Commit Graph

1181 Commits

Author SHA1 Message Date
MrMelbert
bbb94de166 Repaths heavy crowbar so people don't map it in accidentally (#88384) 2024-12-08 22:13:24 +01:00
carlarctg
e57eddbb32 Adds rare chance for surgery trays to become medical toolboxes (#88276)
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## About The Pull Request

Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.


![image](https://github.com/user-attachments/assets/a6f6182b-5840-4494-8326-ea88f76e195b)

They work basically the same, just that they can't be rolled around and
don't slow you down when walking around.

Medical toolboxes are fairly weak, but coroner toolboxes are pretty
strong.

Added a 1 in 1.000.000 chance for a toolbox to have four latches.

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game

> Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.
> They work basically the same, just that they can't be rolled around
and don't slow you down when walking around.

The idea of going to the surgery room and finding a _medical toolbox_
instead of a surgery tray is inexplicably amusing to me.

> Medical toolboxes are fairly weak, but coroner toolboxes are pretty
strong.

Healers and hurters!

> Added a 1 in 1.000.000 chance for a toolbox to have four latches.

peak absurdity is reached

~~next pr will include brown toolboxes, which clip to your belt~~

credit 2 @SmArtKar for sprites

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## Changelog

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🆑
carlarc, smartkar
add: Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.
add: Added a 1 in 1.000.000 chance for a toolbox to have four latches.
/🆑

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2024-12-06 23:56:52 +01:00
OrionTheFox
38ae8c3fe3 Updates the Icebox Phonebooth alarm to actually be inside the booth (#88335)
## About The Pull Request

![image](https://github.com/user-attachments/assets/101bd911-c7ae-465a-99a6-f7a91b6c01e5)

A very light remapping, a few cosmetic improvements such as snowy
plating and some space by the door so it isn't flush against rockwalls.
Most notably, the air alarm is actually on the inside now, so it reads
the room inside instead of telling you that the Icemoon is indeed
ice-cold. Also has all-access because would-be-callers might want to
shut it up.
## Why It's Good For The Game
The alarm being on the outside and reading the outside hurt me. Now it's
a tiny bit nicer and cleaner.

Except, you know. Still a frozen hellscape out there.
## Changelog
🆑
fix: fixed the Icebox Phonebooth air alarm being on the outside, thus
triggering because the planet is, indeed, cold. It is now inside and
all-access so that callers can turn it off when they decide the phone's
more important than their health and safety.
/🆑
2024-12-05 02:22:22 +01:00
Waterpig
d7f9174050 fixes seed ruin logic preventing forced ruins from spawning when budget is zero, fixes map_logging CI test (#87910)
## About The Pull Request

The ruins get added to forced_ruins, quite often after all ruin budget
is exhausted and thus they don't get spawned.

This adjusts the logic to ignore the budget when there's forced_ruins to
be had.

Also apparently fixes map_logging CI test which was broken by the logic,
and makes the stacked_lights test scream at you with the area name for
the sake of easier debugging as it can proc on the ruins now

## Why It's Good For The Game

Adjusts some logic to allow multi-ruins to spawn correctly, and to make
sure our mappers make good space ruins too

## Changelog

🆑
fix: Ruins will now correctly spawn their tied ruins in
fix: The map_logging test now runs proper
code: The stacked_lights test now screams with area names too.
/🆑
2024-12-04 14:04:55 +01:00
aaaa1023
09c9805be5 Fixes roundstart active turfs on lavaland pod crashsite ruin (#87942)
## About The Pull Request
The hotspring and the surrounding watery tiles didn't have lavaland
atmos so it caused active turfs roundstart.

<details>
  <summary>Full changes</summary>
  
Adds /turf/open/water/hot_spring/lavaland_atmos
Adds /turf/open/misc/ashplanet/wateryrock/lavaland_atmos
Replaces matching turfs on lavaland_surface_crashsite.dmm with the above
turfs to remove roundstart active turfs
 
</details>


## Why It's Good For The Game
Squashes a few round start active turfs

## Changelog
Not really player facing
2024-11-17 04:22:43 +01:00
Koi
f38061b728 [NO GBP] Syndicate Biodome Fixes (#87792)
## About The Pull Request

Fixed cheesing by monkeyification by changing the gorillas factions to
hostile. Tweaked the loot to be consistent and nerfed slightly (Makarovs
instead of APS)

Also changed one of the observation cells to a cytology room with a
clown glutton


![image](https://github.com/user-attachments/assets/2b3f5ea0-75ea-42f1-98f7-50b7ebd60b04)


![image](https://github.com/user-attachments/assets/9d700be2-7108-4d7a-90f9-7a8f19737879)



## Why It's Good For The Game

It fixes stuff and prevents cheese.

## Changelog
🆑

fix: Syndicate Biodome fixes

/🆑
2024-11-14 19:55:19 +01:00
Ghom
e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
Sealed101
0542cdef62 Purges active turfs from The Derelict (#87627)
## About The Pull Request


![изображение](https://github.com/user-attachments/assets/e321cb01-912a-4dba-8d50-2de62584abff)
haven't tested it in game but i believe i've got them all from the looks
of it

## Why It's Good For The Game

less air to breathe

## Changelog

🆑
fix: fixed active turfs on The Derelict
/🆑

i'm not up to the chase whether such a map edit is a fix or a map tag
2024-11-02 14:52:57 +01:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
nyozzl
a5dfb1285b Update: replaces the singulo area with sm area (derelict) (#87047)
## About The Pull Request
Replaces the empty singularity chamber with a usable supermatter chamber

## Why It's Good For The Game

The derelict drone station since removal of singularity generators (i
assume it used to have a singularity generator) most likely lacks a big
goal.. other than total repair
this adds a supermatter shard to the material vault and a exploded
supermatter chamber
## Changelog

🆑 Nyozzl
Add: SM chamber to drone derelict station
/🆑

![corner
1](https://github.com/user-attachments/assets/b1b8b434-efb8-438d-928b-f30459dc2c2a)

![corner
2](https://github.com/user-attachments/assets/75e832b8-f419-4f57-9572-e5419ecba275)


![image](https://github.com/user-attachments/assets/5dbb27a3-4c69-4454-a30a-fdb4489f607f)


![image](https://github.com/user-attachments/assets/dafbf4ee-f1d2-4b60-8e39-5472de95bde3)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-25 00:05:10 +00:00
Da Cool Boss
e9d8130aa3 [No GBP] Minor fixes to Haunted Trading Post, Garbage Truck & Lizard Gas (Lavaland) ruins, and MI13 Food Truck (#87026)
Haunted Trading Post
-
- Shock traps no longer trigger when Syndicate mobs move nearby. This
stops patrolling bots wasting the traps' charges.
- Employee lounge has had its items rearranged, to prevent the 1-in-8
chance of the shock trap in the room emitting sparks in just the right
direction to ignite the fuel tanks.
- Dedbots now become sparks and robotic debris when destroyed.
- Space outside the map has been replaced with turf passthrough. By
default this doesn't change anything, but this stops the map template
bringing space tiles with it if it's force loaded on planetary maps.

Garbage Trucks
-
-Space outside the map has been replaced with turf passthrough.

Lizard Gas (Lavaland)
-
- Asphalt turfs in the unroofed parts of the ruins now use planetary
atmos. Atmospheric mishaps (ie plasmafloods and fires from broken or
sabotaged equipment) will spread in a more intuitive pattern (ie they
will bunch up and bubble under the roof, instead of sticking to the
road)

MI13 Food Truck
-
- Removed a decal in a wall.
- Minor tweak to thruster sprites.
## Why It's Good For The Game
These are maintenance fixes on maps I've made. 
## Changelog
🆑
balance: [Haunted Trading Post] Explosive trap in Employee's Lounge is
now less sensitive.
balance: [Haunted Trading Post] Shock traps will no longer be triggered
by Syndicate mobs.
fix: Dedbots now properly spawn post-death visual effects.
fix: [Lizard's Gas (Lavaland)] Atmos outside the gas station has been
tweaked, for realism.
fix: [MI13 Food Truck] Minor visual fixes.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-23 13:11:52 +02:00
Koi
5eb77f25ee [NO GBP] Icebox Ruin Fixes (#87308)
## About The Pull Request

Fixes active turfs on two of my icebox ruin maps by creating a
stonefloor icemoon subtype.

## Why It's Good For The Game

it fixes

## Changelog
🆑

fix: fixed active turfs on two icemoon ruins.

/🆑
2024-10-20 16:34:04 +02:00
r3dj4ck0424
839aabe40d Adds retool kits, a series of cosmetics for the protokinetic crusher (#87252) 2024-10-17 15:40:24 -04:00
Koi
28f775a145 New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request
**A Dangerous Ruin Approaches!**

A new high-risk, high reward ruin for icebox! Featuring some very
dangerous enemies for some goodies.

Small puzzle element included find the keycard to open the research
directors office to lift the lockdown on the security post, from there
you can lift the lockdown on the surgical rooms, all the while
encountering feral gorillas.



## Why It's Good For The Game

Icebox lacks some dangerous ruins with decent loot. The loot here is a
WIP and I'm hoping can be discussed. I know icebox still is in need of
some ruins and I had some ideas and threw this together. The map size is
45x45. I made it so you also can't just bee-line and cheese it by adding
indestructable shutters, windows, and walls, along with a noteleport
area flag to prevent cheesing of the area.

In-game rendered screenshots:


![image](https://github.com/user-attachments/assets/deb4a3de-ab3b-4fad-9bc2-38edc58ddbfd)


![image](https://github.com/user-attachments/assets/16debd29-86e2-4a78-92eb-099234634c56)

![Uploading image.png…]()




Editor Screenshots:


![image](https://github.com/user-attachments/assets/330efb1f-9cc2-457b-b0d8-75719c38b7a2)


![image](https://github.com/user-attachments/assets/281e9189-a447-4a25-8932-fca8797a1037)


Notable loot Spawns:


![image](https://github.com/user-attachments/assets/b352b461-0a72-4b1f-83fe-57dbb39f2d39)


![image](https://github.com/user-attachments/assets/a3075def-dcb1-40a5-8d6f-c672e1528647)


![image](https://github.com/user-attachments/assets/50e352e5-15e6-45e8-a2fd-d96625b4f538)


![image](https://github.com/user-attachments/assets/a811231b-70d0-4730-a938-186320438782)


![image](https://github.com/user-attachments/assets/5c07b521-a36f-4e54-807f-6fee95672da7)


![image](https://github.com/user-attachments/assets/a7403e0c-ad09-4a64-8826-18181fc1a26c)








## Changelog
🆑
map: New Icebox  Ruin "Syndicate Biodome" added.

/🆑
2024-10-15 22:00:43 +02:00
grungussuss
0dcbaa5ba5 removes a few varedits (#87046)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-10-10 19:33:45 +00:00
Koi
679157d265 New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request

Adds a new icebox ruin. Below you can see some good pictures of it.

A unique creature that can be found a "hatsune mi-go", a m1911 with a
magazine, santa outfit w/ bag, and a jukebox. this is actually something
I had planned for a torment nexus but chose to forego for an Icebox ruin
instead. The map is 35x35.


![image](https://github.com/user-attachments/assets/424f196e-0ad8-4ac1-8940-c537c7490305)


![image](https://github.com/user-attachments/assets/20efcc7a-2b9d-40c6-b666-ac4ea8d65efe)


## Why It's Good For The Game

Icebox is in need of some ruins, I was originally working on this for
something else but decided to instead add it as a ruin in icebox. I
added a subtype of the christmas tree that doesn't give presents. I felt
like icebox lacked more dangerous ruins so I sprinkled in a few enemies
and as a reward there is some notable stuff.

## Changelog
:cl:ViralMilk22

map: Additional Icebox Ruin has been added "Hunters Lodge".
/🆑
2024-10-06 19:19:40 +02:00
OrionTheFox
79db7bdfe5 Adds 3 'Comms Buoy' Space Ruins (#86872)
## About The Pull Request

https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md
I was playing Starsector shortly before I read through this lore blurb
and realized that simple Comms Buoys would be easy little ruins to make.
Then I decided to make NT's extra-special because NT is always leading
in tech innovation.

Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just
little fluff things):
<details><summary>Kosmokomm Communications Buoy</summary>


![image](https://github.com/user-attachments/assets/af449ddc-26c1-4423-9c4b-310c662a1dbf)</details>

<details><summary>Pirated Communications Buoy</summary>


![image](https://github.com/user-attachments/assets/7a4bdb9c-d27b-46fd-a547-8f2bd2b53f85)</details>

The majority of the PR is the "high-tech" Nanotrasen Extraorbital
Bluespace Communications Buoy
<details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get
it all in one screenshot)</summary>


![image](https://github.com/user-attachments/assets/0c0d8e68-ae9b-4fbb-a1f4-a5e1ddc94cde)
</details>

This is a medium ruin that's more lore heavy than loot heavy - though
that doesn't mean there's no danger. NT wouldn't want you walking in and
reading all their communication logs after all.

<details><summary>SPOILERS INSIDE</summary>

**Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off
walls)

**Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3
space suits, 1 of each tcomm component, 2 RTGs (can these even be taken)


The majority of the sat is for lore. It has 3 paper notes and 5 consoles
(1 broken, 1 dupe, so 3 unique consoles)

All lore will be here to show how formatting appears in-game.

<details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary>
This one gives a quick summary of what to expect inside - consoles and
defense turrets. Of course, players won't have the special ID (and
couldn't use it anyways, the guys inside covered it in blood)


![image](https://github.com/user-attachments/assets/adc88a02-f46a-4083-8711-7d23e6bcde7b)
</details>
<details><summary>Pinned Note: "Table of Contents: NT-EBCB Model
7"</summary>
A page out of the manual. Rest of manual not included. (Names the
different parts of the buoy)


![image](https://github.com/user-attachments/assets/f47a17ee-6d6d-464a-9189-a5d5f0cc4d9d)
</details>
<details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection
Report"</summary>
An inspector left behind a few notes during pre-deployment. Sure hope no
important security risks were missed!


![image](https://github.com/user-attachments/assets/73b007c0-780d-4b16-8900-97ddd9aaf156)
</details>
<details><summary>Console 1: "Satellite Dish Operations
Terminal"</summary>
This one's mostly just a tie-in with the "story", don't know how
necessary it is but it filled the empty spaces.
This console has a spare in the Main Dish (as its prone to breaking from
the turrets)


![image](https://github.com/user-attachments/assets/d78441f9-8f0c-41f1-a69a-a2251be3fdab)
</details>

<details><summary>Console 2: "Blackbox Transcription Terminal"</summary>
The "local" side of the story. This console monitors the Local-Space
Comms, and managed to log the repair team's activity.


![image](https://github.com/user-attachments/assets/91774a42-0eeb-4196-a748-be282d0b42f6)
</details>

<details><summary>Console 3: "Long-Range Interstellar Relay Operations
Terminal"</summary>
Here's the big lore thing for freaks like me who love lore being shown
in-game.
It's got a lot of random-made-up-science-bullwhizz relating to the
ongoing NT research mentioned in the plasma_exposure lore blurb.
Granted, the guy's a bit biased in his ex-partner's work.


![image](https://github.com/user-attachments/assets/be05b99e-268b-4263-a372-e5f1daf4070e)

![image](https://github.com/user-attachments/assets/1797dc85-4f76-46ff-9a4e-b6cde3c43e7e)

</details>

</details>

## Why It's Good For The Game
A) Everybody loves new space ruins, even small fluff ones. I hope.
B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a
thing you can find', it also makes mention of the Gateway system/Port
Ellis and a certain lore blurb involving plasma (albeit under more
severe, and biased, testing)
## Changelog
🆑
add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT
Bluespace Comms Buoy. Employees are asked not to touch vital components
when nearby this critical infrastructure.
/🆑
2024-10-06 19:08:56 +02:00
Y0SH1M4S73R
3825f619dc [i ded] nerfs Derelict Outpost creature hatchlings (#87017)
## About The Pull Request

The Derelict Outpost ruin is full of mobs that at absolute most 3-shot
most spacemen and have a very rapid AI. Most of this brought about by
the map being untouched as additional abilities have been given to the
type of mob that occupies it. This is far and away overtuned, so I made
the "hatchling" mobs not have health-based damage and speed scaling.

As a bonus, you get map-level varedits replaced with typepaths.

## Why It's Good For The Game

Do space ruins need very-definitely-instant-death mobs, or are we good
with just quick-death-if-you-cant-retreat-in-time mobs?

## Changelog

🆑
balance: The hatchlings on the Derelict Outpost are marginally less
deadly, to the extent that fighting them is slightly more feasible.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-03 23:56:07 +00:00
Da Cool Boss
03fc7483a3 Fixes syndicate crates using wrong lock icons, plus minor tweaks (#86742)
## About The Pull Request
- Donk Co. crate previously was unlocked, but the sprite had a lock on
it. Now the lock is removed.
 - There's a new secure Donk Co. crate using the old sprite. 
- S.E.L.F.'s crate had no lock on it, but it was a secure crate. The
lock overlay was present and it didn't look good. Now the lock is fully
on the sprite.
- There's a new unsecured S.E.L.F. crate using the old sprite. I gave it
a new description since the description mentioned locks.
- Interdyne's freezer was unlocked but had a lock on the sprite. Now the
freezer is secure. No unsecure variant this time.
- The names of the crates now use proper nouns, and the names of
corporations are capitalised.
- All syndicate crates with a lock now require syndicate access by
default.
- The Interdyne blood freezer no longer spawns the same contents as a
normal blood crate (a list of 9 blood packs plus 1-3 extra random
packs), now it spawns 13 random packs of blood.
- Typepaths were moved around to make the crates easier to find in
mapping tools.
 - Fixed a dang TYPO in the Donk Co. fridge's description.
## Why It's Good For The Game
Lock issue is solved now. The mismatching sprites didn't look good, and
now they match and look good.

Kept sprites for lockable Donk crate and lockless SELF crates and made
them their own crate types.

Repathed stuff to make it tidier. As a side effect the interdyne blood
crate is no longer a subtype of the regular blood crate, so instead of
copy+pasting the long list of contents it used to have it just has a
bunch of random bloods in it. Feels more on-flavour this way I think.

Access changes are because that makes sense for syndicate crates. Most
of these are going to end up mapped in as syndicate-access crates, makes
sense to make that the default. Can always be overwritten.

yea and I fixed that fuckin typo
## Changelog
🆑
fix: Donk Co. and S.E.L.F. crates now properly display their lock (or
lack therof).
image: New sprites for unlocked Donk Co. crates and locked S.E.L.F.
crates.
spellcheck: The names of syndicate-branded crates now use proper nouns.
spellcheck: Fixed a typo in the description for Donk Co. fridges.
/🆑
2024-10-03 04:41:19 +02:00
Da Cool Boss
ac6231b432 Rebalances Donksoft vendors. (#86542)
## About The Pull Request
![!](https://i.imgur.com/bml0Ivn.png)
![!](https://i.imgur.com/TVDaHPa.png)
![!](https://i.imgur.com/p098Hd4.png)

Notable changes:
- Prices have been increased across the board. They're about on par with
the good clean fun vendor now.
- Less of each item. The machine will have to be restocked more often.
- Fake emags and fake hot potatoes are now avaliable.
- The ammo boxes are half-size boxes (20 darts) in the non-syndicate
vendor. Each foam dart costs 5 credits, and every riot dart costs 10
credits. The syndicate vendor sells the old size of boxes (40 darts) for
the same price, getting twice as many darts per credit.
- Syndicate balloon is now in the contraband section. There is only one
of them per vendor and they cost 999 credits.
- Replica space suits come in boxes now, instead of the parts being
bought seperately.
- All toy guns bought from the syndicate vendor are loaded with riot
darts.
- No more discounts for service jobs. Everyone pays the full price.

## Why It's Good For The Game
The current vendor isn't balanced very well, the pricing is a
placeholder and the vast amounts of gear in them make them a
destabilizing element when it makes its way on station. Spawning a lot
of high-end riot dart guns is easy, and the fact that this has 5
syndicate balloons with a value of 20 telecrystals avaliable for
effectively free is simply absurd. Reining it in a little makes it
easier for mappers and admins to put these machines in player-accessible
spots without worrying about it derailing rounds or empowering griefers.

Additionally, this change makes this vendor play nicer with the new
vending restock economy.

None of the pricing changes affect any vending machine that was mapped
in off the station z-level. Lavaland syndicates will continue not to be
charged for using their machine.
## Changelog
🆑
balance: Donksoft vendors now stock slightly more items, slightly less
of each item, and has increased prices across the board.
/🆑
2024-09-30 18:11:23 -04:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Bloop
76341003d2 Tiny fix for phonebooth ruin (#86649)
## About The Pull Request

This is just so UpdatePaths doesn't annoyingly keep adding space after
the varedits, because it likes to do that when you have a semicolon on a
single varedit.

## Changelog

Nothing whatsoever player-facing
2024-09-15 12:43:38 +02:00
Da Cool Boss
fb0284cee3 Adds Icemoon Ruin: Syndicate Lab (#86545)
## About The Pull Request
Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on
either the cave or deep cave layers. It's a fairly small ruin so it's
easily missed, but it is packed full of danger and treasure.

![!](https://i.imgur.com/jHelQYi.png)

The outside of the lab is mostly covered in snow. There are a few small
gaps that may or may not be filled in by the cave generation algorithm.
From most angles, it blends into the ice moon enviroment. However, meson
glasses will reveal the structure at a glance.

This lab has multiple hostiles to provide threat, there's a turret near
the entrance (on the interior), a patrolling eviscerator, and two ranged
syndicate agents with shotguns. The ruin is pressurised by default, so
mining weapons are less effective.

As loot, the lab contains a Donk Co musket (single-shot combat shotgun,
like the old pipeguns), two syndicate explorer's suits, a syndeye disk,
a syndicate toolbox and some small gimmick items. The agents blow up on
death so you can't have their shotguns or gear.
## Why It's Good For The Game

I collected feedback for a while on ruins and a common complaint is that
Icebox's ruins are lacking in variety, especially in the loot and action
departments.

To address the loot issue, I've added a bunch of loot to this ruin that
previously could not spawn on Icebox. Mostly this is the fluffy and
gimmicky stuff currently exclusive to space ruins, like the Donk piñata
and anomaly releasers. Nothing especially powerful or round defining,
because the ruin can spawn close to the station and isn't particularly
hard to clear.

Threats are likewise all things that aren't usually avaliable on icebox.
Prepare for lasers, buckshot, slashing damage and all relevant wounds.
Without a syndicate card or agent ID the doors won't open and the ruin
is powered, so miners can die to hacking the door open, then getting run
over by a patrolling dedbot. Very funny. The ruin is designed not to be
easily rolled by mining gear, but it remains a viable option. Lasers are
designed to be particularly good here, to reward cooperation with
security.
## Changelog
🆑
add: Adds the Syndicate Lab to the Icemoon ruin pool.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-14 22:58:07 +00:00
Bloop
8d9f1689ba Decouples free vending machine behavior from the 'onstation' var (#86548)
## About The Pull Request

The `onstation` var was being used for too many things (AI brand
intelligence + whether the products are free or not), and was
overcomplicating the logic.

On top of that it makes things like trying to make a vending machine
that is considered offstation for purposes of the brand intelligence
event but that still dispenses free goods needlessly difficult.

This PR just decouples the two behaviors and gives the 'free' behavior
its own var.

As a result, the majority of the of `onstation` map varedits are no
longer necessary

Tested with various edge cases, all seem working as intended:

<details><summary>arrivals (onstation, all_free_products = null /
FALSE)</summary>


![dreamseeker_bkpGCsXoaN](https://github.com/user-attachments/assets/3f92a454-ac04-41f8-9235-281a0c8dd309)

</details>

<details><summary>arrivals (onstation, all_free_products =
TRUE)</summary>


![dreamseeker_7Osn49NoHg](https://github.com/user-attachments/assets/374e2632-c727-44e3-aa47-f31d5db375ca)

</details>

<details><summary>spacehotel (not onstation, all_free_products =
null)</summary>


![dreamseeker_dtQFNIRlxl](https://github.com/user-attachments/assets/1dc859d9-ac8d-4d38-946f-8070f1176915)

</details>

<details><summary>hauntedruins (not onstation, all_free_products =
FALSE)</summary>


![dreamseeker_JLcsJCaOIK](https://github.com/user-attachments/assets/02948139-615a-477e-b0c5-f0da8d721cae)

</details>

<details><summary>silverscale shuttle (not onstation, all_free_products
= TRUE)</summary>


![dreamseeker_FNgw2JILVg](https://github.com/user-attachments/assets/7deef056-e331-48e6-88a8-fdfd22d706d4)

</details>

<details><summary>labor camp (not onstation, all_free_products =
FALSE)</summary>


![dreamseeker_NWT6dxYV9d](https://github.com/user-attachments/assets/ea0c3ddd-a4dd-477a-8838-ae1ddf8ad198)

</details>


## Why It's Good For The Game

Less complicated vending machines, less varedits in our maps. Less
confusing code. Ability to spawn a vending machine and varedit it to be
free without affecting any other systems.

## Changelog
N/A
2024-09-13 13:44:55 +02:00
Bloop
feb474550f Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request

Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).

This just removes all the old unused req_access lists that reside on the
various vending machines.

## Why It's Good For The Game

Less chance of cargo culting something that serves no purpose anymore.

## Changelog

Nothing player facing I should hope

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-10 14:41:42 +00:00
Ghom
d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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(SKIPPED)
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(SKIPPED)
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(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
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(SKIPPED)
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
YesterdaysPromise
aad0bdfc0d The Cratening: Several crates for several corps! (#85890)
## About The Pull Request

Originally wanted to include those with syndicate-corp themed gear for
nukies, but... I think this might be an useful thing for mappers in
general, and with the wallening hitting, I reckon they will be going
around stuff a lot, so!

most of them pictured!
![Interdyne
1](https://github.com/user-attachments/assets/d84fc8ec-c589-4285-a034-e95323dec168)


## Why It's Good For The Game

Adds representation of several lesser known corporations and a nice
touch of flavour to add to places for mappers!

## Changelog

🆑
add: Added crates of the following varieties; Interdyne, Interdyne
freezer, Tiger Co-Op, S.E.L.F. MI13, A.R.C., Cybersun (4 colour
variants), Waffle Corp, Donk, Gorlex, Gorlex weapons, DeForest, Nakamure
Engineeing, Robust Industries
/🆑
2024-08-24 12:35:19 -04:00
Ghom
73081bcff0 Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request
This PR adds a new persistent feature: message inside bottles. These are
basically glass bottles with inside a piece of paper, a photo or space
cash (no holocredits, and most bills rarely go over 1000 credits anyway)
from a previous round, which can be fished at the beach, or from the
relative fishing portals.

Each piece of written paper or photo that isn't map-loaded has a roughly
a 0.2% chance to be added to the message bottles database at the end of
the round. However, you can also manually toss a glass bottle with
inside a paper/photo/bill into the ocean (or a fishing portal generator
with the ocean/beach module loaded) for guaranteed results.

The bottles are removed from the database once fished up by the by,
unless tossed back into the ocean.

I've also offset a couple bottle sprites that weren't properly aligned
(for the message overlays).

TODO:
- [x] add a couple (20 prob or less) message bottle spawners to the
beach away mission or something.
- [x] add a few sounds for adding and removing the message from the
bottle. (pickup/drop sounds already handle that)
- [x] test it properly.

## Why It's Good For The Game
I think it'd be neat to have a way to send photos, snarky "seek grass"
messages, as well as the occasional financial aid to future players, and
furthermore, another thing to tie fishing to.

## Changelog

🆑
add: You can place papers, photos and cash bills (no holochips) inside
bottles and then toss them into the ocean (or fishing portal gen with
relative settings) with right-click, for others to fish them up on
future rounds.
/🆑
2024-08-24 01:31:38 -04:00
Joshua Kidder
fd2bd57059 Adds a botany area to the Syndicate Lavaland base (#85352)
## About The Pull Request

Includes https://github.com/tgstation/tgstation/pull/85350

Adds a botany area to the syndicate lavaland base, for them to grow
deadly bio plants for experimenting on monkeys or something.


![image](https://github.com/user-attachments/assets/d49c7dda-7634-4636-99bb-88bea1ced8ae)


![image](https://github.com/user-attachments/assets/54e599ee-b976-4de5-be70-b81443012645)
## Why It's Good For The Game

The syndicate lavaland base Things To Do is often quickly exhausted, so
this gives them a botany area to fuck around in while they wait for
gamed up miners to come murder them.
## Changelog
🆑 Bisar
add: Nanotrasen Intelligence has received reports of botanical
experimentation in a Syndicate base on lavaland. What fiendish flora are
taking root in their secret lair?
/🆑
2024-08-21 10:46:56 +02:00
SmArtKar
49384e61ee Fixes active turfs on crashsite ruin (#85935)
## About The Pull Request

Water and breached pod had stationside atmos and were creating a ton of
active turfs roundstart

## Changelog
🆑
fix: Fixed active turfs on crashsite ruin
/🆑
2024-08-19 00:01:07 +02:00
Rhials
00a0d0b890 Special radio channels now use bitflags instead of individual vars (#85150)
## About The Pull Request

Radios/encryption keys now use a `RADIO_SPECIAL_XXXXX` bitflag for
behaviors related to "special" radio channels (Binary, Centcom, Syndie).

I decided to do this because I wanted to add a radio channel for pirates
and hunters (hence the branch name), but it felt weird adding two more
variables. The more I look at the changes I've made here the more I
realize that the effort was probably not worth the utility but whatever.

This also subtypes some varedited intercoms and makes them their own
objects.
## Why It's Good For The Game

Compresses a whopping three (3!) variables into a single one. Easier to
scale (I guess?). I felt like adding a fourth/fifth variable and just
moving on with the original project, but decided "lets do this the
unnecessarily hard way instead".
## Changelog
🆑 Rhials
code: Radios/encryption keys now use a single variable for "special"
frequencies. Please report if you experience any strangeness with
accessing/being unable to access the Centcom, Syndicate, or Cyborg
radio.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-18 21:23:46 +00:00
Ghom
e5761e0bfc Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) 2024-08-18 16:07:35 -04:00
SmArtKar
624222483d Fixed elephant graveyard active turfs (#85913)
## About The Pull Request

3 incorrect plating types caused 100 atmos diff turfs

## Changelog
🆑
fix: Fixed elephant graveyard active turfs
/🆑
2024-08-17 19:30:00 -04:00
nyozzl
09b3fb7b7b fix pr for my lava ruin (#85903)
i fixed the issue i think.... hope new map instead of old version
generate


![image](https://github.com/user-attachments/assets/1384eb8d-7741-41e5-b467-bc0c9e0be797)
2024-08-18 01:09:41 +02:00
nyozzl
123ab45b43 Lavaland Crashed escape pod ruin (#85266)
## About The Pull Request

Lavaland ruin with FISH
## Why It's Good For The Game

Lavaland fishing spot (FISH)


![image](https://github.com/user-attachments/assets/0c316a96-3716-4979-9b7e-bbd5680fd1d5)


![image](https://github.com/user-attachments/assets/b2fc2f22-8ba7-4f83-b4e7-45a17c67af04)
2024-08-16 01:20:01 +02:00
Joshua Kidder
e12519edb7 Gives upgraded hydro trays to the terrarium lavaland spawn vault (#85350)
## About The Pull Request



This gives deluxe hydroponics trays to the lavaland seed vault mob spawn
area, which are just trays with t4 parts.
## Why It's Good For The Game
Gives better trays to the seed vault, which will let them hydroponic
just a little harder.

## Changelog
🆑 Bisar
qol: The preserved terrarium vault now has tier 4 hydroponics trays,
making volume based tray chemistry take less time.
/🆑
2024-08-14 14:00:43 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Da Cool Boss
06aa7b846a Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2024-08-09 23:22:53 -04:00
grungussuss
121bec71cc Replaces the "eyelight" with a "flashlight" in an ice ruin (#85374)
## About The Pull Request
```php
/obj/item/flashlight/eyelight
	name = "eyelight"
	desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
	obj_flags = CONDUCTS_ELECTRICITY
	item_flags = DROPDEL
	actions_types = list()
```
## Why It's Good For The Game
## Changelog
🆑 grungussuss
fix: the abandoned plasma research facility on icemoon no longer has an
item that shouldn't exist
/🆑
2024-07-31 14:42:17 +01:00
Paxilmaniac
b98afcd140 Replaces my old and crusty pp-95 with the cool new nukeops tech on the block, smart SMGs (#85211)
## About The Pull Request


![image](https://github.com/user-attachments/assets/c399db0d-c8b8-4f0e-b20d-e81e153a4fac)

![smart
bullet](https://github.com/user-attachments/assets/02af6174-f967-487c-b5ee-90c73300d179)

Adds the Abielle Smart-SMG to replace the pp-95 entirely.

The Abielle performs nearly identically to the pp-95 in nearly all
aspects, doing 0.5 less damage because it's not a projectile modifier on
9mm anymore.

What the Abielle does do majorly differently, is give it's bullets a
slight homing ability VS whatever you clicked on. This keeps the weapon
equally useless to it's predecessor at spraying blindly down hallways,
while rewarding careful aim with bullets that slightly track the target.

## Why It's Good For The Game

The surplus smg sucks, and I don't mean performance-wise (although it
certainly does, that's the idea). The surplus smg sucks because
typically you would be better suited using it as a melee weapon due to
the inaccuracy and low damage. Making the cheapo "I forgot to buy a
weapon" gun practically useless is super punishing especially for newer
ops who might not remember to buy a weapon first. The smartgun makes the
surplus smg still pretty shit compared to the other nukeops guns that
can down a man nearly instantly, but means that reinforcements or broke
ass nukeops can still be relatively effective so long as they can click
on a spaceman across the screen.

## Changelog
🆑
balance: The nukeops surplus smg, the pp-95, has been reworked into the
Abielle Smart-SMG. It performs nearly identically to the pp-95, however
it's projectiles get a slight homing ability towards whatever you click
on.
sound: New firing sounds for the surplus smg, credit to the m41 sound
effects from tgmc
image: New sprites for the surplus smg, made by me
/🆑
2024-07-29 17:31:18 +01:00
Jacquerel
8233d67bbd Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request

We have an ID authorisation panel machine used for things like red
alert, where you need to swipe a card in two different places to
validate it.
_Normally_ this is mounted on a wall in an office, but sometimes it is
on a table. We use the same machine code and sprite for both,

This _mostly_ works but is going to become problematic after the
Wallening.
Resultingly, I've added a sprite and typepath for a desktop version.

![image](https://github.com/user-attachments/assets/10c2828e-53fa-44e0-a2fb-d8f65132f6ae)
Wow! (We need desktop buttons too now that I look at this, I hope the
wallening branch already has that!)

This sprite is secretly the wall-mounted version from the Wallening
(made by Imaginos), but flipped upside down so it looks like it is on a
table not a wall. Delightfully devious (and proposed by "Kok0nut" on
discord).

Also as a result of doing this, I've made wallmounted ID card auth
devices _actually_ attach to the wall in terms of "If the wall goes,
they go too". This may or may not be a good idea given that as far as I
can tell they aren't constructible (and probably shouldn't be given that
then you'd just activate both with one ID card all the time) but seems
broadly sensible to me?

## Why It's Good For The Game

Wallmounted devices should generally deconstruct when associated walls
are destroyed.
Tablemounted devices are going to need different visuals to the
wall-mounted versions.

## Changelog

🆑 Jacquerel, Kok0nut, Imaginos
image: Wall-mounted and Table-mounted ID card authorisation machines now
use different sprites
fix: Wall-mounted ID card authorisation devices will now be destroyed if
their wall is destroyed
/🆑
2024-07-23 13:30:39 -06:00
Da Cool Boss
b748c455df Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.

https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png
https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png

Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.

Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.

**Now COMPLETE!**

![proof i ran this at least once
locally](https://i.imgur.com/39kvyqd.png)

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).

This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-23 04:46:29 +02:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Andrew
4536b2b4d8 Airlock Pumps on Oldstation (Charlie) (#85038)
## About The Pull Request


![image](https://github.com/user-attachments/assets/2223ccfd-d79f-430e-8efc-2577c21432f1)

Adding the new cycling airlocks to Oldstation to see how people interact
with them.

Increasing the size of the airlock in solars, because people go though
it with crates.

## Why It's Good For The Game

Want to test them on a limited focus group before placing them in some
crucial areas of station maps.

## Changelog

🆑
add: Charlie: Replaced external cycling airlocks with airlock pumps
/🆑
2024-07-21 01:01:12 -04:00
TheNobodyofimportance
d55a67fe42 Adds holo-fan and two thermomachine and emitters boards to lavaland syndicate base. Attempt #2 (#84934)
## About The Pull Request
This is my second PR after I goofed up in the first by merging from
master.
Adds a holofan and two thermomachine boards to the engineering crate in
the lavaland syndie base, and adds two emitter boards to its SM room.
## Why It's Good For The Game
The lavaland syndie base has no holofan and is limited to two thermo
machines (four thermomachines and only one emitter if the SM shard room
spawns). This limits atmospheric gameplay and restricts the freedom in
creating set-ups within the base even though it starts with a surplus of
T4 parts and four gas miners. These additions should improve the quality
of base as an atmospheric ghost role and make it less frustrating when
making burns, coolers, dealing with gas leaks Etc. as well as improve SM
shard gameplay when creating high power set ups or tesla.
## Changelog
🆑
qol: Holofan and two thermomachine and emitter boards in lavaland
syndicate base.
/🆑
2024-07-19 01:34:13 +02:00
Jolly
365223d7bc [MDB IGNORE] Map lints the piping_layer var and scrubs it off our maps (#84686)
## About The Pull Request
Title, continuation of #84385

## Why It's Good For The Game
Continuation of my previous PR, this time with the other var being
banned and additional lint.


![343862369-b3c75eb8-1923-43e9-a15d-0a54b0c91c20](https://github.com/tgstation/tgstation/assets/70232195/cc6ed257-fd02-4994-9ae8-3d693713e648)

I also added new subtypes to the required atmos machinery that needed
it. This'll add transparency to what layer a machine will be on and make
it easier to set up pipe networks while mapping, instead of guessing "I
hope this'll connect!". Nothing should break or go awry, I looked at
some maps to make sure and they looked fine.

Snowdin can also go rot, whoever did the pipenet there, I have a
question, `why`.

## Changelog

🆑 Jolly
code: Behind the scenes, atmos machines (freezers/mixers) in maps were
tweaked a bit. If you see them no longer connected to specific pipenets,
please make an issue report, this is not intended behavior!!
/🆑
2024-07-08 22:02:01 +02:00
Andrew
d4765c0657 Cytology without plumbing (#84235)
## About The Pull Request

Makes Growing Vat work as a normal machine akin hydrotray. 
Doesn't need plunger to clear reagents, doesn't need plumbing to input
reagents.
Still has the plumbing port, but can be used without it.
Also made the examine text a bit more compact.

Removed science plumbing RCD from the game.
Removed plumbing tools from cytology equipment, and added a protein
powder jug instead.


![image](https://github.com/tgstation/tgstation/assets/3625094/40d2d33e-f78d-4dc9-96e6-4b0fd231035f)

Automatically fixes #84573

## Why It's Good For The Game

Plumbing was an unnecessary complication for Cytology.

Growing vat is a relatively simple machine that shouldn't require
plumbing knowledge.
Now it works more like hydrotray, and you can pour reagents directly,
and clear them out with a right click.

## Changelog

🆑
refactor: Vat grower is a normal machine now that doesn't need plumbing
qol: Cytology petri dish smartfridge starts with 3 random samples
add: Added protein powder condiment bottle, available in the cytology
supplies locker and the cargo pack
del: Removed science variant of plumbing RCD
fix: Fixed a bug when machines without stock parts didn't spawn frames
on deconstruction
fix: Fixed vat grower not growing
/🆑
2024-07-04 12:04:31 -07:00
OrionTheFox
e56136a0ec Updates icemoon_underground_lavaland.dmm (#84576)
## About The Pull Request
Somebody pointed out that the Lavaland-on-Icebox ruin is basically a big
square with a smaller square in the middle. I poked at it and found
inspiration.

I opted to lean more into an idea hinted at in a lore-note of the
original ruin: the cult imprisoning The Last Drake brought about more
creatures which they couldn't contain. Instead of just creatures though,
I imagined the whole lavaland area as consequence of the occult. Their
cult walls are broken by the rift from lavaland, the Necropolis' power
corrupting and claiming it.
The interior is mostly unchanged - just lavaland random gen, and the
Prison in the middle. Breaking into it will release The Last Ash Drake.
The entrances have more variety now, with one being controlled by legion
and another entirely claimed by The Necropolis. Additionally, miners can
simply dig through the ashen spikes that broke through during the
ritual.

- **Atmos interaction was tested as thoroughly as I could. Nothing
occurs until a player causes it by breaking a wall/opening a door, the
same as the current ruin**
- Additionally created a mapfluff file for the ruin, with a cult
outfit/corpse, legion that drops said corpse (because the cult got
infected by them!), the lore notes, ~~and codeifies The Last Ash Drake
rather than it being a mapedit~~ (NVM no more simplemobs can be coded).
- Also renamed the map to Lavaland Incursion because that's so much
cooler than Site

![image](https://github.com/tgstation/tgstation/assets/76465278/81851b8c-e328-4ac4-b221-26bcb1b890db)
## Why It's Good For The Game
Ruins deserve love and care, including our big boxes.
## Changelog
🆑
add: updated Icebox's lavaland ruin. The incursion grows...
/🆑
2024-07-04 14:22:31 +02:00
Andrew
d1f3fc3fdf Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request

There was a feedback that the new techweb made it harder to do science
on ghost roles, namely Charlie station crew.

This PR makes a few tweaks to oldstation to lower the bar on the
experiments:

- Added a pure N2O tank for easier BZ creation
- Added one diamond to the ai sat to create artificial BS crystal
- Added research console to ai sat with frontier app pre-installed
- Added a gas compressor to Beta station atmos area

Also moved the NTNet relay back to tcomms node as it requires tcomms
parts. And moved chem pack/blood pack from tier 1 to tier 0 per players`
request.

Also fixed the dissection experiments giving the old amount of bonus
points, before the recent point denomination.

Made a few other minor changes to the map.

## Why It's Good For The Game

Charlie is supposed to be friendly for the beginner players, yet the new
experiments are hard to do with the limited resources on Charlie.

## Changelog

🆑
qol: It is easier to do some required techweb experiments on Charlie
station now
fix: Fixed experimental dissection surgeries giving too many points
balance: Techweb: Moved NTNet relay back to tcomms node
balance: Techweb: Moved blood pack and chem pack to the starting node
/🆑
2024-07-01 17:48:19 -07:00