mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-20 05:55:11 +00:00
bb4792cc0dcd5ba1c7fb46ad5fe33b25ad166eaa
301 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
fca0a11904 |
[no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716)
## About The Pull Request Fixes #77709 I made a very smart and sensible and handsome change in a recent PR to replace `mob/goliath/random` and `mob/watcher/random` subtypes with spawner effects rather than mobs which qdel themselves on init sometimes however I neglected to account for how the lavaland map generation was reliant on those typepaths to space mobs apart resultingly the map generator would attempt to place lavaland mobs about 12 spaces apart _unless_ they were goliaths or watchers which it would spawn basically as much as it wanted wherever it wanted ## Why It's Good For The Game  ## Changelog 🆑 fix: the goliath and watcher mating season has ended and population has returned to normal levels /🆑 |
||
|
|
e3a22f5e91 |
Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle. balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope. |
||
|
|
6c34d93be7 |
Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request Massively overhauls and standardizes the nuclear operative uplink. ### Weapon Kits Essentially, all the main weapons of the uplink have been changed to instead come as 'weapon kits', which are essentially cases containing a weapon loadout to enable operatives to easily start operating on only just one item purchase, without the fuss of worrying whether or not operatives are getting spare ammo, or getting relevant equipment for success. Consider this a pseudo-loadout, though without necessarily restricting the purchasing of more weapon kits. All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC) and High Cost (18 TC). This is also matched by categorized ammo costs; Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC), Incendiary (3 TC) and Special (or anything that does not easily fit these categories and does something real extra) (5 TC). Weapons that lacked these ammos have gained these ammo types to fill the gaps. <details> There is may one exception to this in disruptor ammo, which is priced as basic ammo if only because it isn't _quite_ good enough to justify pricing at 5 tc and I can see an op wanting to use it as a basic ammo type instead of normal .50 BMG against, say, a silicon/mech heavy opposition. Since it cannot kill organics on its own, I'll consider this mostly basic-adjacent </details> The kits have also been labelled based on potential difficulty. This reflects possible difficulties in using the item, how conducive it is to success for how much game knowledge needed to actually use it, and how likely an op is to succeed using it. I don't expect ops to win using nothing but a rocket launcher, but I think ops should get a fair shake at trying, yeah? The kits are as below: #### **Low-Cost** _Bulldog (Moderate):_ Shotgun and three magazines of standard ammo. _Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo. #### **Medium Cost** _C-20r (Easy):_ SMG and three spare magazines of standard ammo. _Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a special hat) _Revolver (Moderate):_ Revolver and three speedloaders of standard ammo. _Rocket Launcher (Hard):_ Rocket launcher with three spare rockets. #### **High Cost** _L6 SAW (Moderate):_ LMG, and that's it. No spare ammo. _M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box of rubber grenades. _Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and one magazine of disruptor ammo. Also suit and tie. _CQC (Very Hard):_ Comes with a stealth implant and a bandana. _Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap, antislip module, meth injector and a prisoner jumpsuit. _**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher (the one that launchers chem grenades). (I replaced the shit acid grenade with another flashbang in the belt) Surplus SMG (Flukie difficulty) has been unchanged. It just now comes with two rations. Includes two new revolver ammo types: Phasic, which goes through walls and armor, but has significantly less damage as a result (I've equalized the revolver damage and the rifle version's damage to 30 for both). And Heartseeker, which has homing bullets. Both are Special ammo, and are priced at 5 TC a speedloader. ### Other Gear The other items in the uplink have also been consolidated and standardized in various ways. #### Grenades Most now cost 15 TC for three grenades of any given type (including the full fungal tuberculous). This is pretty much identical to the previous price, just more consistent overall and front-loaded in cost. #### Reinforcements All the various reinforcements now cost 35 TC and all refundable, equalizing cost to the average across the reinforcements. This is primarily because I feel like all these options should be weighed equally, and not one of these options are necessarily worse or better than the other in their current balance. They're largely inaccessible for normal ops regardless, and typically come out when there is a discount or war ops. I took the average value and went with it. Not much more to say. #### Mechs They're just cheaper. These things still suck and they need help. They've always needed help. A slightly less excessive value for the mechs may help see people willing to spend the TC on them. I doubt it. I seriously suggest not buying these still. I keep them in primarily because they are big stompy mechs and are kind of iconic 'war ops' gear. #### Bundles Since I've implemented weapon kits, gun bundles are rather redundant. So the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and technically the sniper bundle were removed. The sniper bundle is now the weapon kit, obviously. Nothing else here really. Except for one.... #### Implants Not much changed here. I standardized the implant prices to 8 TC a pop. This is in accordance with traitor implants, which ops also get. So everything in this category bar a few exceptions (like macro/microbombs) are around 8 TC. Makes sense to me, really. Importantly, I made the Implant bundle 25 TC, and I unrandomized the contents. Who in the right fucking mind would spend 40 TC just to get five reviver implants is beyond me. But instead, you get one of each of the cybernetic implants except thermal eyes (you can just buy thermals and get the benefit of both vision types; x-ray and thermal vision, if you want to use smokescreens a lot). #### Base Keys They're all now 15 TC, except the fridge which is 5 TC. It's weird they're valued differently when they are taken mostly to do gimmicks like xenobio and toxins in a hurry before hitting the station. So we've standardized it. ## Hat Crate **YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE FOR ONLY 5 TC!** **NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD ISSUE CROWBAR!** **ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!** **PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!** ~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~ <details> There is a 1% chance to instagib people with direct hits from a rocket. This does the crit effect. </details> ## Why It's Good For The Game The uplink needed more spring cleaning and standardization. With this, I've partially implemented my older idea for ammo consistency and initial allowance for nukies. Ammo is kind of over-priced and often where a good chunk of TC goes towards without really pushing nukies towards meaningful success. And it is often what is tripping up new players who didn't think to get any. Now, when they get a gun, they get ammo in their case. On top of this, the weapon kit category is both at the top of the uplink AND has a little label to say 'Recommend', so that these new players will hopefully know they should be looking there first. In addition, it is the gateway towards a concept that is currently being worked on. Nuclear operatives having some degree of predefined loadouts for players to select if they aren't sure what they want, or don't know what to get. Nukies is very confusing for many players. So giving them a fighting chance with some premade setups can help ease them into the role without needing too much player knowledge in how to apply the items. This is only one step towards that, so that players can identify what gear they need to help succeed based on their skill. I wanted to implement a difficulty warning so that players can choose gear loadouts that are actually conducive to their skill and knowledge. I based it on how much players would need to know to engage in combat with it, and how much fiddling is required to get something to work properly (overly involved reloading is a consideration, for example, as well as precise button presses). In addition, how much of a force multiplier some weapons can be for their ease of use. Most people recognize the c20-r as the most new player friendly weapon, as an example. So it would be good to steer players towards taking that gun because of how easy it is to use, understand and succeed with it. And most importantly of all; Having standards within the uplink is important. Most of the values in the uplink are just completely random. Nobody has a good grasp of what is too much or too little. Even just a hint of consistency, and people will stick to it (see implants for what I mean). And there is still some work to be done even there. A good start is weapons. Price for power can be meaningful when decided whether we want some weapons to come out more often than others. Players do enjoy making informed decisions and choices, and having affordability be a draw to some otherwise less powerful weapons (looking at you, Bulldog) can actually be a worthwhile and meaningful difference. ~~I thought it would tick off the gun nerds to change the calibers on the guns.~~ ~~I also thought adding hats would be funny given the release of TF2's most recent update.~~ ## Changelog 🆑 balance: Standardizes some of the nuclear operative entries to have more consistent pricing within their respective categories. add: Adds some new categories so that players have an easier time navigating the nuclear operative uplink. balance: Many items have had prices reduced or adjusted to make them more desirable or more consistent within their category. add: Weapon kits have replaced almost all the individual weapons in the uplink. You now buy these instead of the individual weapon. These often come with spare ammo or relevant gear for success. add: Most ammo types have been standardized in price. refactor; Removes a lot of redundant item entry code and tidies up the actual code part of the nuclear uplink so that it is much easier to find things within it. add: Added 40 new cosmetic items to the Syndicate Store. Buy them now from the Hat Crate, only 5 TC! code: Updated the nuclear operative uplink files. /🆑 |
||
|
|
6faf547cf4 | Fixes DNA Infuser missing from techfab, tech storage (#77348) | ||
|
|
025f4c4759 |
Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality Figured I'd go through and tidy them up |
||
|
|
1108af52c3 |
Adds circuit for bank machine. (#76861)
## About The Pull Request Bank machine now has a circuit so you can repair it. You can steal it from the secure tech storage. You can research it and print in the same node as comms console. Also i messed around with start_siphon proc by making check for unauthorized before siphoning sets to TRUE so supposedly that should prevent incorrect messages when someone starts to siphon. Added gps signal to it because of possibility of creating custom area and building machine there. ## Why It's Good For The Game You can distract people with it, you can rob cargo with it, you can repair it when someone breaks it. ## Changelog 🆑 add: Bank machine now has a circuit for it. Spawns in secure tech storage and researchable in the same nod as comms console. balance: Due to possibility of creating area and making there bank machines that aren't roundstart will have gps signals. fix: Bank machine now doesn't yell about unauthorized credit withdrawal when its authorized. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
cfd40aeef5 |
Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request This is a followup on my previous PR involving cargo imports. I've made a number of changes and new additions to cargo's imports and contraband. But I've also changed how Smuggler's Satchels generate loot as well. ### New: **Abandoned Crates:** You can now order in abandoned crates at a steep price. Obviously these are just your standard fare abandoned crates, so they've got a pretty long list of potential contents. Some great, some utterly not worth the price you paid for the crate. Since they're quite pricey, you can't order very many quickly. But this does allow cargo techs the opportunity to spend the round solving puzzles to get interesting loot. **Dumpster of Maint Garbage:** This dumpster (similarly named to another dumpster you can order) is filled with maint trash and potential maint random spawns. This list is extensive enough that anything spawned in this crate is likely to be mostly garbage. But, it is more affordable than abandoned crates. I'd consider this the literally trashier version of the abandoned crate. **Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the extremely rare, short run edition of Shambler's Juice, Eldritch Energy! This contains 5 units of eldritch essence. Heals heretics, hurts everyone else! This is a VERY potent poison, but it also happens to be a handy way for a Cargonian heretic to get a potent healing item without having to waste knowledge points. **Animal Hide Crate:** It's a cargo crate full of animal hides! This can include fairly rare hides and some icebox creature hides as well, like polar bear hides and wolf sinew. It's not too expensive, and mostly spits out leather. **Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable. This is just something to troll people with. Drink it and you'll get a massive mood penalty. Dreadnog! May or may not contain space cola! ### Updated: **Contraband Crate and Smuggler's Satchels:** This has had it's price increased considerably. But, for good reason. It now contains some more controlled random items, but also some more valuable contraband as well as a very rare spawn. The upper end on his contraband can be extremely valuable, but the majority of the items gained from contraband crates will probably be either what you can get now (quite weak), or something a bit more middle of the road (some more unique narcotics). As a consequence, I've also passed this change onto smuggler's satchels, as they used the crate to generate its contents. (it literally spawned and then deleted a contraband crate to generate the contents hoo haa). I've also increased the number of items in the smuggler's satchel. Since the randomly spawned smuggler's satchels are quite a bit rarer now there is only ever two spawned in the map, and spending actual TC on these is somewhat counterproductive, I don't imagine this will be more beneficial for scavenger hunters hoping for some interesting goodies. **Russian Crate (the normal one):** The mosins now spawn in ancient gun cases. These determine what kind of mosin you can get. 79% of the time, you get the crap mosin. 20% of the time, you get a good mosin. And 1% of the time, you get rations. This more tightly controls how many good mosins are entering into the round and how much of a value purchase the Russian crate actually is for getting ballistics. Since the process is even more unlikely than before, it isn't necessarily as guaranteed that you will get a good mosin. Hell, you might not even get a gun if you're that unlucky. **Shocktrooper Crate:** It now has an armor vest and helmet. So, not only do you get some grenades, you get some protection as well. Since this is the 'loud' crate, I felt it appropriate to make it slightly more useful for enabling that. **Special Ops Crate:** It now contains five mirage grenades and a chameleon belt, and has had the survival knife improved to a switchblade. This is probably the weakest of the two crates STILL, but hopefully these make them a little more interesting and novel by giving them pretty fun grenade to toy with. ## Why It's Good For The Game My initial PR hoped to add in a few more interesting purchases for cargo. I think currently cargo has a slight issue of not having enough valuable or interesting uses for their money. I think it still has that problem, but by including more unique crates that allow cargo to provide some oddities into the round, that might slowly work itself out. This PR hopes to provide another way to waste their money if they have an excess amount. Landfill Trash Gambling. Spending it away on complete junk, which I think is absolutely hilarious when it doesn't work out, as it is soulful in its design. Definitely not inspired by my recent thrift shop excursions this month buying and scrounging for furniture and interesting clothing. [Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes) Also, I wanted to buff some of the crates I introduced a bit last time, and nerf the mosin production somewhat via a more controllable method that I can actually adjust as necessary down the line. ## Changelog 🆑 fix: Stops manifest generation runtiming when a cargo crate is empty. add: Abandoned crates are now available via cargo imports. add: Dumpsters full of maintenance trash are now available via cargo imports. add: An ultra-rare can of Shambler's Juice is now available via cargo imports. add: Animal hides and leathers can be (unreliably) ordered via cargo imports. add: The Dreadnog has entered this realm. To consume, purchase it via cargo imports. balance: Contraband Crates (and as a consequence, smuggler's satchels) now generate more varied goods. Mostly the same, but sometimes you get something quite different or even valuable. balance: Mosins generated via the Russian supply crate are a bit more random, weighing more heavily towards bad mosins than good mosins. balance: Buffed both the shocktrooper and special op crate. Shocktrooper now has an armored helmet and vest, and special op now has 5 mirage grenades and a chameleon belt. The survival knife in the special op crate is now a switchblade. /🆑 |
||
|
|
a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
||
|
|
3cbbefa742 |
Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request /obj/structure/closet/mini_fridge is now a clean nice one, which only spawns beverages and does not have that cockroach reference in the description, and starts off anchored. now /obj/structure/closet/mini_fridge/grimy works like the old mini-fridge, with syndicake, moldy bread, and now the chance of an ACTUAL cockroach. I've replaced them on maps according to each one's needs, So, as an example, Northstar gets a regular one (it var edited it before) while tram maints get the grimy subtype. mini-fridges now can properly go over tables, so you don't have to deconstruct said table to put it on top again. ## Why It's Good For The Game I've found the need for a nice subtype while doing a ruin, and so has a few other mappers apparently, as northstar had a var edited variant. The fact that it couldn't go over tables and started off unanchored was annoying on tram and icebox, where it is present on the kitchen and you could easily push it to the ground and suffer. ## Changelog 🆑 qol: It has been issued brand new mini-fridges for our active stations, Featuring more booze and less moldy pizza! /🆑 |
||
|
|
b6d48e12d7 |
Converts sec armories to using the (not) random mapping spawners (#76392)
## About The Pull Request Title. ## Why It's Good For The Game Armories aren't really a dense area mapping wise, just a few guns there, armor there, and some fluff security stuff (like HUDs or whatever). This PR just converts most of the heavy stuff (armor, helmets, guns) into spawning helpers with the aim to make mapping armories just a tad bit quicker and easier. The only thing this does kinda nuke is the neatly stacked stuff, which the mapping helpers kinda suck at doing, but its not totally woeful. ## Changelog 🆑 Jolly, timothymtorres code: Jolly: Armories across all maps have been tweaked slightly. Report to a Nanotrasen security advisor for any missing guns, armor, helmets or anything else that was there previously (that means, post an issue on Github if theres an issue!!) code: timothymtorres: Random item spawners now support better control of their X/Y pixel offset. /🆑 --------- Co-authored-by: Tim <timothymtorres@gmail.com> |
||
|
|
4d1e34322f |
Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request [Removes the pretense of relative multiz levels]( |
||
|
|
9940fb62e6 |
Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request Title. Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the request of @TheVekter ## Why It's Good For The Game This subtype only exists to append ore box behavior and is clearly a relic of pre-2020 mechcode. Keeping it around will only make it harder in the future to add new mechs with ore box support. ## Changelog 🆑 fix: Clarke ore box now has a less confusing dump contents button. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
3396d13ed5 |
Adds shark plushie, removes pickle Rick plushie (#76206)
## About The Pull Request Come on, look at it. It's adorable.   Sprites courtesy of INFRARED_BARON Available for purchase from Cargo as a goodie. Acts as a replacement for the pickle Rick plush which is going to Brazil where it belongs  ## Why It's Good For The Game Everyone needs a shark plushie. Happy pride! ## Changelog 🆑 add: Adds a shark plush, obtainable from Cargo for a nominal fee. del: Removed plush cucumber by popular request. Cucumber has been replaced by the shark plushie in arcade machines. /🆑 |
||
|
|
b5975bd915 |
Unit tests now catch decals in walls/space (#75189)
## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑 |
||
|
|
2bb4dfe76c |
Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request So, I've had this idea to make a contribution to the Bepis feature with some modsuit stuff. The gimmicky stuff is ok and a good way to even out the better content since it has game of chance design it has (you can find those disks in space anyway so...). However, the Experimental MODsuit node feels very underwhelming right now, compared to how big that feature is. This PR adds three MOD modules to the Experimental MODsuit node, plus two more: - Magneto Charger: While the Modsuit is activated, each step the user takes will charge the installed power cell by a tiny bit, enough to sustain a standard modsuit of generic slow speed with only a few, easy modules installed. It won't work in zero G, while flying, pulled by someone else, on a conveyor belt, riding a vehicle or crawling on the floor, though. - Recycler: It collects (most) garbage and casings off the ground and recycles them into material sheets that can be dispensed on an adjacent location or storage with with Middle Mouse Button. Doesn't clean debris, and scuffed because most trash doesn't yield material anyway. - - It also has two subtypes, unbound from the node: one that dispenses riot foam darts and can be found on the black market, and another that dispenses the more innocuous foam darts, rarely found in maints. - Shooting Assistant: A configurable module. On Stormtrooper mode, it will give the user a faster fire rate (the double tap trait) at the cost of accuracy. On Sharpshooter mode, it will improve the user accuracy and make their shots ricochet against walls at least once (if the hit atom allows that, that is, e.g. lasers don't ricochet against iron walls), at the cost of movement speed. Both modes also prevent the user from dual wielding guns. To make the Stormtrooper mode stackable with the poor aim quirk and refrain from making a new trait for the sharpshooter mode, the gun spread code in gun.dm has also received a little refactor and cleanup. Also, it's been tested. ## Why It's Good For The Game The Experimental MODsuit node is quite shabby and could use something extra to make it more appealing to MODsuit enjoyers. Also doubles down as a small addition to the black market and maint loot, and code cleanup, since gun code gives off some garbled vibes. ## Changelog 🆑 add: Expanded the Experimental MODsuit Bepis node with three new modules: Magneto Charger, Recycler and Shooting Assistant. add: Added a Riot Foam Recycler module to the black market, as well a more innocuous version as maint loot. /🆑 |
||
|
|
1c60848edb |
Removes poseur tag graffiti (it's been dead for ~6 years Edition) (#75689)
## About The Pull Request The _poseur tag_ graffiti option was not removed in the gang gamemode removal back in #30056. Back then it would have chosen one of the gangs' tags to mimic. Now, if selected, it will create an empty graffiti. This will also apply to any mapped/generated graffiti. This sucks and this derailed me from my other thing I was doing in the crayons.dm vicinity. ## Why It's Good For The Game Removes a 6-year-old non-functioning graffiti option. ## Changelog 🆑 fix: exorcised a ghost of the gang gamemode from graffiti /🆑 |
||
|
|
b7fb33ab00 |
Adds Ethereal Drinks (#75487)
## About The Pull Request Adds 3 new electric-themed drinks for ethereals. They count as food for etherials, (not much, one glass is about equivelant to a plasma burger), but humans can drink them as well, among other effects. ## Why It's Good For The Game As an ethereal player, I do feel while our food is convenient, that we miss out on the RP other species get from going to the bar. This allows for etherials to order drinks from the bartender. All effects work on all races, with the hunger satiation as the exception. ## Changelog 🆑 add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No special effects besides acting as a weak ethereal food. Not very potent in terms of alcohol. add: Telepole - New mixed drink themed after thunderstorms, gives the same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part Sake, and 2 parts Dark & Stormy. Moderately potent. add: Pod Tesla - New mixed drink, themed after the old removed tesla engine (the singulo gets a cocktail, it should too!) Grants a brave - bull phobia resist, and a stronger grey bull shock resist allowing you to (temporarily) resist tesla arcs from reactive armor and the SM's tesla coils. Gives a pleasant thought to whoever drank it, because this thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole, and 3 parts brave bull. Highly potent. qol: Unsure if this counts as QOL or balance, but the fact sol dry is in 3 different cocktails but the bartender has to buy 30u cans of it made me feel it deserved being added to the soda dispenser. image: Added graphics for the above drinks, shown below, from left to right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle) <img width="171" alt="image" src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96"> /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> |
||
|
|
75537b97a5 |
GAGSifies Plushies (#75442)
image: Space lizard, carp, slime and snake plushies have been resprited and set up to support GAGS. |
||
|
|
bf880f553a |
Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner. (#75199)
<!-- 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 So they just had list from 6 coins and not random picking of coins, so now its random. It will also spawn chococoin because it's a coin too. But won't spawn `coin/gold/debug` because it's debug and eldritch coin because comxy asked about it. Added chococoin to `/obj/effect/spawner/random/entertainment/coin` and holdables list of wallet. <!-- 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 Random is funny. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Indusrial Gold and Regenerative Gold extracts now spawn random coins and not just list of 6 coins. But no mythril as it has miserable chance to have summoning effect which have even more miserable chance to spawn something dangerous and not just mice. add: Chococoin now has a chance to spawn wherever the coins are used to spawn (wallets, greed ruins, deltastation bar) /🆑 <!-- 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: Fikou <23585223+Fikou@users.noreply.github.com> |
||
|
|
2068ea9ab5 |
Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request This PR is actually 2 parts, one that fixes runtimes with crates & the other that allows secured closets to be crafted along with a secured suit storage unit **Crate Fixes** Fixes #74708 The problem starts here |
||
|
|
b1716732b0 |
The North Star Expeditionary Vessel - A Second Wind (#74371)
## About The Pull Request A new map for TGstation, in the works! It has 4 fucking Z levels, a massive expansive maintenance with unique designs, and some unique code features in the works. To Do: - [x] Update the Map to Modern TG - [x] Local Tests - [x] Work on Map Optimizations - [x] Run Live Tests Fikou has greatly helped with creating an important flavour aspect of this map, Trek Uniforms on anyone who joins! See the forum thread for more. This includes the framework for innate station traits, station traits loaded as long as it's in a map's json Here's the forum dev thread there are screenshots there. https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252 ### Mapping March Ckey to receive rewards: Cheshify ## Why It's Good For The Game So, this is the North Star. An effort taking multiple mappers and of 9~ months of hard work. This map was not initially designed for TGstation, but always designed for TGstation code. The process of retooling the map for TGstation was an absolute joy and I feel like the map definitely has it's niche as a massive and unique experience for it's players. I adore this map, it's gorgeous, has a unique aesthetic, and a number of very funny interactions with multi-Z. The PR comes packed with unique mechanics for future mappers (innate station traits!), a number of map-fitting shuttles, and a fun spacefaring uniform gimmick for the crew. **This is my second attempt at bringing this map into rotation. It was initially closed due to concerns about maptick and performance, as I wasn't willing to push for a map to be added to the repository if it didn't function to my own standards. I've been informed by a number of coders far better than I that optimizations are arriving and enroute, so I think it's time to dust her off and set sail for another journey.** **Quick Disclaimer: Due to some design decisions disagreed upon by the headcoder team and myself, the map will not be featuring unique roundstart uniforms, and despite my design intentions, the innate station trait features will be shelved for now.** ## Changelog 🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders, Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0. add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the North Star! add: More landmines, and a landmine random spawner. add: energy barriers now have a regenerative subtype, fit for permanent installations. code: Raised the number of possible level render to 4, check your preferences if needed to be reduced. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
9b401a87be |
[MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency (#74517)
## About The Pull Request Title. ## Why It's Good For The Game 1. This nukes a lot of silly var edits, and cleans up maps 2. The south spawner *isn't* really needed, but having it is nice for consistency and clarity 3. Sometime ago I forget which map but one of them had var edited directional subtypes and that made me cry ## Changelog 🆑 Jolly fix: Maps internally had the code for the "directional" windows altered a bit. If you see stacked window panes or things look incorrectly, please file a bug report as that isn't intentional!! /🆑 |
||
|
|
6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
||
|
|
af81a87446 |
Adds bacteria rich moldy food to random trash spawners. (#74276)
## About The Pull Request So, as bacteria bread from perma vendor was nerfed, the only way to obtain mold for cytology is from the mini-fridges. And they won't even spawn when needed. Correct me if i'm wrong. And so this adds moldy breadslices and pizzaslices to `random/trash/garbage` spawner which appears in trashcarts and in trashbagsfrom the trashcarts. Also added it to `grille_or_waste` spawner so it can just randomly spawn on the floor. About the damp rag. Just thought that there should be at least some piece of cloth at pile of garbage, as there is none at the moment. And it's quite usefull also, you can clean yourself or your fingerprints with it. Can cut it out if needed, not a big deal. ## Why It's Good For The Game More chances to find what you want to do cytology. Cytology slightly more practical. Damp rag is usefull. ## Changelog 🆑 add: Bacteria rich moldy food (like breadslices and pizzaslices) now spawn in trashcarts, trashbags and randomly on the floor. add: Damp rag now spawns in the trashcarts and etc. /🆑 |
||
|
|
302060acda |
Removes bepis Techweb and reworks tech disks in general (#74147)
## About The Pull Request Did you know that there's 2 types of disks Science can print? One of them creates a whole new techweb and is used to transfer data to and from techwebs (which used to be for Theft objective, but nowadays all it's used for is Admin techweb). The other one is these disks you can find from Lavaland & for the Limbgrower which holds nodes on them directly, they don't need anything else. These are both printable and have very similar names which could easily confuse people, especially since they are both printed and used at the same place, being the R&D room and R&D console. This will hopefully simplify it, by removing the base Tech disks from being printable. The only one that can be printed now is for Limbgrowers, which can't be easily mixed with the other type of Disk. Outside of that, Lavaland disks are staying the same, but I've moved Bepis disks to use this, which allows us to remove Bepis techwebs being made every single time a new bepis disk is created. Examples of it in-game    ## Why It's Good For The Game There's no reason why every single Bepis node should be making a whole new techweb set with experiments to complete, roundstart nodes researched, being constantly checked if it should gain research points, have a list of papers to publish, and everything else that techwebs do. Can you guess which disk does what in this screenshot?  ## Changelog 🆑 balance: You can no longer print Technology data disks. You can still print Tech disks, which hold techweb information on it, just not the one that holds up to 5 nodes. balance: ^ Because of this, there's no way to download nodes from an RD console and upload them to an Autolathe to bypass departmental restrictions, you have to go through a Techfab/Circuit imprinter for your needs. balance: Ones that are found cannot have anything uploaded/deleted off of them either, you can only upload them to the Web. code: Every individual Bepis disk no longer create an entire techweb /🆑 |
||
|
|
1937c248b5 |
Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank. (#73852)
## About The Pull Request Xenomorphs who are a product of the roundstart xenobio egg delivery will now spawn as "Captive Xenomorphs", who receive an objective to break containment. Here's how it works: When a delivery egg is generated that area will be marked as the "captivity area". Xenomorphs born within this area now have their own team, and have their own section in the roundend report that will greentext them based on if they were able to survive and escape captivity. Xenomorphs born outside of this area will spawn as normal Xenomorphs, with no escape objective or special fanfare. To further encourage people from actually taking the role and potentially resigning themselves to an hour in Xenobio CBT prison, the first of the hive gets their own header on the roundend report. (When I say "team" here, I mean they receive a different antag team datum. They're still able to collaborate and cooperate with other Xenomorphs, they just have a different title and extra objective in addition to the bonus roundend report limelight.)   (This also adds a basic "survive and advance the hive" objective for all xenomorphs, since their objective popup was otherwise completely blank). Since the captivity area is entirely dependent on the location of the egg itself, admins can plop one of these down anywhere, and mappers don't have to put the egg mapping helper specifically in Xenobio. For clarification -- To be qualified for the Captive Xenomorph team, **a delivery egg must be spawned**, and the xeno you inhabit must be born in the same area the egg was spawned. If the queen breaks captivity and starts nesting elsewhere on the station, their children will be born as normal Xenomorphs, not Captive Xenomorphs. ## Why It's Good For The Game Adds a bit of distinction, and gives bragging rights, to anyone bold enough to take a roundstart xeno roll and escape with it. The Xeno egg delivery is already rare enough, I think it deserves a bit more fanfare (especially considering the dramatic impact it sometimes has on the direction of a round). ## Changelog 🆑 add: Xenomorphs born in the room the roundstart delivery egg was spawned in will be part of a special "captive xenomorph" team, tasked with escaping and tracked in the roundend report. fix: Regular Xenomorphs no longer receive a blank objectives popup on spawn. /🆑 |
||
|
|
9bb9e356b1 |
Makes all CTF windows actually indestructible (#74021)
## About The Pull Request Adds a spawner for indestructible shuttle windows Replaces all "hardened windows" (which were actually not unbreakable) with proper unbreakable windows ## Why It's Good For The Game Fixes #73297, people shouldn't be breaking into space in CTF ## Changelog 🆑 fix: All CTF windows are now indestructible, fixes breaking into space during CTF. /🆑 |
||
|
|
8b2aed0342 |
New Station Trait, Employee Birthday! (#73751)
<!-- 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 Adds a new neutral station trait the announces to the crew its a member of staff's birthday, spreads some confetti/balloons around and gives out some birthday themed items including hats, new toys and cake ingredients for the chef. The mechanical impact of the trait is quite minimal only giving out some fluff items and giving the janitor some extra work. However the event has a lot of potential roleplay impact by singling out a crewmember and informing everyone about their birthday, I can foresee players using this as an opportunity to run birthday themed gimmicks or give one specific player preferential treatment for the shift which should allow for some interesting stories to be produced. <!-- 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 Partially explained in my about section but in short I think a lot of the station traits we have at the moment are very mechanically driven and we could use a more open ended roleplay prompt themed one which this one provides. The idea of one player getting put in the spotlight while not being an antagonist is also something I can see potentially great stories come from. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: New Neutral Station Trait, "Employee Birthday", its someone on the crews birthday, make sure to wish them a happy birthday and perhaps get them a gift. add: Two new party themed items have been added to the arcade prize pool, the party horn and a box of party poppers. /🆑 <!-- 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. --> |
||
|
|
88d6fae7c5 |
Tape Wizard, the distant cousin of the Paper Wizard (#73739)
## About The Pull Request Adds a new wizard costume and non magical variant, made exclusively from tape.  ## Why It's Good For The Game New unique nice looking thing = good Opens the door for more uses of an already niche mechanic  Roleplay. ## Changelog 🆑 add: Adds the tape wizard costume, both a real and fake variant add: Adds the costume behind the autodrobe contraband wire, and the real variant in the wiz den 🆑 |
||
|
|
64de1617b2 |
Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request /obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and /obj/item/food/larvae are now all /canned subtypes. All this means is that to eat them, you use them once, and now they drop an empty tin rubbish item. ## Why It's Good For The Game Making fake false versions of real types that exist is such a pet peeve of mine, we recently had a bug from it where the snails would go bad. But even with that fixed you're just chomping the container of snails and it's not the same behavior as all the other cans grumgrugmrg I FIXED IT. ## Changelog 🆑 refactor: Lizard related canned food now acts like canned food /🆑 |
||
|
|
f62c491ca2 |
adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
## About The Pull Request repaths a lot of gloves off /color because they were incredibly stupid firefighter gear has gotten an update (it doesnt cover hands anymore though, you need something else) firefighter helmets no longer hide your mask or glasses  fixed engine goggles starting with darkness vision to the atmos lockers adds atmospheric gloves, a pair of thick (chunky fingers) gloves that are fireproof and fire protective, slightly shock resistant and let you fireman carry people faster. atmospheric firefighter helmets now are a subtype of welding hardhats, you can enable a welding visor. welding hardhats change mode with right click instead of altclick ## Why It's Good For The Game im not a good spriter but i think this resprite makes them fit nicer with other engi equipment lets me firefighter rp ## Changelog 🆑 add: Atmospheric Gloves, thick gloves that are fully fireproof and fire protective and let you fireman carry people faster. fix: fixes engine goggles starting with darkness vision qol: firefighter helmets can now enable a welding visor qol: welding hardhats change mode with right click instead of altclick balance: firesuits no longer protect your hands /🆑 |
||
|
|
7d47fbef42 |
Refactor lighting items that use fuel (#72146)
## About The Pull Request Fixes #71826 This does the following: - Makes candles a subtype of flare - Fixes candles having lighting inconsistencies - Fixes burning items (welder, candles, flares, etc.) not causing ignition effects when held in hand - Adds burnt flares and melted candles to maint loot and trash spawners - Add match lighting sound when candles are lit - Add time defines for fuel amounts and rounded them (ex. instead of 32.3333 minutes, it's now 35 minutes) - Light sources that burn will now spawn a trash item once fuel is spent - Light sources that burn now have a welder hitsound - Light sources that burn can now be extinguished by a fire extinguisher (except flares) - Light sources that burn can now be used to ignite another object on fire (ex. a lit candle can be used to light a cigarette) - Light sources that burn and are lit now do `BURN` damage while attacking ## Why It's Good For The Game Code is more cleaner and consistent. Also fixes some bugs. ## Changelog 🆑 soundadd: Candles will now use the match lighting sound when lit soundadd: Light sources that burn will now have a welding hitsound fix: Fix candle light behaving erratically fix: Fix burning items that are held in hand will now have an ignition effect on the turf. (ex. lit welders in hand will now ignite plasma in the air) balance: Light sources that burn and are lit now do `BURN` damage while attacking balance: Light sources fuel amounts were rounded to exact numbers (ex. instead of 32.3333 minutes, it's now 35 minutes) qol: Light items that burn can now be extinguished by a fire extinguisher (except flares), used to ignite another object on fire, and will now leave a trash item once fuel is used qol: Add burnt flares and melted candles to trash spawners refactor: Refactor lighting items that use fuel to be more robust /🆑 Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
||
|
|
e7d788348f |
Frog Basic Mob Refactor (#72044)
## About The Pull Request Refactors the frog into a basic mob. The frog now does the same as the old frog and can now properly be commanded by the regal rats. ## Why It's Good For The Game ## Changelog 🆑 refactor: Refractors the frog into a basic mob /🆑 |
||
|
|
47ec8ecd38 |
Adds the Sandstorm random event, directional meteor functionality, space sand. (#71802)
<!-- 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  Hey guys, it's your boy. Back at it again with another meteor-adjacent event PR. Adds the Sandstorm random event, inspired by the long-unused admin only one. It picks a direction to approach from, alerts the crew of its imminent arrival, and after a little over a minute of preparatory time, sends waves of sand and dust to grind down everything in that direction. To accomplish this, some minor adjustments had to be made to meteor generation code. They can now be passed an optional arg for a direction to be thrown from, and will pick a random one if no direction is given. Also introduces the newest addition to our cast of meteors -- space sand! It's even weaker than space dust, and shows up exclusively in this event. Space sand is **ineffective against rwalls**, and will not damage the arrivals area's high-tech sand-resistant glass. This is to prevent this event from venting one of the most dust-vulnerable areas on the station, and to make sure new players aren't shafted into firelock hell when the right angle is picked. I did a lot of testing and tweaking of numbers to get the damage to average at about the level I'm comfortable with. This is meant to be a high-impact event that isn't as destructive (or unavoidable) as a meteor wave. Speaking of avoidance, let's talk about mitigation: You get an early warning and a direction the sand will come from. You have time to grab repair supplies, move to safety, get a MODsuit. You can make worthwhile repairs as the sand comes in from inside (or outside, if you're brave enough) with nothing more than a welder and iron sheets. If you're feeling particularly spicy, you can leverage your prep time setting up shield generators, which spawn in engineering and have been added to the maintenance machines loot pool. Anyone can contribute, so do your part as a good crewmate and help out! All that being said, the event can't be prevented entirely. Shit's going to get shredded, especially on the outside of the station. Damage will vary heavily based on the station and direction, ranging from inconsequential to threatening. It should happen late enough into the round that, at the bare minimum, the crew shouldn't be caught unprepared. For those of you who are worried, the ORIGINAL sandstorm admin event is still with us too. It's been moved from the space dust file into the Sandstorm event file. This PR also makes a very minor change to the naming of the space _dust_ events, for better menuing. So, to sum it all up: Sand hits grinds down one side of the station, you get a minute of warning, shield generators now spawn in maintenance. Be a good crewmate and help where you can. <!-- 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 More event variety is good, and events that give the players agency on how bad the impact will be is even better. <!-- 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. --> 🆑 Rhials add: Sandstorm random event! A random side of the station is pummeled by an onslaught of sand and dust. If you hear that one is approaching, grab a welder and some iron to help with repairs! add: Space sand! It's weak and doesn't hurt reinforced walls, but shouldn't be underestimated in high quantities. code: You can now pass a start direction to the spawn_meteors/spawn_meteor global procs. /🆑 <!-- 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. --> |
||
|
|
852b973f6d |
fixes hollow survival pod window spawners (#72000)
## About The Pull Request they used fulltile survival pods so it just spawned 4 full windows in one place ## Why It's Good For The Game i use them on my map and it upsets me ## Changelog 🆑 fix: fixes hollow survival pod window spawners /🆑 |
||
|
|
b4615f9f40 |
turns axolotls into basic mobs (#71778)
## About The Pull Request Changes axolotls from simple mobs to basic mobs. I'm not well versed on the differences between simple and basic mobs but it looks like axolotls are still working as before. Their idle movement may be slightly different compared to before and now they don't move away while you're pulling them. ## Why It's Good For The Game Basic mobs are better for AI and probably some other stuff as well and there's the freeze thing also. ## Changelog 🆑 code: turned axolotls into basic mobs, their idle movement may be slightly different and they won't move while you're pulling them anymore /🆑 |
||
|
|
ebc0227176 |
Makes dog a basic mob [MDB IGNORE] (#70799)
About The Pull Request
Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...
Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.
I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.
Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.
Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.
Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.
I've tested base collars across multiple pet types.
For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.
image
Why It's Good For The Game
Very big mob converted to a basic mob.
Changelog
cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
|
||
|
|
2425531eb2 |
Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request **Comes with an UpdatePaths!** Removes the tablet subtype, PDAs now replaces them entirely. Nukie and Silicon tablets are now subtypes of the PDA instead, while contractor ones were removed entirely as they didn't do anything and were unused (though it wouldn't be hard to re-add). Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi, which is just larger icons of modular_pda. Each application requires an icon state in both of these, for 2 different sizes, which makes it annoying to make new applications, especially if it can also run on computers/laptops. ### Icons Because Silicon tablets are now a subtype of PDA, they use PDA icons instead of tablet ones. Luckily for us, they already exist in code.  AI's don't use a tablet icon though, so they aren't affected. ## Why It's Good For The Game There's very little difference between tablets and PDAs, PDAs overshadow them in every single way, so at this point I don't see why we should have both of these, and if you compare the two in usefulness and actual in-game use by players, it's a no-brainer than the item all players get roundstart and comes with a messenger should be the one we go with. Also as said in the about section, when making an app you would need to make icon states for the program running for all hardware it can run on, which is Computer, Laptop, PDA, and Tablet. Laptop is just a smaller computer icon PDA is just a smaller tablet icon However, you can't simply shrink the size of the icon, instead you have to completely resprite the same app icon FOUR TIMES for it to not bluescreen on all these different devices. <details> <summary> Here's examples of it </summary> Computer (NOTE: *They share the same icon file as regular computers*) <img src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/> Laptop <img src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/> Tablet <img src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/> PDA <img src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/> </details> If we wish to help in simplifying this, we should remove tablet icons entirely, which means 1 less icon to worry about. To do this, we'd need to resprite nukie PDAs, however I am very much not a spriter and never tried GAGS, so I'll leave it to someone else to do. ## Changelog 🆑 del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon and nukie tablets are now PDAs. /🆑 |
||
|
|
fd19f6d5a0 |
The Mining vendor now works like the Chef produce console (has to go through Cargo) (#71023)
## About The Pull Request Now comes with a Hackmd: https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view In-game screenshots:    Removes the old Mining vendor console and all its bad code. Instead, the chef produce console was generalized and a NEW mining vendor is a subtype of it. If they try to Express this console, it will be 1.5x the mining points (compared to 2x for the Chef produce console atm), so it is technically possible, but it is still better to order it through Cargo. Different to the Kitchen crate, this one is a private order by the Shaft Miner, using mining points instead of Credits. Cargo CAN emitter it open, but I think that's an acceptable risk with all crates. As shown in the screenshot, Cargo will immediately know who ordered the items so knows who to call to pick it up when needed. This also means Shaft Miner's vendor is now categorized somewhat. I tried my best to make sense out of it but some items really don't make sense (laser pointer, soap...) I split the different sections of orderable items into different files for better management, and de-hardcoded it and its TGUI to make it easier for anyone who wants to add more to it. I also made the produce console use paths and added ways 'categories' to produce consoles, which indicates which sections you should and shouldn't be allowed to see. https://github.com/tgstation/tgstation/pull/71007 already did part of this but it isn't merged yet so :/ Free golems are mostly unaffected by this. Their console only works in express mode and doesn't increase the prices for it. The only downside is the cooldown. I still have some things to finish on this PR so it'll be left as draft until at least tomorrow. ## Why It's Good For The Game https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view 1. A large problem currently with Miners is that they don't interact with the station, this will at least help integrate them more into their own department, by making the cost of their equipment cheaper if they bother to actually go through Cargo for their gear. 2. It also means that a non functional Cargo would affect Shaft Miners too, and as they have access to the shuttle, maybe we can expect some Miners to pick up the slack if needed. 3. The old mining vendor was the ONLY vendor in the game that had infinite stock. It doesn't need a refill or anything like any other vendor, and every other vendor uses credits, mining points is just shaft miner credits. Why are they an exception? At least being ordered through the shuttle makes sense. 4. It opens the QM being able to see easier what Miners are doing, and prevents miners from hiding on Lavaland to do nothing but hunt fauna if they were meant to be demoted or something by the QM. Basically, gives the QM more control over the people working in their department. ## Changelog 🆑 add: Shaft Miner's equipment vendor now orders their equipment through the Cargo shuttle, though you can spend 1.5x the points to express it, making it a Mining version of the Chef's produce console, with a weakened express tax. /🆑 |
||
|
|
333dcef6ad |
Refactor janicart to be subtype of mop bucket (#71094)
## About The Pull Request Fixes #41123 This gives mop buckets the same behavior as janicarts. This means it inherits the same hotkeys, context screentips, etc. Other niche changes: - Fix reagent containers playing attack animation when transferring reagents to mob bucket - Fix syringes and droppers not updating the appearance of target when used - Regular mop bucket has the same RMB hotkey as janicart for wetting mop ## Why It's Good For The Game One less bug off tracker. Better consistency with code. ## Changelog 🆑 fix: Fix reagent containers playing attack animation when transferring reagents to mob bucket fix: Fix syringes and droppers not updating the appearance of target when used qol: Regular mop bucket has the same RMB hotkey as janicart for wetting mop refactor: Refactor janicart to be subtype of mop bucket /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
bbb956d2a6 |
Removes Bowls from garbage spawners because they don't fit in trash bags and I'm SICK of not being able to clean! (#71152)
## About The Pull Request Let me give you a scenario. --- THIS, is you. Say hi!  You're a loyal janitor aboard NT-SS13. You love your job; despite the dangers, it's generally not too busy or tedious. Just a spray, a sweep, and put it all in a bag. --- This. This is your enemy.  Some crewmembers continuously leave them in maintenance, tossing them into garbage bins as they pass. This bowl, you cannot spray it. You can sweep it as far as you want, but in the end, cannot put it into the bag.  --- It exists to torment you. Nothing more, nothing less. You hate the bowl. And it hates you. Wake up.  ## Why It's Good For The Game Usually when you pass a trash pile you expect it to have trash, and entire bowls aren't technically trash code-wise, nor can you clean them. Yes, this PR has a modicum of salt. It was salt left behind in THE DAMN BOWLS. ## Changelog 🆑 del: NT has decided to begin a Recycling initiative, asking crew to please stop throwing their bowls away in maintenance. You should only find trash and grime from now on! /🆑 |
||
|
|
be1edab621 |
Sign Language Refactor & Bugfixes (#71265)
## About The Pull Request This PR contains an intermediate refactor and a bug-fix for sign language, which was originally from the Tongue Tied quirk/tongue. With helpful advice from @MrMelbert and @LemonInTheDark, I have successfully decoupled sign language from the tongue and ported it into a highly modular DCS component, and then added an Action for toggling it. Big thanks to @Wallemations, the original creator of Tongue Tied, for creating the new Action sprite and helping me to complete this project! The new sign language component is added to all new Carbon mobs, and incrementally overrides several critical functions, variables, and argument lists relevant to a mob's speech; the component primarily listens for the addition/removal of trait `TRAIT_SIGN_LANG` in order to function. Additionally, fixed a bug in the original implementation of sign language that caused its say verbs such as "emphatically signs" to stop working. The bug was caused by an unsafe early removal of exclamation points from the input string, causing a conflict with the `say_mod` proc which requires such punctuation points to be present. Here's a granular list of changes: - Added a ubiquitous signal to extend the behavior of `/atom/movable/proc/say_quote`. - Added a ubiquitous signal to extend the behavior of `/atom/movable/proc/lang_treat`. - Fixed a bug in the original implementation of sign language that caused its `verb_yell` to stop working. - Refactored sign language into a Carbon-only DCS component. - Refactored the Tongue Tied tongue to use `TRAIT_SIGN_LANG` and `TRAIT_MUTE`. - Removed the Tongue Tied quirk, in favor of two separate quirks. - Added the Signer quirk for sign language, good, costs 4 points. - Added the Mute quirk, negative, gives 4 points. - Added a rare sign language Action granter book to maint and space loot, "Galactic Standard Sign Language". ## Why It's Good For The Game This PR tactfully re-implements Tongue Tied, re-introducing it as two new quirks: For sign language itself, I added the Signer quirk, which is a good quirk which allows you to use sign language for 4 quirk points. I also added the Mute quirk, which grants 4 quirk points in exchange for your audible voice. There is also a marked improvement in the code health as a result of my changes. Here's a preview of the sign language Action. If you're also mute, it becomes invisible to reduce clutter:  In regard to how useful sign language is, it can be used as: 1. A way to communicate across a vacuum without a radio. 2. An easy way to communicate with deaf people. 3. An easy way to communicate as a Mute person. ## Changelog 🆑 A.C.M.O. del: Removed the Tongue Tied quirk. The tongue can still be found and used in-game. refactor: Refactored Tongue Tied's tongue to use the Sign Language and Mute traits. add: Added Sign Language innate action. Granted by book or quirk. add: Added the Galactic Common Sign Language book as rare maint and space loot. add: Added the Signer quirk, which teaches you sign language in exchange for 4 quirk points. add: Added the Mute quirk, which grants you 4 quirk points in exchange for your voice. fix: Fixed sign language say_yell verb, which allows you to emphatically sign. /🆑 Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |
||
|
|
53433bfbd2 |
Allows languages to weight the likelihood of certain syllables, refactors certain code related to pick_weight() (#71275)
## About The Pull Request This PR does the following: - Defines a new proc in __HELPERS/_lists.dm called `pick_weight_recursive()`. This is the code from `/obj/effect/spawner/random/` that allows for nested weighted lists, moved to its own proc. - Replaces explicit code in spawners/random.dm with calls to `pick_weight_recursive()` where appropriate - Deletes the redundant (and barely used) proc `/obj/item/loot_table_maker/proc/pick_loot`, as this was equivalent to `pick_weight_recursive()` - Moves the global proc `fill_with_ones()` from spawners/random.dm to __HELPERS/_lists.dm - Replaces `pick()` in language syllable selection with `pick_weight_recursive()`, allowing languages to define syllable weights or use nested lists of syllables. - Reformats Galactic Common to use nested lists of syllables, allowing English and Chinese syllables to occur at equal frequency despite having different numbers of each. ## Why It's Good For The Game Allowing languages to define syllable weights and nested groups of syllables is a relatively small change that greatly expands what you can do with them. In addition to making Galactic Common look nicer in code, this change also allows for the easy creation of languages with highly uneven syllable distributions (including ultra-rare secret syllables, perhaps) or the quick creation of pidgin languages that combine multiple syllable sets. Using a new proc simplifies spawner code by reducing repetition. Making it global allows for other code to easily implement the same flexible and elegant system of nested lists that spawners already use. ## Changelog 🆑 refactor: defines a new global proc, pick_weight_recursive() code: languages can weight syllables, and galactic common's definition is easier to look at /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
|
||
|
|
83c75cac2c |
Brimdemons & Lobstrosities drop (slightly) useful organs (#70546)
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop something vaguely useful when they die. Brimdemons and Lobstrosities do not. This PR aims to fix that, so that there's at least some vague benefit to hunting them. In this case it takes the form of organs you get when you butcher them, similar to the regenerative core from Legions. As they're similar to the regenerative core, I modified the regenerative core to extend from a new common "monster core" typepath which these two new organs also extend. Like the regenerative core, both of these items do something when used and something slightly different if you go to the effort of having someone implant them into your body. They also decay over time, and you can use stabilising serum to prevent this from happening. https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4 The Rush Gland from the Lobstrosity lets you do a little impression of their charging attack, making you run very fast for a handful of seconds and ignoring slowdown effects. Unlike a lobstrosity you aren't actually built to do this so if you run into a mob you will fall over, and if you are doing this on the space station running into any dense object will also make you fall over (it shouldn't make you _too_ much of a pain for security to catch). The idea here is that you use this to save time running back and forth from the mining base. The Brimdust Sac from the Brimdemon covers you in exploding dust. The next three times you take Brute damage some of the dust will explode, dealing damage equal to an unupgraded PKA shot to anything near you (but not you). If you do this in a space station not only is the damage proportionally lower (still matching the PKA), but it _does_ effect you and also it sets you on fire. You can remove the buff by showering it off. The idea here is that you use this for minor revenge damage on enemies whose attacks you don't manage to dodge. https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4 If you implant the Rush Gland then you can use it once every 3 minutes without consuming it, and the buff lasts very slightly longer. It will automatically trigger itself if your health gets low, which might be good (helps you escape a rough situation) or bad (didn't want to use it yet). https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4 If you implant the Brimdust Sac then you can use it once every 3 minutes to shake off cloud of dust which gives the buff to everyone nearby, if you want to kit out your miner squad. The dust cloud also makes you cough if you stand in it, and it's opaque. If you catch fire with this organ inside you and aren't in mining atmosphere then it will explode inside of your abdomen, which should probably be avoided, resultingly it is very risky to use this on the space station. |
||
|
|
a4446ff754 |
Adds a QM statue, as all other heads have one. (#70744)
* Adds a QM statue, bringing it on par with every other head of staff. |
||
|
|
85b2d5043d |
Optimizes qdel related things (slight init time savings) (#70729)
* Moves spawners and decals to a different init/delete scheme Rather then fully creating and then immediately deleting these things, we instead do the bare minimum. This is faster, if in theory more fragile. We should be safe since any errors should be caught in compile since this is very close to a "static" action. It does mean these atoms cannot use signals, etc. * Potentially saves init time, mostly cleans up a silly pattern We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't block a space reservation, but this by nature consumes up to the threshold and a bit more of whatever working block we were in. This is silly. Should just be a subsystem, so I made it one, with support for awaiting its finish if you want to * Optimizes garbage/proc/Queue slightly Queue takes about 1.6 seconds to process 26k items right now. The MASSIVE majority of this time is spent on using \ref This is because \ref returns a string, and that string requires being inserted into the global cache of strings we store What I'm doing is caching the result of ANY \ref on the datum it's applied to. This ensures previous uses will never decay from the string tree. This saves about 0.2 seconds of init |
||
|
|
c7dde06668 |
[MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard. Moves animal/pet head sitting icons to 1 folder, pets_head.dmi Renames PAI head sitting icon file to pai_head.dmi |
||
|
|
29227aab52 |
Mail Quirk Goodies DLC - Package Bonanza (#70091)
* Add mail goodies for neutral quirks * todo later... hur hur hur * Add mail goodies for quirks * Move money goodie to random spawner effect * Add more goodies to positive quirks * Add more mail goodies for negative quirks * Add pajama clothing to heavy sleeper mail goodies * Ad fedora to mail goodies for gamer quirk * Add trenchcoat to monochromatic quirk mail goodies * Add mail goodies to all remaining quirks * Fix linter error * Add candle box to spirtual quirk mail * Clean up code for mail goodies * Rebalance generic goodies mail weight * Add mail goodies quirk code comments * Add more noir items for monochromatic * Add 3 new random spawners icons * Add nightcaps to heavy sleeper mail goodies * Fix plushies random spawner to work correctly * Add code comment explaining quirk weight value |
||
|
|
c373959506 | Fixes invalid path in the garbage spawner (#70127) |