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702 Commits
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9dadb4b2cf |
sandstone blocks have the correct sound now (#87896)
## About The Pull Request closes https://github.com/tgstation/tgstation/issues/87611 ## Why It's Good For The Game it makes sense ## Changelog 🆑 grungussuss sound: sandstone blocks have the correct sound now /🆑 |
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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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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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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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753ddb1cb6 |
Hides no longer clang like metal (#86004)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4241 Just simply reuses the sound effects for dropping leather goods that was added here: https://github.com/tgstation/tgstation/pull/85254 ## Why It's Good For The Game Muh immersion ## Changelog 🆑 fix: wet hides and hairless hides no longer make metal clanging noises when picked up/dropped /🆑 |
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e7b5d07c9b |
Extinguisher cabinet resprite (#85961)
## About The Pull Request Extinguisher cabinets are now Extinguisher racks, which serve the same function but are much, much easier to see.   ## Why It's Good For The Game Visual clarity is nice, a featureless grey box, is not. ## Changelog 🆑 sprite: Extinguisher cabinets are now extinguisher racks, which are much easier to see. /🆑 --------- Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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ac2b4ef826 |
[no gbp] Consistency of sheet sounds (#85739)
## About The Pull Request ### Removed pickup/drop sounds from some items until a replacement comes a long: - paper sheets - meat sheets - bamboo sheets - cotton - bone - pizza sheets ## Why It's Good For The Game fuck. ## Changelog 🆑 grungussuss sound: some sheets that shouldn't be making metal sounds no longer make those sounds /🆑 |
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7e0b463823 |
Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#85485)
## About The Pull Request Adds cloth noises to durathread bundles and meat noises to sinew strands to stop them from making metal clang noises. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/85433, fixes https://github.com/tgstation/tgstation/issues/85503 ## Changelog 🆑 fix: Raw durathread bundles and sinew strands no longer make metal clang sounds. /🆑 |
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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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aebeed5c96 |
Ore ore ore ore ore... sounds. (#85738)
## About The Pull Request Closes https://github.com/tgstation/tgstation/issues/85615 #### Applied to: - all ore subtypes, except bluespace polycrystals - Sandstone blocks ### Video: https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b ## Why It's Good For The Game immersion. ## Changelog 🆑 grungussuss sound: ore and sandstone blocks have their own sound /🆑 |
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08dd05a601 |
Leather, skins, cardboard sounds (#85254)
## About The Pull Request https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515 ## Why It's Good For The Game I added sheet sounds but these items are subtypes of sheet so it didn't make sense for them to have metal clanking sounds ## Changelog 🆑 grungussuss sound: leather, skins and cardboard have their own sound now /🆑 |
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17faa37875 |
Dropping/picking up skin is no longer metallic (#85138)
## About The Pull Request Fixes #85056 Just removes the sound for skin. I couldn't find a suitable replacement and I'm not really a sound person ## Changelog 🆑 fix: Animal/people skin is no longer metallic sounding /🆑 |
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c04af38744 |
Dehydrator, machine version of drying rack (#85141)
## About The Pull Request  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. ## Why It's Good For The Game We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. ## Changelog 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 |
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198a8a9006 |
Material sheet sounds and Vary support for picking up/dropping items (#84860)
## About The Pull Request https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7 All materials are a subtype of `sheet` (other than rod) so I put the general pickup/drop sound on that. Materials that got their own special sound: - wood - glass - plastic ## Why It's Good For The Game Giving some heft and sound to items makes it more satisfying to use them and move them around, these sounds also play when the items are flung around so it'll make more noise during explosions which makes sense. ## Changelog 🆑 sound: all materials now have a sound for picking up and dropping code: items now have pitch vary sound support for dropping and picking up items /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b6c84135c3 |
Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 |
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bd14e92d04 |
Converts slapcrafting into a bespoke element (#84226)
## About The Pull Request Converts slapcrafting into a bespoke element, used to be ac omponent ## Why It's Good For The Game Noticed this was a big C and realized there was no real reason for that. It's the same recipe shared across different items. ## Changelog N/A --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e421f8e7c4 |
Moved loose tiles and wallframes to crafting (#84210)
## About The Pull Request There were some tiles and wallframes in lathe designs, while most of these are already in the crafting menu. Moved all of them into the crafting menu to avoid confusion, when you can't find some wallframe in the menu because it must be built in lathe. Made the light tile craftable in menu, instead of slap-crafting, and made the circuit tiles use similar recipe (since they both are emissive tiles). And the circuit tiles can now be cycled in-hand:  ## Why It's Good For The Game Centralized place for tiles and wallframes. ## Changelog 🆑 qol: Made light tiles available in the crafting menu qol: Circuit tile variants can be cycled in-hand add: Moved loose tiles and wall frames from lathe designs to other tiles and frames in the crafting menu /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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74b82ad12b |
Xenobio Slime Extract Nerfs (#84314)
Oil, Adamantine, Orange, and Gold slime extracts require 15 units of liquid plasma (up from 1 unit) to activate their plasma reaction. Yellow requires 15 units of blood to activate a blood reaction (up from 1 unit). Gold slime extracts spawn 4 hostile mobs (down from 5) during a plasma reaction. Yellow slime extracts have an EMP range of 5 (down from 7) during a blood reaction. Oil slime extracts have a 1,2,4 explosion range (down from 1,3,6). All of this is to compensate for xenobio effectively being sped up by 3x from a previous PR i made. Adamantine golem shells require 3 (up from 1) adamantine sheets to make. (https://github.com/tgstation/tgstation/pull/84278) ## About The Pull Request In the comments of the previous PR, a rather good point was made about how spamable a certain few of the extracts were, and i've taken the liberty of making a few nerfs to compensate. ## Why It's Good For The Game Increasing the plasma cost of certain slime extracts to fifteen likely won't slow anyone down from using them, but it does ensure the user will drain their plasma supply quickly and limit how many slime cores they can use. Of course, restocking plasma isn't super difficult in xenobiology alone but it WILL ensure both downtime between assaults as the user will seek out a grinder for liquid plasma and force the user to spend time stocking up on plasma in the first place. If that wasn't enough, i took the liberty of nerfing Gold, and Oil plasma reactions, also after some thinking, Yellow blood reactions. We also don't want golem armies (as fun as that was to fight). Having an abundance of monster parties, explosive grenades, or emp grenades is likely frustrating to deal with, so more nerfs were necessary. ## Changelog 🆑 balance: Due to selective breeding of slimes, some species require roughly 3x more plasma than normal to activate a plasma reaction. Slime extracts affected are: Oil, Adamantine, Orange, and Gold. Yellow slimes require 3x more blood to activate a blood reaction. balance: Oil slime extracts have become less potent during a plasma reaction due to selective breeding conditions. balance: Gold slime extracts give rise to one less monster during a plasma reaction due to selective breeding conditions. balance: Yellow slime extracts have become less potent during a blood reaction due to selective breeding conditions. balance: Adamantine golem shells require 3 sheets rather than 1, due to unknown circumstances. /🆑 |
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6351073f56 |
Pegging Update (#83991)
## About The Pull Request We be addin' peg legs an' peg arms, makin' 'em craftable fer all ye scurvy dogs. Ye can attach 'em yerselves, no need fer a surgeon's touch, usin' the mighty ligament hook code. There be tons o' balance tweaks an' special properties fer these limbs. Yarrrrr! ## Why It's Good For The Game Arrr, this be givin' ye a ghetto alternative to headin' to medbay when yer limbs be blown off. Plus, the potential fer pirate RP be fantastic! Who doesn’t want peg limbs? If ye think otherwise, ye be lyin’ ,and ye'll be walkin’ the plank! Yarrrrr! ## Changelog 🆑 Hacks-The-Doors (coding) & Septicchlorine (spriting) add: craftable peg limbs (2 planks) which are attachable without surgery bal: peg limbs take 1.5x burn and 1.3x brute, and do reduced damage bal: peg limbs have chunky fingers (like insuls, but per limb) /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: septic <105231896+septoBismol@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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920cd7459d |
Neutralised anomalies respect the core limit (#83964)
## About The Pull Request This PR changes it so that if you refine an anomaly by neutralising it, it respects the same limit on number of anomaly cores as refining one you bought from Cargo. If it would produce an illegal core, it will create a mostly useless inert core which you can sell at cargo for 80% of the price of buying a raw core. ## Why It's Good For The Game https://hackmd.io/@tgstation/r1tzxpwPL This was a requirement in the original design doc which just never made it into the game. We want to be able to control how many cores of each type can possibly exist in a round, as this is what allows them to have the "these items can be really busted" allowance. ## Changelog 🆑 fix: Neutralising an anomaly cannot produce more anomaly cores than are supposed to exist in a single round /🆑 |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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30b9245adc |
Tram door fixes (#83672)
## About The Pull Request - Fixes the emergency open spamming infinitely on bump open - Tram doors have an associated assembly, can be repaired, rebuilt, and constructed - Adjusted door timings to better match the animation, no longer getting briefly stuck on an invisible, open door ## Why It's Good For The Game Fixing little issues that have surfaced ## Changelog 🆑 LT3 fix: Tram doors can now be constructed and assemblies built fix: Emergency opening tram doors no longer spam balloon alerts fix: Tram doors open faster on arrival fix: Tram doors correctly force close on attempt 3 /🆑 |
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ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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445ed08ce1 |
Adds Crutches to Medbay & Crafting (#83242)
## About The Pull Request Added crutches! Wooden ones can be made with wood. Medical ones can be bought from the medvendor. Crutches will reduce slowdown from missing a leg by 60%, and they will remove the limping from fractured bones. They're also a fairly decent bludgeon. However, they do nothing if both legs are cut off. Canes now also remove broken bone limping as well Changed the 'white cane' name to 'probing cane' to better reflect its function. Shuffled some wound and mob code around, added signals for limbless slowdown and limping. Crutches make you waddle. SPRITES BY XHORIAN!!!!!!!!!!!!!     ## Why It's Good For The Game > Added crutches! Wooden ones can be made with wood. Medical ones can be bought from the medvendor. > Crutches will reduce slowdown from missing a leg by 60%, and they will remove the limping from broken bones. They're also a fairly decent bludgeon. However, they do nothing if both legs are cut off. Currently there's no way to abate slowdown from a missing leg except getting on a vehicle, which I think is pretty lame. What if all the doctors are busy, missing, or dead? What if medbay is a hole? A crutch helps make up for the loss at the cost of a hand slot. > Changed the 'white cane' name to 'probing cane' to better reflect its function. 'White cane' was undescriptive. > Shuffled some wound and mob code around, added signals for limbless slowdown and limping. I dont know where to put the friggin signals ## Changelog 🆑 Carlarc, Xhorian add: Added crutches! Wooden ones can be made with wood. Medical ones can be bought from the medvendor. add: Crutches will reduce slowdown from missing a leg by 60%, and they will remove the limping from fractured bones. (canes do that now too) They're also a fairly decent bludgeon. However, they do nothing if both legs are cut off. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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f0e8ee632a |
Adds more box types to cardboard crafting (#83135)
## About The Pull Request 5 more box types have been added into the cardboard's sheet crafting of "fancy boxes". Specifically includes the following boxes; - Drinking glasses - Paper cups - Medical gels - DNA Injectors - Cigar cases (The normal brown one) Also fixes a typo involving the "perscription" glasses box. ## Why It's Good For The Game When I've played as a bartender, I've found it quite annoying that I couldn't make a labeled box for spare drink glasses. Adding these boxes will allow people to make those labeled boxes and use them for whatever they need. (Organizing!) Also, if those boxes exist for use, why not let them be craftable by the player? ## Changelog 🆑 qol: Additional box types can be crafted from cardboard. Happy organizing. spellcheck: A typo in box crafting for prescription glasses has been fixed. /🆑 |
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1ea1f4a98f |
Fix cult building (#83114)
## About The Pull Request Fixes #83054 #https://github.com/tgstation/tgstation/pull/82833 Changed a bunch of new args but didn't update any subtype, so the args list got filled with gobbledygook. ## Changelog 🆑 Melbert fix: Cult can build again /🆑 |
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386715ea08 |
Makes this list a little more downstream friendly (aka trailing comma pr) (#83028)
## About The Pull Request That's all. Just makes this easier to add onto with less diffs involved. ## Changelog Nothing worth mentioning --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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e54ecf4b10 |
Fix crafting bypassing checks (#82833)
## About The Pull Request Backport from https://github.com/tgstation/TerraGov-Marine-Corps/pull/15701 Fixes crafting bypassing checks. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/82826 ## Changelog 🆑 fix: You can no longer bypass construction restrictions via the crafting menu /🆑 |
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b34f833df9 |
Makes pod doors re-constructible (#82939)
## About The Pull Request Adds the ability to reconstruct pod doors once deconstruction has been started, and adds a pre-deconstructed pod door to the list of plasteel crafting recipes. Also adds context tips and some minor extra feedback during deconstruction steps. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68800 Door construction like airlocks are all possible this slap-crafting rather than stuffing all of it in the crafting menu, I thought it would be nice to have pod doors available there as well. ## Changelog 🆑 fix: You can now re-construct pod doors that had deconstruction started. qol: You can now make pod door assemblies using plasteel in-hand. /🆑 |
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6596d75edc |
Gulag Adjustments Two (#82561)
## About The Pull Request I have received feedback that after the prior changes in #81971, the gulag is still a little bit too subject to RNG. The main culprit (as in my previous PR) is Iron being kind of cheap and the fact that unlike the old Gulag you no longer have any way of headhunting more valuable materials (everything appears as boulders on your ore scanner). My solution to this is wider than the last one of tweaking point values, but also much simpler: Just make every boulder you mine be worth the same amount of points regardless of what is inside of it. On the average test I made I could comfortably mine about 40-45 boulders in ten minutes. We'll make some adjustments to that rather than leaving 40 as the target number; Most players upon being teleported to the gulag are going to spend a few minutes whining and bemoaning their fate instead of getting straight to work. I had the benefit of being able to make sure my run started as soon as a storm ended so I wouldn't need any kind of midpoint break. I was also always the only person playing on my local instance, there hadn't been any other pesky prisoners before me who had already mined out all the nearest available deposits. And of course, let us not forget, I am an MLG master league ss13 player who was surely performing well above average. So we'll round that down to: Each boulder is worth 33 points, meaning you need to collect 31 boulders to complete a 1000 point (roughly ten minute) sentence. How do I ensure that every boulder is worth the same amount of points? Well it's pretty easy. One boulder = one material sheet. One material sheet = 33 points. Simple. "Now Jacquerel", I hear you not saying because you don't want me to know about this thing you would prefer to do instead of hitting rocks outside; "if I simply smash all of the tables and microwaves and botany trays and bed in the gulag I can easily get like 65 sheets of Iron, which is almost enough to buy the freedom for two entire people!" Unfortunately I knew you were going to try and do that and the prisoner point machine will only give you points for material sheets which have been printed from the material smelter (well, any material smelter actually but you should probably use the one in the gulag). You'll be able to tell because if you examine a valid material sheet it will mention a little maker's mark on it, which is absent in the beat-up iron that you get from smashing furniture to bits. Also glass is worth 0 points. Don't waste time digging up that shit. As glass has had all of its point value removed, I have added a "work pit" to the gulag to compensate. You can pull boulders out of this indefinitely via effort, however it also stamcrits you every time. It's not very fun to do this, but that's because I would prefer you to go find the rocks out in the field instead. This is a last resort. You can do this if there's no boulders left to mine or if you really really really hate mining and would rather very slowly click on one tile repeatedly to get your boulders instead. As a tiny bonus doing this gives workout experience. This isn't a totally ideal solution but I think it'll do for now. ## Why It's Good For The Game What we want out of the gulag is: - Something where officers can vaguely approximate an expected sentence duration. - A task that requires players to actually be spending that time doing something to get out of here. - Produces at least some amount of useful materials. In I think roughly that order. I hope this change accomplishes all three of these in a way that is somewhat predictable rather than throwing darts at a board. ## Changelog 🆑 balance: Gulag mining has been rebalanced so that every boulder is worth the same amount of points to mine for a prisoner regardless of what it contains, and should be more consistent. add: A vent which boulders can be hauled out of by hand has been added to the gulag which you can use if there's nothing left to mine. It is very slow, but at least it gives you a workout... /🆑 |
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1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
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0a0c1260b5 |
Cultist pets (#80595)
## About The Pull Request cultists can now convert pets on their side. when you convert a pet, it will become much more dangerous and obedient to you, it will also gain a new dangerous AI. cultist pets will look for fellow dead cultists, and revive them by dragging them to nearby revival runes and activating it. if there is no revival runes around them then they will create their own and drag u to it. u can give them commands to follow, attack, or to create revival runes. they will also go around to crit non cultists so cultists can convert them  they will also now feed on organs and blood for healing ## Why It's Good For The Game adds a extra layer to cult, u can now command non-sentient pets to aid you ## Changelog 🆑 add: cultists can now convert pets to their side /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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be2f292253 |
Gulag boulder mining adjustments (#81971)
## About The Pull Request This PR does two fairly simple things. Firstly, it triples the gulag point value of every material except glass. Secondly, it allows mining skill increases to effect the speed of boulder breaking and reduce the stamina "exertion" you take. I tried this out personally on Lavaland and Icebox and while this is very much dependent on RNG (and storm timing) this got earning 1000 points purely from mining and smashing boulders down to _about_ ten minutes of work, which I believe is the rough estimate of how much effort it was before that. It may skew a bit higher than that if the ash storm happens at a bad time or the game gives you predominantly iron, but not a _lot_ higher. The mining skill = faster smashing thing is... barely perceptible after ten minutes of mining to be honest but it's saving _some_ time and I think if it gives you the exp it might as well benefit from it too. I didn't do anything for _glass_ because you can just pick that up off the ground in Lavaland and I didn't want to make _that_ the ideal route to getting your sentence finished. ## Why It's Good For The Game Since ArcMining was merged, the gulag has changed to a system primarily about digging up boulders and smashing them with a pickaxe for random rewards. I think the chain gang thing is pretty flavourful, but the inability to just target high-value materials (because you could see them on the mining scanner) and the overall decrease in output has made it take a lot longer to get a similar amount of points. People are sending prisoners out to mine for 1000 points of materials assuming this is about 10 minutes work, when in reality it was more like 30-35 minutes. Longer on Lavaland, where you need to take breaks for ash storms. This was not an intentional "nerf" to prisoner miners and should hopefully bring it back down to somewhere closer to the previous level. ## Changelog 🆑 balance: All materials except glass are now worth more gulag points than before. balance: Mining skill decreases the time it takes to break boulders, and makes it less tiring. /🆑 |
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760c85ad90 |
Tram tile/bench fixes (#81798)
## About The Pull Request - Tram benches can be rebuilt after deconstruction - Tram tiles build the correct amount inhand - Tram tiles available in the engineering protolathe with other items - Tram tiles create the right stack type when pulled up - Tram tiles have inhand/obj icons for both types ## Changelog 🆑 LT3 fix: Tram floor tiles constructed inhand provides 4 instead of 1 fix: Tram floor tiles provide correct stack item when pulled up image: Tram floor tiles have their own inhand icons qol: Tram floor tiles available in the engineering protolathe fix: You can reconstruct deconstructed tram benches /🆑 |
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d629b5f3f1 |
pipebomb (#81529)
## About The Pull Request  removes IEDs, these are its replacement  this recipe produces a finished pipebomb you can craft pipes (of the atmos kind) with some metal then you can make it into a pair of halved pipes with a welder then you stuff in items for extra effect (optional, only works if it does something) then you put in welding fuel OR gunpowder (no other options as of now, gunpowder is a better explosive) cable finishes that part after that, you can attach an unsecured assembly to finish the bomb also this is the math for the explosion, power is decided by fuel  using it in-hand activates the assembly, using it off-hand allows you to configure the assembly ## Why It's Good For The Game IEDs suck and stuff and this would be a better upgrade/replacement because with assemblies you could make a circuit sentient pipebomb or gift a pipebomb via cargo or something and gimmicks i guess ## Changelog 🆑 add: Pipebombs del: Improvised Firebombs /🆑 |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) | ||
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6eb041c6b6 |
New masks (#81217)
## About The Pull Request Adds 3 new masks: * Kitsune mask * Facescarf * Rebellion mask All masks (and facescarf) are recolorable. And also thanks to Kovac for the scarf sprites ## Why It's Good For The Game Cool masks for make character style more unique. All are recolourable.  ## Changelog 🆑 add: 3 new masks for your characters (thanks to Kovac for the scarf sprites) /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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5af1479406 |
Replaces unused xeno "weed extract" item in abandoned crates with, well, weed (#80157)
## About The Pull Request Rather than granting you an otherwise-entirely unused "weed extract" item on a rare 1% roll, an abandoned crate will now give you a random assortment of cannabis seeds and samples. ## Why It's Good For The Game Getting an unusable do-nothing item as a reward is kinda lame, this is at least smokable. ## Changelog 🆑 Melbert qol: Replaces unused xeno weed extract item in abandoned crates with a random assortment of cannabis. /🆑 |
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7f7688b60a |
Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
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ce6f2724cd |
basic cats and mini kitchen helpers (#79800)
## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 |
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c1ed62915b |
Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things (#79785)
## About The Pull Request Fixes #79764 I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on Atrocinator users and calling it a day, but like, that didn't feel proper. So I thought hey, we could just give them the flying movetype, even though they technically aren't flying it means they're unaffected by things that flying would make you unaffected by. Nope, this means the mob technically "negates gravity", so no falling and no feetsteps. Let's try floating - this give us feetsteps but no falling upwards. So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I decided to go for the more complex route of just adding a movetype. Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would be "floating" above the ground, but still walking. ...Negative gravity. This means overall the Atrociator acts more as you'd expect - you don't slip on ice, you don't trigger bear traps or mouse traps, you can walk over railings, unaffected by conveyor belts, etc. ## Why It's Good For The Game Makes the Atrocinator a lot more consistent with how you'd expect for it to work. Admittedly it is a bit niche use of movetypes, but it can possibly be expanded to more things in the future, who knows? I applied it to mobs on meat spikes (even though they don't move), just for proof of concept. ## Changelog 🆑 Melbert fix: Atrocinating mobs will now behave more as you'd expect. Meaning they don't slip on wet patches, can't trigger bear traps / landmines / mouse traps, ignore conveyors, and can walk over tables and railings. fix: Floating mobs are unaffected by conveyor belts, acid (on the ground), glass tables fix: Floating mobs won't squish stuff like roaches anymore fix: Fixes bear traps triggering on floating / flying mobs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7a44f10993 |
basic gutlunchers and ashwalker ranching (#79508)
## About The Pull Request this pr transforms gutlunchers into basic mobs and gives them a small ranch that ashwalkers can manage. gutlunches come in various colors and sizes! female gutlunches will come in different shades of red and males will come in shades of blue. the child born will have a mix of his parent's colors.  female gutlunches can make various healing milk and medicine from its udder. but it will need to consume ores before it can start making milk, u can either feed it by hand or u can put ores in the wooden trough and they will go eat from it whenever they get hungry. feeding it gold or bluespace ore will improve the healing quality of the milk for a short while  the male gutlunchers are obedient pets. their stats vary from one another in speed, attack and health. a male gutlunchers stats will depend on the stats of his parents, the higher his parent's stats are the better chances he has at rolling higher stats. so u can selectively breed them to make sure they have the best stats possible. they will listen to all ur commands and can mine walls or attack enemies if given the command. also i wanted the farm to have wood fences so i added them to the game, they cost 5 wood planks to make ## Why It's Good For The Game refactors gutlunches into basic mobs. also i turned breeding into a component so it can be applied to all animals and created a breed command, pets that have this command and the component will go breed with a partner u point at. ## Changelog 🆑 refactor: gutlunches have been refactored into basic mobs. please report any bugs add: ashwalkers have a small ranch they can manage fix: wall tearer compnent wont runtime when interacting with mineral walls /🆑 |
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3fadfd4a57 |
Plastic sheet creates 4 tiles via the tiles menu option (#79144)
## About The Pull Request - Fixes #79127 The argument `max_res_amount` in `/datum/stack_recipe` must be greater than 1 for the recipe to produce multiple tiles. I made this value the same as creating iron floor tiles from a stack of iron sheets i.e. 20 ## Changelog 🆑 fix: plastic sheet produces 4 tiles via the tiles option without using the crafting menu /🆑 |
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3aef9bd905 |
Added more slapcraft recipes, improved its component, fixed base cowboy hat type (#78854)
## About The Pull Request Added slapcraft recipes for: Pillow suits, pillow helmets, bone and sinew tailoring/weaponry, pipeguns, ghetto jetpacks, and pneumatic cannons. The base type of cowboy hats no longer looks and is named like a bounty hunter hat, clarifying the recipe for the heroic laser musket. Fixed an issue where if a slapcraft recipe required more than one instance of its 'primary' slapcrafting item, it wouldn't show the additional instance when examining its recipes. ## Why It's Good For The Game Idk lol ## Changelog 🆑 qol: Added slapcraft recipes for: Pillow suits, pillow helmets, bone and sinew tailoring/weaponry, pipeguns, ghetto jetpacks, and pneumatic cannons. code: The base type of cowboy hats no longer looks and is named like a bounty hunter hat, clarifying the recipe for the heroic laser musket. They need cowboy hats not bounty hats. fix: Fixed an issue where if a slapcraft recipe required more than one instance of its 'primary' slapcrafting item, it wouldn't show the additional instance when examining its recipes. /🆑 |
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7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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b414387591 |
Remove tiered canister construction (#78909)
## About The Pull Request In https://github.com/tgstation/tgstation/pull/66210 we removed canister tiers, but didn't change the construction code. Currently you still have to build an unfinished frame with 5 iron, 'upgrade' it to tier 1 with another 5 iron, then complete it. This combines it all into a single 10 iron recipe. ## Why It's Good For The Game Eliminates the extra steps in canister construction, since you can't upgrade above tier 1 any more anyways. ## Changelog 🆑 LT3 qol: Canisters can now be built in one step, no upgrading required /🆑 |