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400 Commits
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69c01b27ee |
Improved shower/blood effects (#87747)
## About The Pull Request Last night I was experimenting with hooking up different chemicals to a shower and discovered that blood didn't really do anything other than have red mist and particles. Your characters clothes were still cleaned. The mood boost was still happy. So I reworked it a bit. Blood now: - Gives a negative mood, disgust, and status effect when showering with it (unless you are morbid, evil, or undead, then it's considered positive) - Has an icon alert for bloody showers - Covers a mob's clothing with blood when showering (or any objects on the tile) - Tossing or spraying a container full of blood now covers objects/mobs in blood - The revenant defile spell now affects showers by removing all water recyclers and reagents that gets replaced with blood Showers now: - Require 70% of water to clean and get mood/status effects - Require 70% of blood to get mood/status effects - Require 20% of radioactive reagents to stop radiation removal effects So it's possible to have a clean water shower that is secretly radioactive. Since radioactive reagents do nothing on `TOUCH`, all this achieves is preventing the water from washing off the radiation. I did have to refactor some of the reagent code to support method types for objects since I was experiencing hazmat issues when I was testing. Whenever I would inject blood from a syringe into a beaker, it would cover the beaker in blood on the outside. This would have been extremely hazardous for viruses. So I needed to make sure we are only applying it to the methods for `VAPOR|TOUCH` Also improved the mood typecasting for owner to allow checking of mob biotypes. (so we can check `UNDEAD` for mood) ## Why It's Good For The Game Blood effects and interactions are now more consistent. The code for objects is refactored to support method interactions with reagents. Evil/Morbid people now get some unique interactions that fit their theme. Last we get a cool new ability to let revenant's make their defiled areas something out of a horror movie. ## Changelog 🆑 add: The revenant defile spell now affects showers by removing all water recyclers and reagents that gets replaced with blood. add: Showering in clean water (+70%) results in positive mood/regen/stamina effects. It will wash off the mob. add: Showering in dirty water results in negative mood effects and disgust. It will NOT wash off the mob. add: Showering with radioactive reagents (+20%) results in the preventing the shower from washing off the radiation. add: Showering in blood (+70%) results in severe negative mood effects and disgust. (unless you are morbid, evil, or undead then it's considered positive) It will cover the mob in blood. add: Water effects that interact with a mob from touch or vapor (showering/spray bottles/etc.) will now heal sleep, unconsciousness, confusion, drowsiness, jitters, dizziness, and drunkenness. fix: Fix bloody showers not covering objects in blood. fix: Tossing or spraying a container full of blood now covers objects/mobs in blood fix: Fix wrong status effect for watery tile image: Add new alert icons for bloody/dirty showers code: Refactored some expose_obj reagent code to support method types. code: Improved mood typecasting for owner to allow checking of mob biotypes. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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6b543476da |
Aquarium kits can now be printed + other tweaks. (#88068)
## About The Pull Request Aquarium kits can now be printed from service, cargo, science protolathes and the autolathe too, from half a sheet of metal. You still need the other materials to set it up but it should be fairy simple if you can access a proto/autolathe. The 'Growth/Reproduction' setting for aquariums has been renamed to "Safe Mode", which, on top of disabling features such as growth, reproduction, evolution, power generation etc etc, will also disable the water, temperature and food requirements for keeping the fish alive. Useful if you want a purely ornamental aquarium or you have to skidaddle somewhere else for a while. The lawyer, as well as prefilled aquariums start with 'Safe Mode' enabled. The 'Aggressive' fish trait has been replaced with 'Territorial', which is exactly the same but the fish won't lash out unless the aquarium is populated by five fishes or more. No more angelfish viciously attacking the guppy and goldfish in prefilled aquariums. Tweaked a couple values around hunger and fish health loss when starving or in a bad environment to cause slightly less damage. Lastly, added screentips to the aquarium component, which is something I've forgot to do in the PR that brought it. ## Why It's Good For The Game Aquariums may be a complex feature, but as far as I can tell, I had been neglecting the possibility of aquariums as simple room decoration for a while (outside of the beauty-related mechanics), and the constant maintenance (and perhaps a bit of knowhow) they require makes them awful at that. Also, the "growth/reproduction" setting really didn't have a reason to be before, since it didn't offer any tangible benifit to turn it off, so I had to revamped it. Also it's been proven by now that keeping aquariums as cargo-orderable stuff is just bad. As for the fish trait change, it just sucks to see the angelfish shank the goldfish with no way to solve it other than removing the hyper-aggressive killer fish from san diego fella. ## Changelog 🆑 balance: Aquarium kits can now be printed from cargo, service, science protolathes as well as the autolathe. They no longer have to be ordered from cargo. balance: Revamped the "Growth/Reproduction" setting for aquarium to "Safe Mode", which also disables the food, temperature and water requiremenets of aquariums, making it useful for purely decorative aquariums. balance: Replaced the "Aggressive" fish trait with "Territorial". No more angelfish shanking the goldfish and guppy in prefilled aquariums with less than 5 fishes. qol: Added screentips to aquariums. /🆑 |
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1dff5f6de3 |
Aquariums are now potential fishing spots. (#88243)
## About The Pull Request You can now fish from aquariums if you wish to. This includes some backend changes to make it possible for the fish table from get_fish_table() to contain instances, and all that it entails up to spawn_reward(), which is a requirement for the gimmick to respect the various traits and other variables of the already instantiated fish rather than read from cached properties. ## Why It's Good For The Game The fish progress score/index had only little nasty flaw that has been nagging me since day one: Not all fish species can be caught. Skipping McGill, which is a peculiar case that for cheevo purposes should be considered a standard goldfish, there is the one, unsignificant yet rare purple sludgefish which can only be gotten as a rare evolution of the generic sludgefish. Talk about petty, but this may be a long-term nit I prefer to handle right now. Also why not? The 'unmarine mastodon' is near impossible to get unless you somehow find a oil well which is locked behind a specific ruin. ## Changelog 🆑 fix: Aquariums are now potential fishing spots. /🆑 |
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2522791fc5 |
Adds some tips for most of my changes to the game (#88186)
## About The Pull Request Adds some tips for most of my changes to the game. ## Why It's Good For The Game Player visibility is important to see what cool features there are and tips are kind of, well, poorly mantained, honestly. Like, the last one was about bitrunning. ## Changelog 🆑 qol: Added some tips of the round. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com> |
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6272b3680c |
You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request This allows you to use a fishing rod during the "manipulate organs" step of the aforementioned surgery to snatch organs from a target. Unlike other fish sources, this one has a negative fishing difficulty of -20, which when summed with the default minigame difficulty should still result in a negative difficulty. In layman terms, this means the minigame is skipped here (unless you're wearing some clunky stuff like insulated or boxing gloves). It also has a wait time of 8 to 13 seconds versus the more random standard 3 to 25 seconds. A small side-effect of this is that explosions during the "manipulate organs" step will basically disembowel you, but it kinda fits anyway. By the by, because of this, there is a tiny chance bluespace fishing rods can yield you random organs. Worry not, they're newly generated, so you won't be snatching it from another player by accident (at least for now). ## Why It's Good For The Game It adds more possible weird and rare shenanigans involving surgery. ## Changelog 🆑 Add: You can use a fishing rod to snatch organs during organ manipulation surgery /🆑 |
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d301e90513 |
Round start janitor tip (#87919)
## About The Pull Request Adds a new janitor tooltip ## Why It's Good For The Game This feature isn’t very well known |
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2d7b8a5ff6 |
material fishing rods and material fish. (#87108)
## About The Pull Request The reason why I refactored material effects code is here. In this PR I add the possibility of printing fishing rods from different materials at your nearest autolathe, though it doesn't stop there. Each material has different values for (so far) fishing difficulty, casting range, experience gained and foremost the chance of catching fish made of the same material as the fishing rod used to catch it. The material the fish is made from can either increase or decrease the weight of the fish. In a many cases, material rods can also have other small effects on fishing, like removing the chances of duds even without a bait, or attracting shiny-loving fish, or passing some other fish trait checks. In a few cases, these fishing rods can have bigger, more impactful effects on fishing. That said, here's a list of more or less the effects (skipping very minor ones and those inherited from being items) and modifiers across materials so far, a few things will be added later: <details> <summary>Huge-ass list (out-fucking-dated now that I've added 5 more variables 😢)</summary> - Iron: +30% fish weight, 8% chance of material fish - Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of material fish - Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5% chance of material fish - Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5% material fish, +1 casting range - Diamond: +40% fish weight, -13 difficulty, -30% experience, 23% material fish, -1 casting range - Uranium: +100% fish weight, 8% material fish - Plasma: +30% fish weight, 8% material fish - Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23% material fish, +5 range - - 33% chance of selecting a reward from (almost) any fishing source instead of the current one. - Bananium +20 difficulty, +60% experience, 38% material fish, +3 casting range - - 20% chance of fishing either a clownfish, lubefish, donkfish, soulfish or skin crab instead - Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range - Runite: +50% fish weight, -18 difficulty, +220% experience, 38% material fish, +1 range - Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material fish, +2 range - Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material fish, -1 range - Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33% material fish, +1 range - Mythril: +40% fish weight, -25 difficulty, -50% experience, 43% material fish, +2 range - Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18% material fish, +1 range - Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23% material, +4 range - Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2 range - Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Runed Metal: +50% weight, -12 diff, -10% experience, 38% material - Bronze, +40% weight, 13% material - Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range - - Has a 20% chance of fishing up an aggressive stickman - Cardboard: Same as above, but without the stickmen - Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range - - 20% chance of fishing up either a unmarine bonemass, a unmarine mastodon, a hostile skellie or rarely a single-use spectral instrument that can turn you or someone else into a spooky scary skeleton. - Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1 range - Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material - Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material - Plastitanium: +10% weight, -10 difficulty, -5% experience, 8% material, +1 range - Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material - Titanium Glass: +25% weight, -5 difficulty, +25% experience 8% material - Plastitanium Glass: +20% weight, +50% experience, 8% material - Alien Alloy: +140% weight, -25 difficulty, 33% material, -40% experience, +2 range - Hauntium (good luck using it): +40% weight, -30 difficulty, +50% experience, 38% material, +2 range - Meat: +13 difficulty, -20% experience, 28% material, -2 range - Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2 range </details> ## Why It's Good For The Game I think it's nice to have two features interact with each other (fishing and materials), and it adds a layer of interesting uses to some materials. ## Changelog 🆑 add: Autolathes can now print fishing rods of different materials, which can increase or decrease fishing difficulty, casting range, and experience gained, and can have other interesting effects. /🆑 |
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234af8c74a |
[TGC] Rebalances the entire card game. (#86288)
## About The Pull Request Rebalances the entire dang TGC. ## Why It's Good For The Game This game is a mess and needs several, several rounds of cleanup. To put in perspective: - The how to play page in the wiki is horrible. It refers to equipment cards as "item cards", to battlefield cards as "department cards", etc. It is unclear on many of the game mechanics (do creatures come into play tapped or not, is there a max mana, etc) and in general does not do a good job at teaching the game. - The cards were wildly unbalanced. The mana curve was all over the place; Reeducation, a spot removal card, was 2(!!!) mana, Clown was a 2 mana 2/4 with taunt on a format where 1 drop vanillas are 2/2, the numbers were all over the place. - Some of the cards were downright nonsensical. The miner card is 4 mana and its effect lets it tapp itself and pay 2 mana (a very, very big cost) to draw a card and either discard it or put it on the bottom of the deck..? Why would you spend 6 mana to do nothing..? What? The Scientist card also was nonsensical, having a high cost, terrible stats and a situational and low payoff ability. - The game has no long term plan. As people keep adding more cards, what's the plan to prevent power creep? Unintended gamebreaking combos? Ruling nightmares? There are 0 limits to your deckbuilding other than 40 cards 3 max of each card. This batch of changes fixes a number of these problems. Namely, it completely rebalances, tweaks the numbers and/or completely changes every single card in the game. This is to set a reasonable power curve for the earlygame (turns 1 to 3), with finer tuning of the 4+ mana cards coming later as we figure the game out more and hopefully persistency comes. It sets a workable basis for us to build atop on. Also! I completely remade the card subtypes (not to be confused with byond subtypes). The idea is you can only run 3 different subtypes in your deck when persistency comes, to prevent power creep, unintended combos and allowing for greater flexibility for contributors going forward. These types of restrictions help keep the game mantainable and scaleable for the long term. Also, I changed Mana to be Plasma because we're not Hearstones and Plasma is literally the mcguffin of the entire setting. Come on, guys! Cargo was already even the ramping subtype, it was right there! Hackmd with a lot of these changes: https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/SyEirnos0 ## Changelog 🆑 balance: [TGC] Rebalances nearly every card in the game. balance: [TGC] Several keywords had their effects modified. fix: [TGC] Black Gaia is no longer an "Artifact", Fryer no longer mentions tapping it. spellcheck: [TGC] Replaced "Tap this card:" with just "Tap:" alongside other wording improvements spellcheck: [TGC] Mana has been replaced with Plasma. This is a completely cosmetic change. refactor: [TGC] Merged many, many redudant card subtypes (the mechanic, not the byond code stuff) into more comprehensive ones. /🆑 --------- Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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4738c1f26e | Feeding fish certain reagents may have some effects (#86955) | ||
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96c0c0b12c |
Fish infusion (#87030)
## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 |
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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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1aad3e118c |
You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request You can now interact with the fishing portal generator with a multitool to load it in the buffer and subsequently link fishing spots to it by tapping them with the same multitool. The maximum number of fishing spots that can be linked at once depends on the tier of the matter bins of the machinery. Normally, while you can link fishing spots from other z-levels, they can only be activated if they're on the same z-level as the machinery (or if both are on station for multi-z stations). This limitation can be bypassed by upgrading the machinery with a tier 3 or higher capacitator. While it's possible, I'm not spriting new fishing portal overlays and icons for the radial menu for every fish source out there (yet). The code is enough work for now. This also comes with a unit test, because there is no such thing as too many unit tests for fishing. ## Why It's Good For The Game Fish portal generators are designed to let players fish a different bunch of things while being able to be moved wherever you like, unlike a lake or an ocean, with all the comfort of being able to able to catch fish from distant locations. Allowing players to link other fishing spots to it fits its design. It also means that you can go out and explore, find more fishing spots and then return to the station without having to detach yourself from the ongoing round for several more minutes. ## Changelog 🆑 add: You can now link fishing portal generators to other fishing spots with a multitool. The number of fishing spots that can be linked at once and whether the link can be activated from different z levels depends on the tier of the stock parts it's built with. /🆑 --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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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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7fcfc9dc1c |
Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#85279)
## About The Pull Request Fishing is full of stuff that goes under the radar with little visibility and the [wiki page](https://tgstation13.org/wiki/Fishing) is outdated as fuck (look at all those ugly old codersprites oh my goodness). I don't want to shove tip of the rounds for something so niche but a few tips inside the fishing toolboxes people get sometimes, as well as maintenance shouldn't hurt. This PR is for currently a draft until the other PRs are in. Many of the tips refer to stuff that hasn't been merged yet. ## Why It's Good For The Game I cannot trust the wiki contributors to do a good job at it nor keep up with the continuous changes I do. Also these might help players sometimes. ## Changelog 🆑 add: Fishing toolboxes (and occasionally maintenance) now come with a paper slip containing fishing-related tips. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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aa26e9fc69 |
Crabs and lobstrosities now pack a boatload of puns. (#85440)
## About The Pull Request Whale whale whale, It wasn't shrimple, I had to spend severals minutes swimming around to find sea-related punss to use for this PR. I'm otterly and clampletely exhausted. Soooo, exactly what it reads on the title, however it also applies to the lobster foam helmet, which is contraband from the Autrodrobe. ## Why It's Good For The Game I thought it'd been interesting to shove a bunch of puns into crustacean mobs. To make them a little bit more unique, and see how many puns I could find or come up with. ## Changelog 🆑 add: Crabs and lobstrosities (as well as the lobster foam helmet and the fishing hat) now pack a boatload of fish puns. /🆑 |
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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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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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b10c18f5fd |
.json sanitize (#84904)
## About The Pull Request Made tabs in json files instead of spaces. Also removed space at the end of words in chef Italian language due to which these words were not processed. ## Why It's Good For The Game Reading this files on github is really hard. |
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89cf4c7787 |
The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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978a817283 |
Adds Ork subtype of hulk mutation with funny speech modifiers (#84883)
## About The Pull Request Adds a subtype of hulk mutation created by mixing it with clumsy. Makes the owner's skin olive green and forces a funny speech impediment on them. Essentially revival of #69473 with some more lines  ## Why It's Good For The Game WARBOYZ NEEDA MOAR DAKKA funny flavor subtype for hulks which makes them sound even more brain damaged ## Changelog 🆑 add: A new ork mutation which can be acquired by mixing hulk and clumsy. /🆑 |
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565c548108 |
Converts common speech modifiers into a component (#84675)
## About The Pull Request Added a ``/datum/component/speechmod`` component which can be used to perform basic speech modifications. It use either simple replacements or regex, add a string at the end of any message (at a chance if required) and convert speech to uppercase. However, a good chunk of speechmods are far too niche and specific to be put into a speechmod component and thus have been left alone. ## Why It's Good For The Game Cuts down on copypasted code, makes making new speechmods easier. ## Changelog 🆑 refactor: Refactored a lot of speech modifiers to use a component instead of copied over code. /🆑 |
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8e9fc98a93 |
Fixed various issues with the genetics powers PR (#84515)
## About The Pull Request https://github.com/tgstation/tgstation/issues/84509 #84557 Removed Trichromatic Larynx per @mothblocks decision that it looks uggo. Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Stoner has been un-locked and replaces TL in the above's recipe. Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Fixed mending touch being bad ## Why It's Good For The Game > Removed Trichromatic Larynx per @mothblocks decision that it looks uggo. They say it looks ugly and bad. It also works like poop. So away it goes! > Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Removed color, but replaced with something just as neat. > Stoner has been un-locked and replaces TL in the above's recipe. No reason to lock it as far as I know. > Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Bugge ## Changelog 🆑 del: Removed Trichromatic Larynx per @mothblocks decision that it looks uggo. del: Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. add: Stoner has been un-locked and replaces TL in the above's recipe. fix: Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. fix: Fixed mending touch being bad /🆑 |
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ff836e10be |
First Genetics Content in 5 Years (Adds new positive mutations!) (#83652)
## About The Pull Request Sister PR to #83439, that needs to be merged before this. Adds a plethora of new positive mutations to the game! Mutations now have a variable that directly adds and removes traits instead of manually doing so for idk Tripled cryobeam range. Made the mushroom hallucinogen's code more readable. - Adrenaline Rush Trigger your body's adrenaline response, granting you 10 * P units of pump-up, synaptizine, and determination. After 25 seconds, you crash, recieving 7 * S units of tiring and dizzying solution. Can be Energized, Powered, and Synchronized. - Mending Touch Transfer injuries from the target to yourself! Heal 35 * P damage, recieving up to 35 * S damage in turn. Transfers moderate wounds, fire stacks, and attempts to parallel limb-to-limb damage. Has bonuses for pacifist players. Can be Energized, Powered, and Synchronized. - Elastic Arms Your arms become floppy and you can interact with things as if you were adjacent to them from one tile further! Does not work through walls or dense objects, and you become unable to lift huge items, pull large corpses, and you get chunky fingers. Split temperature adaptation into three: - Cold Adaptation Gain cold immunity, gain ice slip immunity! - Heat Adaptation Gain heat and ash storm immunity - Thermal Adaptation Resist both cold and heat, but no extra fancies. The sprite is green now! Pressure Adapt has a purple sprite. You can mix the cold mutations with Fiery Sweat to make these new ones: - Cindikinesis Instead of summoning snow, you can now summon... ash. Wow. Very cool. - Pyrokinesis You can fire fire now! Fires beams of heat that, unlike the temperature gun, actually ignite on hit. Higher instability cost than its sister mutation. The changes have been themed primarily around classic superhero gimmicks. Genetics feels like a natural spawning point for superheroes, and its mutations show this via the good ol' 'radiation made me fire eye lasers' hero backstory. Adding more ways to be a superhero is fun. Also, added two new speech mutations: - Trichromatic Larynx Every word you say is now either red, green, or blue! - Heckacious Larynx (Trichromatic Larynx x Wacky) You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly wacky. Don't give it to the clown. Unlocked the Elvis mutation as well. ## Why It's Good For The Game > Adds a plethora of new positive mutations to the game! Genetics is in desperate need of new content, all it's had for years is a slow gutting and removal of the few things it does have. Hulk is, being real, stupid, dumb, stagnated, and overpowered, but it's been begrudgingly accepted because genetics is quite literally just, nothing without it. I'm here to add the somethings to genetics and add some more variety (and no i'm not touching hulk) > Mutations now have a variable that directly adds and removes traits instead of manually doing so for every mutation. Less stupid > Tripled cryobeam range. Shit joke mutation is now long-range shit joke mutation! > Made the mushroom hallucinogen's code more readable. Slightly OOS because I was going to add color blind mutations but decided not to creep. This piece o shit code has been hurting my head for years and now that I've finally understood it I want to make sure others don't go through that pani. > - Adrenaline Rush A quick burst of some mild chemicals at the cost of eventual nausea, sounds like a fair trade to me! If you're already on the ground, this isn't going to do anything. > - Mending Touch Healing is something that's lacking from the mutations, and this puts a fun spin on it, making the caster a damage pincushion as they heal and absorb damage. > - Elastic Arms Classic superhero power, very funny, lots of silly and sandbox potential. Has innate drawbacks because 1. thematic and 2. it's pretty strong > Split temperature adaptation into three: They combine into the same thing it used to be, so don't freak out. This just adds some separation between the immune types, for things like themed superheroes. > - Cold Adaptation Perhaps mildly concerning, but I think this might be a fun spin on it? TODO: make hiking boots effect? > - Heat Adaptation Nothing to say. It's cool. > - Thermal Adaptation Nothing wrong with this mutation so it stays in > You can mix the cold mutations with Fiery Sweat to make these new ones: How can we have frozone and not, uh human torch or something. why are there no heavy hitter fire superheroes in marvel or dc??? > - Cindikinesis Can't really summon an equivalent to snow that's actually useful, so here's this instead. Clown might like it, or maybe the chemist. > - Pyrokinesis The ignition effect is fairly weak and mostly a deterrent. I think this is the most dangerous ranged mutation in the game, which is kinda sad. > - Trichromatic Larynx Colors are fun! We have speech mutations that change words but none that change their color. Though, to be fair, this was mostly added for the mutation below's combination. > - Heckacious Larynx (Trichromatic Larynx x Wacky) I felt that Wacky wasn't nearly wacky enough. It just made your speech comic sans. That's great and all, but. It's not much? This will be a truly clownly mutation, the Genetics equivalent of a HONK mech. I made it a combination mutation specifically to restrain its power level. > Unlocked the Elvis mutation as well. Was there a reason to lock this? ## Changelog 🆑 add: Added tons of new mutations to Genetics, alongside some recipes! add: Thermal Adaptation has been made a combination mutation from the stronger but narrower Cold and Heat adaptations. balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause spread on contact. image: Added some neat new sprites for the new mutations, and added a greyscale version of the magic hand sprites. code: Infinitesmally improved mutation code. /🆑 |
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9ab7d8f2e8 |
Bitrunning: Avatars get silly hacker names (#84279)
## About The Pull Request Bit avatars now get corny names while spawning in to the virtual domain. You can change your alias in prefs or have it randomized for s0meth1ng 1337. Added sechud icons (and thereby orbit ui icons) for bit avatars since "Cyb3rHaxx0r" might be confusing to find in the living players section. ## Why It's Good For The Game This was done as a request and after discussion in the code channel. A little bit of character persistence across simulations. ## Changelog 🆑 add: Bitrunning: You can now choose your hacker alias in prefs. add: Bit avatars get orbit icons. /🆑 |
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1116f150eb |
Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request See changelog for shortlist 1. **Threat changes.** I was a bit unsatisfied with the rate of antag spawns. These have been increased considerably. The clamped probability has been increased from 1-10 to 5-15. The probability increases from 5 to 15 as domains are completed. Generally, in a standard round, the chance of spawning at least one antag should be around ~50% at 7 domains completed. Emagging a server doubles this rate. 2. **Map changes.** Starfront saloon was a cool idea on paper: A totally modular map. However, it looked very uninspired and was so much of a chore on the map loading system that it prompted players to admin help how long it took, thinking it was broken. I've removed the map. I have others I want to implement that don't look so bad. 3. **QoL changes**. Ghost observer experience is improved. Previously, you could click netpods to view their avatar, and now you can click the hololadder to return. I've included examine text to show this. The server's examine text will now also give you clues that it's emagged (ghost only). The examine text on hololadders has also been improved. 4. **Bitrunning antags.** These were designed as temporary, but they were everything but. Spawning as one would prevent your revival, which just isn't a good tradeoff for something that's going to get deleted in a minute. Now, this system uses temp bodies just like CTF, so you can return once you're dead. (exception: coming station side) 5. **Maps**: Syndicate assault is still one of my favorites, but there's cheesy exploits like instantly breaking the display case to lock down the ship, turning on turrets which are EXTRA lethal, etc. I've added some pistols to the closets and removed some of these exploits. 6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved a poor technique to encourage bitrunners to leave their rooms. I had other plans to encourage this, not included here, so I think lowering the cooldown time is beneficial. 3min -> 2min > [!NOTE] > File diff: removed a map ## Why It's Good For The Game Closes #83787 General updates and QoL for bitrunning to keep it fresh. I was quite disappointed with the scaling of threat, and most players haven't even seen bitrunning antags except when I admin spawn them. These numbers aren't hard set in my mind, and could be adjusted. I generally want bitrunning easier to access and more "temporary" which is in keeping with its design doc. ## Changelog 🆑 fix: Bitrunning made more illegal: Increased the rate at which antags spawn. fix: "Temporary" bitrunning antagonists and spawners are made actually temporary. You will return to your original body after death, just like CTF. add: Added more examine text for ghosts to bitrunning equipment. balance: Server cooldown reduced by 1 minute at base level. add: As an observer, you can now switch views between station and virtual domain by clicking the hololadder and netpod respectively. del: Removed the starfront saloon BR map. fix: Syndicate assault map: Added pistols, reduced exploits. /🆑 |
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f7c24973f5 |
Adds an ion storm law that affects the humanity status of station pets (#83527)
## About The Pull Request Adds a few laws that basically do this:  Has a chance to select a concept that is related to other lawsets, just in case. ## Why It's Good For The Game I think it is funny when the AI has to care about the station pets. I have added the AI law "POLY IS HUMAN" in the past to relative hilarity, especially when Poly decides to give the AI an order. The other pets aren't likely to do this, but it's still cute to make the AI care about the existence of lower lifeforms. ## Changelog 🆑 Vekter add: Adds an ion law possibility that changes the human status of station pets. /🆑 |
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960a210721 |
Fixes a grammar inconsistency in a tip, adds one about the Spacecoin machine (#83489)
## About The Pull Request PR does 2 things: 1) Replaces a case of "invincible" with "indestructible"; the self-destruct console is not alive and thus cannot be invincible. 2) Adds a tip telling players they can hit the Spacecoin machine with an ID instead of destroying it to get it to stop draining funds. ## Why It's Good For The Game Bad grammar bothers me, also some people don't know this about spacecoin machines and it bugs me ## Changelog 🆑 Vekter spellcheck: Fixed a grammar inconsistency in round tips. /🆑 |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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2d3bd114a9 |
Removes a shit clown name and adds a better clown name instead (#83362)
## About The Pull Request Removes a shit clown name and adds a better clown name instead ## Why It's Good For The Game Disgraced nazi artist has been replaced with a professional clown who's an expert in cocaine. Someone brought up we didn't have this in the clown name pool. ## Changelog 🆑 spellcheck: Removes a shit clown name and adds a better clown name instead /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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d86a44aefe |
Updates tips of the round to exclude mentions of virologist, and include coroners and heretic paths instead. (#82923)
## About The Pull Request Recently had the virologist tip show up before the round and people on OOC flared that "there's no such thing anymore!". Quite an easy thing to fix, so I thought I'll get to it, and added tips describing heretic paths and for coroners while I was at it. ## Why It's Good For The Game Virologists are no longer in the game, so tips for them are of no much use. More tips don't hurt, and Coroner and Heretic had none up to this point which seems bit like an overseight. ## Changelog 🆑 fix: The start-of-the-round tips will no longer feature virologists, but will, however, start featuring heretics and coroners. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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b5fa92d691 |
Adds Medieval Pirates (and small assault_pod change) (#82392)
## About The Pull Request (short, slightly outdated video compilation of the pirates) https://youtu.be/j9BNFzcUSjc Adds the **MEDIEVAL WARMONGERS** pirate gang, these pirates are focused on causing chaos directly on the station with the use of melee weaponry and swarming tactics. they are not very smart when it comes to using technology, so they crash in the station in an attempt to dock. the pirates spawn with the NOGUN trait as they have never used guns before but have access to dashing and the unbreakable component(small heal burst upon reaching crit). Warlord spawns with a better version of hulk(isnt removed upon crit and can still do stuff while critted) and gigantism mutation by default because ~~Chad Maximus~~ the other pirates require someone to run to when stuff like flashbangs, batons or lasers are present. The warlord spawns with a boarding axe which is a better axe that is good at destroying things and a meat hook. **there's a total of 5 pirates.** the pirate shuttle has: - thermite barrel and 3 large beakers - single weak claymore - 3 extra military spears - 3 kite shields - 3 heavy bolas - 4 regular bolas - a stack of wood - 2 stacks of mourning poultice (15 uses each) - one burn medkit **shuttle was made by striders18, big thanks to him**  things added: - the new pirate gang - a gamberson jumpsuit - crude armor (good melee and wound protection but lacks on the rest) - warlord armor (extreme protection at the cost of slowdown) - a shortsword(bootleg claymore with 30 block chance and goes on belt instead of back) - military spear (better at throwing, better wounding, deals blunt wounds instead of sharp) - axe with better damage and demolition mod for the warlord - a var to specify the name of the landing zone destination for the assaultpod - an assault pod targeting device item for the medieval shuttle - a thermite barrel - kite shields - new hulk variant that doesnt go away when crit and has tenacity ## Why It's Good For The Game I always liked the chaotic nature of the russian bounty hunters that would come from their extra numbers and lack of tools. i thought something of a similar idea on pirates would be good, a very direct and scary militia rushing in with sword and faith would create some awesome scenarios ## Changelog 🆑 add: New heavy weight pirates, medieval warmongers add: Adds military spear, shortsword, boarding axe, kite shields add: Adds warlord and crude armor add: Adds medieval shuttle (made by striders18) /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a48a5eadff |
Adds a single brain damage line (#82710)
This pr brought to you by The™ Players™ Club™. |
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c595c4c9f8 |
Quick spellcheck 'steall' (#82560)
## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. |
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d59abdf148 |
Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)
## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. |
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5e9ce5ab99 |
New Battle Arcade (#81810)
## About The Pull Request Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. ## Why It's Good For The Game Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. ## Changelog 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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717209899b |
Paintings update: Curators get a cut on patronage + zoom in/out buttons on UI (#81500)
## About The Pull Request (Roundstart) Curators now get a 22.5% cut on credits spent on painting patronages (divided by the number of curators). The service department also gets another, 12.5% cut. This PR also adds zoom in/out buttons to the painting canvas UI. So you don't have to stare at a blob of such enormous squares while the UI is open, which is only good when drawing. Screenshot copypaste in paint: ## Why It's Good For The Game The painting feature is mostly an end in itself, which is totally fine. I've put quite a few quality-of-life changes into it through the years, and I still want to kick in some stuff. However, I think the curator should actually benefit from them in a more "mechanical" way. Furthermore, I personally prefer them over the random written crap that players make. Also, as I said above, the canvas UI can feel a tad too big at times. |
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84865db7f4 |
Fixes text effects for runechat. (#81170)
## About The Pull Request This stuff has been cramping 100% heavy roleplay style for too long. Somehow, the way maptext is formatted* seems to break tag ends found around a line break. This usually happens when a space with width is found by the end of the line, and I don't recall ever encountering the issue otherwise. Apparently, I've also found out that concatenating two spaces, regardless of width, seems to fix the issue just fine, and that brings in the solution to this whole pedantic problem: a <b>zero-width space</b> at the end of the closing tag. *That's handled behind the curtains by the engine, so I can only throw wild guesses to why it happens. Oh, by the by, I've also changed the tip about text modifiers I've made over a year ago. It was too confusing to read. |
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d148691080 |
Fixes contractor support unit (#81054)
## About The Pull Request This does what I suggested on https://github.com/tgstation/tgstation/pull/79884 and some more fixes that I found while messing around. This was a big oversight when I was adding contractor originally, uplinks were reworked entirely and I didn't take it into account properly, this hopefully will fix those. I also gave contractor support units their own flavor and removed their uplink section since they do not get one, so they aren't an "MI13 agent" or anything, they work solely for this one guy. There were reports that people being contracted didn't send them back with their equipment but I haven't been able to replicate that bug and I do not see an issue report on it so I am going to assume that for now it is fine. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/79883 Contractor support units now properly work as intended and don't feel like a buggy mess. ## Changelog 🆑 fix: Contractor support units now don't have flavortext telling them they work for someone else but their agent. fix: Contractor support units now comes in an antag spawner (like syndicate monkey, nukie borgs/reinforcements). fix: Syndicate monkeys now get their monkey antag datum. /🆑 |
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f9957b0373 |
Integrated circuits for modular computers (#80530)
## About The Pull Request This PR integrates circuits for modular computers and a good bits of their programs. The peculiarity here is that modular computers have no fixed amount of unremovable components (except the base one with just a couple ports for now), instead, they're added and removed along with programs. With a few exceptions (such as the messenger and signaler), for these program circuits to work, their associated program has to be either open or in the background. For a reason or another, not all programs have a circuit associated to them, still, however the programs with a circuit are still a handful. They are: - Nanotrasen Pay System - Notepad - SiliConnect - WireCarp - MODsuit Control - Spectre Meter - Direct Messenger* - LifeConnect - Custodial Locator - Fission360 - Camera - Status Display - SignalCommander *By the by, sending messages has a cooldown, so it shouldn't be as spammy. If it turns out to not be enough, I can make it so messages from circuit will be ignored by other messenger circuits. The PR is no longer WIP. ## Why It's Good For The Game I believe modular computers could make for some interesting setups with circuits, since they're fairly flexible and stocked with features unlike many other appliances, therefore also a speck more abusable, though limits, cooldowns, logging and sanitization have been implemented to keep it in check. ## Changelog 🆑 add: Modular Computers now support integrated circuits. What can be done with them depends on the programs installed and whether they're running (open or background). add: Modular Consoles (the machinery) now have a small backup cell they draw power from if the power goes out. /🆑 |
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c54a593b30 |
makes a very important change to strings/names/death_commando.txt so that my immersion isn't broken by passage of time (#80482)
## About The Pull Request For an undisclosed period of time since the addition of MOD suits, the death commando name 'A whole bunch of spiders in a SWAT suit' located in `strings/names/death_commando.txt` has been factually incorrect. I am fixing the discrepancy that has breached my immersion so many times. ## Why It's Good For The Game Fixes the codebase. ## Changelog 🆑 fix: 'A whole bunch of spiders in a SWAT suit' to 'A whole bunch of spiders in a MODsuit' /🆑 |
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9d3c35995e |
Fixes nukeop and elite nukeop TGC cards not having sprites (#80417)
## About The Pull Request Closes #80406 This was accidentally caused by #72517 and the holograms still trying to read from the file ## Why It's Good For The Game Holograms are meant to show the card ## Changelog 🆑 fix: Made Syndicate Stormtrooper and Nuclear Operative TGC card holograms visible again /🆑 |
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536381d308 |
Fitness rebalance and improvements - mood, fireman carry, and longer workouts (#79584)
## About The Pull Request So after getting feedback on fitness I've decided to make some balance changes: - ~~Every level of fitness now increases max hp. At max legendary fitness, all the hp bonuses combined results in a total of +25 max hp~~ - Fitness now decreases the time it takes to firemany carry by 0.33 seconds per level. (At max fitness, this means a decrease of 2 seconds) - Exercise status effect triggers the exercise mood event and goes away when the exercise status effect is gone - The better your fitness level, the more happiness you gain from the mood event - Decreased the fitness timers and effects by half and tweaked a few other values - Increased the nutrition cost of working out - Removed doubles metabolism exercise effect I'd also like this test merged to see if anymore minor tweaks need to be made. ## Why It's Good For The Game Fitness effects on gameplay were pretty underwhelming. This was deliberate since there is a concern about prisoners being able to abuse it in quite a lot of scenarios. ~~Adding a small boost to max hp is nice given that the downside is a bigger target.~~ Another problem was that the double metabolism rate resulted in a lot of the diet effects being metabolised before you could convert them into exercise gains. So this was removed. People would also hit their bench max rather quickly and then spend a long duration sleeping. Ideally I wanted people to spend more time working out than sleeping, so I halved the duration values so it takes them longer to achieve maxxing out. ## Changelog 🆑 balance: Fitness level decreases the time it takes to firemany carry someone. Fitness level determines how much of a positive mood the workout grants. Working out is now more difficult and requires more nutrition. balance: Exercise no longer triggers double metabolism. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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90b974071d |
Sign up for Cargorilla from the lobby (#79776)
## About The Pull Request If the station rolls the "Cargo Gorilla" trait, a button will now be visible on the lobby. Clicking on this button before the round has started will add you to a list of participants, one of whom will be selected to become a gorilla when the round begins. If nobody signs up (because they're really boring I guess) the job will instead appear on the latejoin menu. Once someone has become the gorilla the button will disappear.  While implementing this I noticed that an inverted check means we were never populating the "GLOB.cargo_sloth" field which means the station trait wasn't even working. BEHIND THE SCENES This also adds a generic "job station trait" which can be expanded in the future. Future developers can extend this to add other "rare jobs" with relative ease. By default I have made it so all subtypes of this trait are mutually exclusive, only one can roll at a time. This also means that I have converted "cargo gorilla" into a job, which applies most of the code previously located in the mob's typepath or in the station trait. The fact that it is a job means that **admins** can enable any number of gorillas to be present on the latejoin menu (but not the roundstart one, as it is not possible to add Cargo Gorilla to your occupation preferences) if they so desire. The random beurocratic station trait, event, and traitor item (and the job console) are not able to add gorilla slots. Because I changed "Cargo Gorilla" to a job it now no longer exists on the map until a player gains the role, and there wasn't a non-hacky way to copy the name of this round's cargo sloth. Instead I just added a small cargo gorilla name list. ## Why It's Good For The Game Makes the presence of a fun trait more visible to players. Means that people who aren't observing get a chance to be a monkey. This is a framework several other people have wanted to exist for their own features. ## Changelog 🆑 Jacquerel and Fikou qol: If the station rolls the "Cargo Gorilla" station trait. you will be able to sign up for the role from the game lobby. qol: If nobody signs up to be the Cargo Gorilla then you can select it from the Late Join menu and arrive on the arrival shuttle. fix: The Cargo Gorilla will actually spawn. /🆑 |
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9697d54426 |
Updates ocky icky phobia to more modern lingo (#80247)
## About The Pull Request
As requested by the administrative team; ocky icky phobia has been
updated with some all new lingo
Please give more ideas in the comments if you feel like something is
missing!
Full list of words added:
"amogus",
"chat",
"c*der",
"coder",
"coders",
"erp",
"joever",
"kys",
"lmao",
"lol",
"mapper",
"muderbone",
"murderboning",
"powergame",
"rp",
"sprite",
"spriter",
"sus",
"tide",
"ur",
"5head"
## Why It's Good For The Game
The ocky icky phobia is currently out of date with the hip and cool
lingo the kids are using nowadays, this updates it for any admin feeling
like granting a smite to an intrepid twitch user who is attempting to
emote twitch emotes ic.
This improves the game because it allows for the currently very un-used
ocky icky phobia smite to be more relevant in our current day and age.
## Changelog
🆑
admin: Updates the admin smite "Ocky icky phobia" with some new words
/🆑
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675522c643 |
Abductor Ship Bitrunner Domain (#80106)
## About The Pull Request Adds in a new Bitrunner domain called Abductor Ship which is an assault-type domain themed as an abductor mothership. It adds in a new Abductor simplemob, gives them enemy AI almost identical to the Syndicate Assault mobs and then sets them up in a new modular Domain map fit with a custom Safehouse and multiple enemy types. The domain is the same reward and difficulty level as the Syndicate Assault mission and can be easily compared to it, while also being fresh and having a cool themed map to run around in and blast aliens. I don't know, I think it's cool... ## Why It's Good For The Game Fun alien destruction, more Bitrunner content. Can you really go wrong with that? It seems like bitrunning becomes dry when you've exhausted all your domain options and have gotten used to them. ## Changelog 🆑 add: Added new modular Assault-Type domain "Abductor Ship" add: Added new simple mob abductor agents team /🆑 |