the aforementioned bounties. My objective here is to make the (base) hook and reel line feel more useful. Ditto with a few other things. Here's the list of changes: - Almost all fishing rods come with a hook and reel line pre-installed. The rod from the fishing toolbox comes with separate hook and reel line. - Without a hook, you cannot fish. Without a reel line, the cast range is reduced (from 5 to 3). - Fishing with a reel line installed provides a mild boon to completion speed by default. - The sinewy reel line (craftable from lavaland mobs) can now be used to fish on lava / liquid plasma, but it's a bit stiff and gives a mild malus to completion speed. - Unlike other hooks, the rescue and jawed hooks now allow you to cast a line and reel in living mobs too, not only items. They even get a status alert they can click to un-snag themselves, or move away far enough to achieve the same effect. - Master fishing rod buffed. It now comes with a flexible reel line and weighted hook pre-installed, and can be cast further than other rods. - On top of that, the jawed hook will slow down living mobs snagged by it and is a bit harder to remove. - when casting a line, it will now show the icon of the current hook as projectile, not a generic one. - Reeling now correctly checks movement resistance and anchorage. - Reeling an object (or a mob) now plays a sound. Ditto for installing/removing slotted items. - A few balloon alert feedbacks. - Minor code improvements. - The jawed hook should look a smidge sharper. - reel lines are now small items. ## Why It's Good For The Game The base hook and reel line didn't do anything begin with, and you would do just fine without them. In the end it's just a bit unintuitive for them not to be a requirement. Beside that, it makes sense for the rescue hook to be able to snag mobs, so they may as well be used to drag people out of lava or liquid plasma. As for the jawed hook, it always felt to me a bit underwhelming and a bit of a filler I had cooked up on the moment. It really could have some 'tactical' utility in virtue of being one of those niche black market items. ## Changelog 🆑 add: Most fishing rods come with a hook and line preinstalled. Fishing toolboxes come with separate reel and lines as usual. balance: Fishing hooks are now required to fish. balance: Without a reel line, the range of fishing rods is reduced by two tiles. Conversely, having one installed gives a mild buff to the minigame completion speed. balance: The craftable sinewy reel line can now be used to fish on lava or liquid plasma, but it's a bit harder to use. balance: The rare-to-find-in-maintenance master fishing rod now comes with a flexible line and weighted hook preinstalled, and has better range than other rods. balance: Fishing reel lines are now small enough to fit pockets. add: The rescue and jawed hook can now snag and reel in mobs, not only items. The jawed hook also slows down when applied, a la beartrap. qol: Fish bounties now accept filled (stasis) fish cases. qol: Several balloon alerts for fishing rod interactions. fix: Reeling in items (and mobs) now respects movement resistance and anchorage. fix: Fixed the fishing rod equipment UI being too small to fit its components. sound: Reeling in something now plays a sound. /🆑 * Fishing hook and reel line tweaks (also qol for the fish bounties) --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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8eeca186df |
[MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642) ## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. * Cleans up some extra args in Destroy() --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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1433ad9fa4 |
[MIRROR] Fixes being able to fish up qdeleted spawners [MDB IGNORE] (#25908)
* Fixes being able to fish up qdeleted spawners (#80646) ## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/152 This is mostly a downstream issue, I think, but should a spawner ever get added to the fish tables here this bug will be present. Basically spawners, when created, do their item spawning behavior on the src loc and then immediately qdel themselves. If you try to forceMove() the spawners out of nullspace, like what was happening with fishing, you'd end up with an unmovable broken item that cannot be easily admin deleted. This PR also adds a stack_trace when you forceMove() a qdeleted spawner, because this is not the first time I've seen this issue come up. It doesn't stop it from happening, though, because it's easier to visually see the bug that way. This just provides some useful feedback as to why the bug is happening should you check the debug logs. ## Why It's Good For The Game Fixes a bug ## Changelog 🆑 fix: fishing up a spawner will now give you the spawned item instead of a broken, undeletable spawner object code: adds a warning to the stack trace when something tries to forceMove() a qdeleted spawner /🆑 * Fixes being able to fish up qdeleted spawners --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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3658c80e57 |
[MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi * Demodularize these * Update traitordevices.dm * Update traitordevices.dm * Modularizes hypnotic flash * Modular dmi repath * Modular dmi repath --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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b15b16976a |
[MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (
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4c01e3f805 |
[MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033) ## About The Pull Request Code to handle this flag only ever existed on the `/obj` sublevel, so there's no need for it to be on the `/atom` level `flags_1`. There was probably a point in time in which mobs or turfs conducted electricity but there's zero code for it anymore so we truly just live in a society now. ## Why It's Good For The Game Frees up a slot on `flags_1` (which is really nice actually), proper scoping of certain bitflag stuff, etc. ## Changelog Not relevant to players. I may have screwed something up, will be doing a few passes on this myself to ensure all the search and replaces went alright but we should be good™️ * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` * Modular * Update misc.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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17cba0dccf |
[MISSED MIRROR] Puts all traits in the globalvars file + CI Testing (#79642) (#25131)
* Puts all traits in the globalvars file + CI Testing (#79642) Fixes #76349 I didn't know that people needed to add any new traits to a global list so they can be easily read in View Variables, and was pretty shocked to find out many other people didn't know it was a thing. Let's make it a thing by testing it using a new CI Python Linter to check this. But oh no-  There were about 200+ missing traits. Alright, so let's do the following: * Move trait defines to their own dedicated folder in the `_DEFINES` folder. * Split up the traits mega-file into different files, for better organization. One for the macros, one for the sources, and a few for the "trait declarations" * Run the linter a load of times and add everything to the globalvars file, removing anything that's no longer used and figuring out where the best categorization of it is. also minor code improvements. also rename all of the ones that look weird. also fix list indentations * Also alphabetize the lists because it's easy * Move everything to a new `traits_by_type` list, while keeping the admin one the way it is for the time being while we figure out a better way to show that list to admins. * Profit Mapping trait injectors will now work for any type of trait. You shouldn't add any trait via this injector though, but you're no longer limited to coders remembering to add it to that critical list you needed. Lays the framework for a better view variables experience. This work is too lengthy to presently do, but hopefully we can get this done sooner rather than later. we will need a code-accessible way to view these traits for such a framework to be implemented, so let's just do that. Future steps are to break down the mega-declarations file into a folder full of separate files by typepath, but that requires a lot of auditing. Does need to happen one day though, there's a lot of mob traits mingled with datum traits and auuugh we gotta do this later this PR is already massive. there's probably ways to game this but this catches _my_ mistakes so good luck to everyone else (it should work for 99% of everyone) Nothing applicable to players. However, to mappers, the mapping trait injector should always be able to add any kind of trait (which is rather good for the times when you need it). * Update tgstation.dme * Update _traits.dm * Comment these out for now --------- Co-authored-by: san7890 <the@san7890.com> |
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68b58cd630 |
[MIRROR] [NO GBP] Fixes the aquarium reagent holder [MDB IGNORE] (#25123)
* [NO GBP] Fixes the aquarium reagent holder (#79733) ## About The Pull Request The auto-feeding mechanic wasn't working correctly due to bad logic. ## Why It's Good For The Game Fixing an issue which is my fault. ## Changelog 🆑 fix: The aquarium auto-feeding feature now works correctly. /🆑 * [NO GBP] Fixes the aquarium reagent holder --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2f4010c992 |
[MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626) ## About The Pull Request Finishing what https://github.com/tgstation/tgstation/pull/79513/ started, removes 'targetted' typo from code. Also updates the basic mob guide with the new updated var names. ## Why It's Good For The Game Typos bad. Accurate guides good. ## Changelog 🆑 code: gets rid of the rest of the instances of 'targetted' typo from code /🆑 * Removes final remnants of 'targetted' --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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6240c48600 |
[MIRROR] You can fish out of hydroponics trays [MDB IGNORE] (#24811)
* You can fish out of hydroponics trays (#79443) ## About The Pull Request Adds a fishing spot to hydroponics trays. Chances - 33% nothing - 33% grass - 20% random seed (discludes rarer seeds, such as gatfruit and most mutations) - 10% grass seeds - 1% strange seed - 1% axolotl - 1% frog Lightly inspired by something (I think) is possible on Goon, but obviously entirely new code. ## Why It's Good For The Game Mostly just for laughs, they're basins of water so surely you can get something out of it. ## Changelog 🆑 Melbert add: Fishers can now try their luck at fishing out of hydroponics basins. /🆑 * You can fish out of hydroponics trays --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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7926b066fc |
[MIRROR] Fishing-related bounties. [MDB IGNORE] (#24636)
* Fishing-related bounties. (#79136) ## About The Pull Request This PR adds three basic/assistant bounties for shipping fish. The reward is above par when compared to other basic bounties, however, each shipped fish that is either dead or comes from a case (bought from cargo, cause that's lazy) will reduce the payout by a portion of it, also the pool of assistant bounties is quite big you wouldn't roll them too often. The three bounties are the following: One for any kind of fish, another for fish of matching fluid type (freshwater, saltwater, sulphuric water), and lastly, one for specific types of fish, possibly easy money if RNG is with you. ## Why It's Good For The Game I wanted to add something diffrent from most grimy assistant/basic bounties where you either just print the stuff from the nearby autolathe or fetch it for little money. Also, this provides another outlet to fishing, I guess. ## Changelog 🆑 add: Added a few fish related bounties. add: Fish cases to store and preserve life fish within can be now printed from the service techfab and the autolathe. /🆑 * Fishing-related bounties. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d46346d656 |
[MIRROR] Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. [MDB IGNORE] (#24488)
* Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958) ## About The Pull Request Added a reagent holder to aquarium tanks and some code to enable the fish to be automatically fed at selectable intervals of 1 minute to 7 (default 3). The holder can be accessed and filled by opening the control panel, and emptied with a plunger if necessary. Simple plumbing compatibility has been added as well, in case you think the 6 units of capacity of the reagent holder (enough to feed a fish 60 times) are not enough. The preset fishing tank starts with enough feed to keep its contents alive for 30 minutes. Beside that, I've fixed a small oversight with the fish analyzer goodie pack. It should cost 150, not 500. The fish catalog is now a goodie pack you can get as a goodie for dirt cheap (25 creds) and a subtype of `book/manual`, so there's a slim chance you may find it at the library or somewhere else. Fixed a small oversight inside the fish catalog. Mapped in a single aquarium kit for each station map, in the service hallway/storage room where the techfab and cargo consoles are also found. Aquarium kits are now compatible with slapcrafting. ## Why It's Good For The Game Aquariums require too much maintainance for a gimmick, and it's quite awful to see the fish inside preset aquariums die 5 minutes into the round. Also, you cannot get fish catalogs anywhere but from the aquarium kit crate, which costs 1k credits, though its pertinence with fishing goes beyond aquarium stuff. Lastiy, I think it's good to give the crew a free aquarium kit. The price of the supply pack is a bit out of reach for many, service could use a bit of fisciculture too (I may make it a service pack later, so that it can be ordered through the service console). ## Changelog 🆑 add: Aquariums now have a small internal reagent holder, accessible when the panel is open and used to automatically feed the fishes at selectable intervals, also compatible with plumbing. add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or rarely found at the library or maints. fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not 500. map: Added an aquarium kit to each station, found in the room where the service techfab and order console also are. qol: Aquarium kits are now compatible with slapcrafting (crafted by hitting them with the required material without opening the menu). balance: Moved the aquarium kit and fish supply packs from the "General" section to "Service" and "Livestock" respectively, meaning they can be ordered for free from the service orders console. /🆑 * Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. * UpdatePaths --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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ac2a608f8b |
[MIRROR] Fixes a fishing balloon alert runtime [MDB IGNORE] (#24411)
* Fixes a fishing balloon alert runtime (#79050) ## About The Pull Request  What it says on the tin. Runtime shown above, it was missing the user arg. ## Why It's Good For The Game Bugfix ## Changelog 🆑 fix: "line snapped" and "rod dropped" balloon alerts will now display when they are supposed to while fishing /🆑 * Fixes a fishing balloon alert runtime --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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baed0aaf6f |
[MIRROR] [NO GBP] Fixed a few more issues with fishing. [MDB IGNORE] (#24285)
* [NO GBP] Fixed a few more issues with fishing. (#78904) ## About The Pull Request fix: Examining twice experiment handlers with an active fish-related experiment now gives a comprehensible, correctly spaced list of scanned species rather than something like "pufferfishguppyslimefishchasmchrab". fix: No more "line snapped" balloon messages everytime the fishing minigame is over fix: Getting to the Master level of the fishing skill now correctly gives you that slight helping hand to identify yet-to-be-caught fishes. ## Why It's Good For The Game Taking care of some issues I've noticed just yesterday. ## Changelog 🆑 fix: Examining twice experiment handlers with an active fish-related experiment now gives a comprehensible, correctly spaced list of scanned species rather than something like "pufferfishguppyslimefishchasmchrab". fix: No more "line snapped" balloon messages everytime the fishing minigame is over fix: Getting to the Master level of the fishing skill now correctly gives you that slight helping hand to identify yet-to-be-caught fishes. /🆑 * [NO GBP] Fixed a few more issues with fishing. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9dfe1fe75b |
[MIRROR] fish analyzers can also be used to perform fish scanning experiments. [MDB IGNORE] (#24146)
* fish analyzers can also be used to perform fish scanning experiments. (#78745) ## About The Pull Request I recently read of someone being confused that they couldn't use them to perform fish-related experiments, so I thought it would be a good idea to add that. Also, I've converted the related misc supply pack to a goodie one, like other fishing supplies. ## Why It's Good For The Game It makes sense, and a fair amount of players doesn't even know experiments exists until they play the scientist role a couple times. ## Changelog 🆑 add: Fish analyzers can now be used to perform fish scanning experiments. balance: They can now be singularly bought as a goodie pack for 125 cr each, instead of a crate of three for 500 cr. /🆑 * fish analyzers can also be used to perform fish scanning experiments. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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13a9abdf2c |
[MIRROR] The fishing portal generator expansion (plus skill-chip) [MDB IGNORE] (#24052)
* The fishing portal generator expansion (plus skill-chip) (#78203) ## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 * The fishing portal generator expansion (plus skill-chip) --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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365382357d |
[MIRROR] [NO GBP] simplifying fishing line shitcode. [MDB IGNORE] (#24046)
* [NO GBP] simplifying fishing line shitcode. (#78358) ## About The Pull Request This should also fix the hooked item exploit for real now, but to avoid further goofs, I'm keeping this as a draft until I finish running the game locally. ## Why It's Good For The Game Closes #78357. ## Changelog 🆑 fix: Actually fixed the hooked item exploit. /🆑 * [NO GBP] simplifying fishing line shitcode. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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010f85e59a |
[MIRROR] Fixes beams rendering below mobs by default. The fishing line is no longer emissive. [MDB IGNORE] (#23876)
* Fixes beams rendering below mobs by default. The fishing line is no longer emissive. (#78170) ## About The Pull Request That of beams being layered below mobs has been a minor issue ever since that mess that is FoV was implemented (with the exception of chain lighting of the 'lighting' holoparasite type). I'm changing the plane of beams to GAME_PLANE_UPPER_FOV_HIDDEN along a couple other things. ## Why It's Good For The Game Re-read the above section, also fishing lines shouldn't generally glow in the dark like very thin lightsabers, and them being layered below mobs has always been a peeve to me. ## Changelog 🆑 fix: Fixed beams rendering below mobs by default. fix: The fishing line beam is no longer emissive (it doesn't glow in the dark). /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Fixes beams rendering below mobs by default. The fishing line is no longer emissive. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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b28a4d49e9 |
[MIRROR] Fixes rescue hooks, adds a unit test to help prevent it from breaking again [MDB IGNORE] (#23815)
* Fixes rescue hooks, adds a unit test to help prevent it from breaking again (#78418) ## About The Pull Request Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23763 Somewhere along https://github.com/tgstation/tgstation/pull/77739 and the following fishing PR's this feature got overlooked and broken. The args for `dispense_reward()` and `find_chasm_contents()` needed to be updated as they were just wrong. This sets them straight and adds an additional fishing unit test for the rescue hook to hopefully prevent this edge case from being overlooked. ## Why It's Good For The Game Rescue hooks work again, hooray. ## Changelog 🆑 fix: rescue hooks will once again drop the mob next to the fisherman instead of just displaying a balloon alert and doing nothing /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Fixes rescue hooks, adds a unit test to help prevent it from breaking again --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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9557d7c8b7 |
[MIRROR] Reworks the fishing minigame into a game screen object from a TGUI interface [MDB IGNORE] (#23772)
* Reworks the fishing minigame into a game screen object from a TGUI interface (#78052) Refactors fishing minigame from tgui window to dm screen objects * Reworks the fishing minigame into a game screen object from a TGUI interface --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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51baa47287 |
[MIRROR] [NO GBP] A big blunder with my latest fishing fix PR [MDB IGNORE] (#23691)
* [NO GBP] A big blunder with my latest fishing fix PR * Update fishing_rod.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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47d1f9fc6d |
[MIRROR] Fixing fish hook exploits, bait not being consumed, race conditions and achievement [MDB IGNORE] (#23690)
* Fixing fish hook exploits, bait not being consumed, race conditions and achievement (#78302) ## About The Pull Request The bait wasn't being consumed properly because it was badly coded. Whoopsies. The achievement would be unlocked upon gaining legendary rank ONLY IF you won the minigame. My bad. Upon win (and loss), the fishing minigame would often be prematurely closed before ui act could run due to internal calls to do that. A classic example of race condition. Last but not least, the fishing hook exploit that would allow items to be in multiple places, including nullspace, and cause a load of issues. ## Why It's Good For The Game This PR should fix all of them. Closes #78210, closes #78204, closes #78187, closes #77265, closes #77265, closes #73014. ## Changelog 🆑 fix: Fixed a race condition that made fishing yield no reward way too often. fix: The legendary fisher achievement is awarded even if you don't win the minigame. fix: Fixed a fish hook exploit. fix: Baits are now properly consumed by caught fish and (alive) mobs. /🆑 * Fixing fish hook exploits, bait not being consumed, race conditions and achievement --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9368e23384 |
[MIRROR] [NO GBP] Sets the correct icon state for the holographic pufferfish. [MDB IGNORE] (#23657)
* [NO GBP] Sets the correct icon state for the holographic pufferfish. (#78219) ## About The Pull Request It shouldn't look like a goldfish. ## Why It's Good For The Game Ditto. ## Changelog 🆑 fix: The holographic pufferfish from the holographic beach from the holodeck no longer looks like a goldfish. /🆑 * [NO GBP] Sets the correct icon state for the holographic pufferfish. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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92bfea94a6 |
[MIRROR] [NO GBP] Name-wise, the telescopic fishing rod is no longer just a fishing rod [MDB IGNORE] (#23564)
* [NO GBP] Name-wise, the telescopic fishing rod is no longer just a fishing rod (#78130) ## About The Pull Request Gives the telescopic fishing rod its own name. ## Why It's Good For The Game Guess why. ## Changelog 🆑 spellcheck: Corrected the name of the telescopic fishing rod to "telescopic fishing rod" from the more generic "fishing rod" /🆑 * [NO GBP] Name-wise, the telescopic fishing rod is no longer just a fishing rod --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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29aa72b014 |
[MIRROR] [NO GBP] Fixes the fishing skill. [MDB IGNORE] (#23516)
* [NO GBP] Fixes the fishing skill. (#78110) ## About The Pull Request The gain for second were 10 lower than they were supposed to be, since I hadn't taken into account the deciseconds. I've also a cap on the gain and lowered the necessary time just to be sure it doesn't take too much time to attain the legendary tier anyway. I may bump it up later if people say it's too easy. ## Why It's Good For The Game This will fix #77972. ## Changelog 🆑 fix: It's now humanly possible to reach the legendary fisherman rank, get the achievement and the hat. /🆑 * [NO GBP] Fixes the fishing skill. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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c3c696b6a0 |
[MIRROR] [NO GBP] Fixing a small issue with chasm fishing [MDB IGNORE] (#23515)
* [NO GBP] Fixing a small issue with chasm fishing (#78111) ## About The Pull Request The default spawnables from chasms are spawned on top of the chasm rather than on the user's turf, and that can be an issue. ## Why It's Good For The Game This will fix #77982. ## Changelog 🆑 fix: fixed fishing skeleton mob spawners that immediately crumble back into the void of whatever chasm you fished them from. /🆑 * [NO GBP] Fixing a small issue with chasm fishing --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b9e07d2129 |
[MIRROR] Actually fixing fishable contents for some sources. [MDB IGNORE] (#23465)
* Actually fixing fishable contents for some sources. (#78030) ## About The Pull Request During my first fishing related PR, I hadn't yet know that for the `fish_counts` var to work, its contents also had to be within the `fish_table` list, thus I ended up adding stuff that's not actually fishable. Also there was no unit test to enforce that design, which is lame. ## Why It's Good For The Game Fixing the issues explained above. Basically #78019 but done right. ## Changelog 🆑 fix: You can now actually fish soggy wallets from toilets, rare ores on ice moon, some boney stuff in oil puddles (good luck finding them) and lube-fishes by the seawater. /🆑 * Actually fixing fishable contents for some sources. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3d2688e0b5 |
[MIRROR] fixes the compact fishing toolbox holding normal sized objects [MDB IGNORE] (#23413)
* fixes the compact fishing toolbox holding normal sized objects (#77978) ## About The Pull Request This ensures that the compact fishing toolbox only holds small objects, like a cardboard box, with the exception of a fishing rod. ## Why It's Good For The Game I fucked up and gave settlers a smuggler satchel. ## Changelog 🆑 fix: Compact fishing toolboxes no longer break space and time to contain any normal-sized object. Instead, they only break space and time to contain fishing rods. Settlers migrating to Nanotrasen space have no reasonable explanation for this phenomenon. /🆑 * fixes the compact fishing toolbox holding normal sized objects --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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901f0b82bc |
[MIRROR] Miscellaneous fishing code changes. [MDB IGNORE] (#23237)
* Miscellaneous fishing code changes. (#77739) ## About The Pull Request This PR contains a few changes that I hadn't got to do earlier, including: different pressure / air mixture thresholds for different fish (if amphibious), fish being able to be fed directly without the need of an aquarium, replacing the `available_in_random_cases` variable with a weight define of value 0, the preset fishing sources global list so we don't have to manually instantiate lazy fishing spots and assign them stupid string defines, chasm detritus made into datums, a couple balloon alerts and removal of unused code. ## Why It's Good For The Game The fishing portal generator UI is unused, the perfect variable for the fishing minigame is also unused. There's no reason for chasm detritus to be an item instead of a datum. It isn't a map spawner. Chasm chrabs, if given the amphibious trait, should be able to survive Lavaland/Icemoon's atmosphere. I don't even know why I made a snowflake proc to instantiate the evolutions global list instead of `init_subtypes_w_path_keys` The shiny lover and wary fish traits were actually making the minigame slightly easier. The background icons for the UI had a zero-alpha, one pixel thin stripe on top that needed to be colored. Improved `fish_source/proc/dispense_reward`. Some doc comments and a typo or two. ## Changelog 🆑 add: You can now feed fish with the can of fish feed without having to put the fish in a aquarium first. balance: Some fish may survive in different, harsher atmospheres if given the amphibious trait, like chasm chrabs on lavaland. qol: aquarium now uses balloon alerts when feeding fish. fix: The wary and shiny lover no longer incorrectly remove difficulty from the minigame if conditions aren't met. /🆑 * Miscellaneous fishing code changes. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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508b43d7b3 |
[MIRROR] Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... [MDB IGNORE] (#23157)
* Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... * Update quirks.dm --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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47d0dd7978 |
[MIRROR] Changing an operator from *= to = and cleaning up an empty if control statement. [MDB IGNORE] (#22997)
* Changing an operator from `*=` to `=` and cleaning up an empty `if` control statement. (#77459) ## About The Pull Request Exactly what it reads on the title. I shouldn't be bothered thoroughfully explaining this with several paragraphs when it's only 3 lines of code affected. ## Why It's Good For The Game I've sadly the dramatic timing of noticing my own slips minutes after one of my PRs (#77420 in this case) get merged. ## Changelog Barely any impact to the game beside perhaps ironically more generous probability weights for fish without a bait. * Changing an operator from `*=` to `=` and cleaning up an empty `if` control statement. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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43dda50703 |
[MIRROR] Fishing bait tweaks. [MDB IGNORE] (#22941)
* Fishing bait tweaks. (#77420) ## About The Pull Request In this episode: - Fishing without a bait is a noob trap, examining the rod will provide you that information as well as a few other. - Fishing without a bait will lower the odds of catching fish, but not other objects. - Catching objects that aren't fish or living mobs, or catching a dud won't consume your bait. - You're theorically* half as much more likely to catch fish even without a bait. - the synthetic bait from the tech fishing rod ignores preferences and bait-related traits. *I'm saying theorically because our `pick_weight()` doesn't support decimal values. If the weight is lower than 1, (0.5 because we're rounding), you're outta luck, get a bait. ## Why It's Good For The Game Many people complain that fishing is tedious and that they almost always catch nothing, even if they've probably forgotten to hook a bait to it, because fishing without one (Really, just use any food, even that dollar store snack is better than nothing) raises the odds of getting a dud tenfold. However, it's not completely their fault if nothing warns them against it, which is why examining the fishing rod will tell you that. The buff to the meager probability of catching a fish without a bait is also due to the aforementioned decimal issue, but also because I honestly believe even the most "skull-dented" player doesn't doesn't deserve such a low chance. "Inanimate" objects (well, fish are items, ironically) shouldn't generally consume baits. Ditto for duds. The tech fishing rod is nice on its own, but subpar to any other fishing rod coupled with an amount of baits, since you're limited to what can be caught with an unremovable doughball. ## Changelog 🆑 qol: Examining a fishing rod will now provide information on equipped hook, line, bait, and right click functionality. balance: Fishing without a bait will only lower the odds (a smidge less, too) of catching fish, not other things. balance: Catching something that isn't a fish or a living mob won't consume the bait anymore. balance: The Bepis fishing rod will now ignore fish's bait preferences. /🆑 * Fishing bait tweaks. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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583156705f |
[MIRROR] [NO GBP] Fixing certain aquarium fish eating other fish when not hungry [MDB IGNORE] (#22939)
* [NO GBP] Fixing certain aquarium fish eating other fish when not hungry (#77408) ## About The Pull Request Another couple, tiny mistakes my fishing PR. I believe I had forgotten to change the logic while swtiching to early returns. ## Why It's Good For The Game Bugfixing. ## Changelog 🆑 fix: Fixed certain aquarium fish eating other fish when not hungry. /🆑 * [NO GBP] Fixing certain aquarium fish eating other fish when not hungry --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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c67b11a3c0 |
[MIRROR] [NO GBP] Fixing a logic mistake for chasm fishing [MDB IGNORE] (#22909)
* [NO GBP] Fixing a logic mistake for chasm fishing (#77401) ## About The Pull Request What it should do is spawn a generic item when the list of possible things to retrieve is empty, not the other way around. Surprised this weren't caught earlier. ## Why It's Good For The Game See above. ## Changelog 🆑 fix: Fixed a logic mistake for chasm fishing that resulted in only generic items being spawned. /🆑 * [NO GBP] Fixing a logic mistake for chasm fishing --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |