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bbb94de16671337f8baef40119e341b68995b02b
1181 Commits
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bbb94de166 | Repaths heavy crowbar so people don't map it in accidentally (#88384) | ||
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e57eddbb32 |
Adds rare chance for surgery trays to become medical toolboxes (#88276)
<!-- 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 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. 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 documented or this can delay review and even discourage maintainers from merging your PR! --> ## 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 <!-- 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 its 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. --> 🆑 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. /🆑 <!-- 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. --> |
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38ae8c3fe3 |
Updates the Icebox Phonebooth alarm to actually be inside the booth (#88335)
## About The Pull Request  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. /🆑 |
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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. /🆑 |
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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 |
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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   ## Why It's Good For The Game It fixes stuff and prevents cheese. ## Changelog 🆑 fix: Syndicate Biodome fixes /🆑 |
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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):  ## 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. /🆑 |
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0542cdef62 |
Purges active turfs from The Derelict (#87627)
## About The Pull Request  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 |
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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):  ## 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. /🆑 |
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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 /🆑     --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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> |
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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. /🆑 |
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839aabe40d | Adds retool kits, a series of cosmetics for the protokinetic crusher (#87252) | ||
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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:   ![Uploading image.png…]() Editor Screenshots:   Notable loot Spawns:       ## Changelog 🆑 map: New Icebox Ruin "Syndicate Biodome" added. /🆑 |
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0dcbaa5ba5 |
removes a few varedits (#87046)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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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.   ## 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". /🆑 |
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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> </details> <details><summary>Pirated Communications Buoy</summary> </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>  </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)  </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)  </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!  </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)  </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.  </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.   </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. /🆑 |
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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> |
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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. /🆑 |
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ac6231b432 |
Rebalances Donksoft vendors. (#86542)
## About The Pull Request    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. /🆑 |
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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 /🆑 |
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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 |
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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.  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> |
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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>  </details> <details><summary>arrivals (onstation, all_free_products = TRUE)</summary>  </details> <details><summary>spacehotel (not onstation, all_free_products = null)</summary>  </details> <details><summary>hauntedruins (not onstation, all_free_products = FALSE)</summary>  </details> <details><summary>silverscale shuttle (not onstation, all_free_products = TRUE)</summary>  </details> <details><summary>labor camp (not onstation, all_free_products = FALSE)</summary>  </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 |
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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> |
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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 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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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!  ## 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 /🆑 |
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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. /🆑 |
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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.   ## 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? /🆑 |
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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 /🆑 |
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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> |
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e5761e0bfc | Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) | ||
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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 /🆑 |
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09b3fb7b7b |
fix pr for my lava ruin (#85903)
i fixed the issue i think.... hope new map instead of old version generate  |
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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)   |
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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. /🆑 |
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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?       ## 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> |
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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> |
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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 /🆑 |
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b98afcd140 |
Replaces my old and crusty pp-95 with the cool new nukeops tech on the block, smart SMGs (#85211)
## About The Pull Request   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 /🆑 |
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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.  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 /🆑 |
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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!**  ## 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> |
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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" /🆑 |
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4536b2b4d8 |
Airlock Pumps on Oldstation (Charlie) (#85038)
## About The Pull Request  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 /🆑 |
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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. /🆑 |
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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.  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!! /🆑 |
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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.  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 /🆑 |
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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  ## 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... /🆑 |
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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 /🆑 |