About The Pull Request
Cargo exports will now start deleting the thing and its contents only after everything has been sold and hopefully stop objects from being deleted before getting sold (no export datum actually deletes anything on sell_object()). This PR also removes a variable only used in one place (an admin only item created by ExcessiveUseOfCobblestone, who probably didn't know there's an argument that stops unsold items from getting deleted) and that may be source of harddels.
Why It's Good For The Game
This will fix#62644, perhaps some harddels and other oddities.
Changelog
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fix: Cargo exports will now start deleting items only after everything is sold. This will fix issues such as unachievable exports (like machine ones) and getting less credits than what export scanners says.
/cl
About The Pull Request
Makes the "Ian Adventure" station trait more interesting by giving him deadchat control (democracy mode, 3 seconds cooldown on inputs) and a couple extra lives* to survive early round tiding.
*Basically, a new component that respawns the critter when he dies. The component itself is simple enough, but it sends a signal each respawn to allow other datums to expand this behavior how they want. I've contemplated adding a signal that can stop death, dusting and gibbing instead of respawning the mob at first but because death(), dust() and gib() were made with the assertion that the mob is always going to die I've quickly realized it'd require a refactor that's way too big and out of scope.
The deadchat control of corgis only include commands to change and drop hats, "speak" (random lines from the speak list of the mob) and spin (other than cardinal movement) for now. I'd have loved to add more complex commands (like, argumented) that can potentially be relayed to the AI controller, but I guess that'll have to wait until the thing gets refactored a little.
Why It's Good For The Game
"Ian's Adventure" is a really bland station trait at the moment. All it does is move Ian somewhere else at the start of the round. Even by the station traits standard of being small things this is insignificant, and also pretty bad considering Ian is not actually going on an adventure since he lacks the initiative to do anything being an npc dog.
This PR aims to breath fresh air into this station trait and push it toward a slighty more engaging direction, though it relies on observers to work, while still being a small """"cute"""" station trait.
Changelog
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expansion: The "Ian's Adventure" station trait now makes Ian deadchat controllable and gives him a couple extra lives (to survive early round tiding)
/cl
There is still the potential for false positives since the way diagonal
cameras were made didn't exactly line up with where their direction was.
However, this brings functionality back to parity with before the
dir-sanity PR.
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
Was looking for a way to make a cache list when I noticed the assoc_literal component wasn't in the lathe
I rather cache a list of stuff than continuously run foreach/searchs on data from the ntnet or otherwise.
About The Pull Request
This PR adds small and large plates and allows you to break plates by throwing them.
bild
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Why It's Good For The Game
Having larger plates allows you to more easily run the buffet gimmick as you can fit more items on the large plates.
Having large plates also allows for more space for creative food plating.
The small plates lets the chef serve small food items such individual cake slices without the plate looking mismatched.
Plate breaking improves immersion and allows unsavoury characters such as mimes and syndicates to stir up trouble.
Changelog
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expansion: Small and large plates have been added to the kitchen vend.
expansion: Plates will now break when thrown.
/cl
* Adds some basic sanity to the plumbing bottler
* Update code/modules/plumbing/plumbers/bottler.dm
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
* Update code/modules/plumbing/plumbers/bottler.dm
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Adds a USB port to constructable hydroponic trays. I had to refactor some hydro tray code, which is kinda old, to fit the USB circuit and the new signals in.
This does not make the nuke explode like it used to.
The nuke will now dust you in a similar way to the AI doomsday device when it goes off. This will only happen if the nuke successfully detonated on the station and not on a near miss. Otherwise, it kills everything on the z-level.
There has been code in the game for an extended period of time that was supposed to make this happen, but I believe it was bugged and did not properly give the z-level of the nuke in the explosion.
It should be noted that gameplay-wise this makes it so antagonists who need to escape will no longer get a free pass for being on the station when the nuke goes off, but they will still be counted as escaped if they are in lavaland/another z-level. I would say that this is only good for the game but I understand if it's controversial.
The original code gibbed people on the z-level, although I've considered changing it to dusting. I would like opinions on this or alternative methods of death.
fixes#62788
* Stops HFRs from being able to be blown up if an explosion's epicenter is on the tile
* Stops stationloving objects from being able to be teleported to HFR core
* Automatically add PREVENT_CONTENTS_EXPLOSION_1 to all INDESTRUCTIBLE machinery
* Document reason for PREVENT_CONTENTS_EXPLOSION_1 flag being needed
About The Pull Request
Creates a modular TGUI for simple bots.
Current issues with simplebots:
They are all HTML
Why It's Good For The Game
Better looking UI
Many new tooltips for information
You can now lock/unlock the controls via UI
You can now lock/unlock the maintenance hatch via UI
A little bit easier to catch runaway bots
Changelog
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add: All of your favorite simple bot friends aboard the station now have a much better interface in TGUI
qol: You can now lock
/cl
Adds mapping debug verbs that pull info about how many food/stacks are in the world and on the station.
Puts them into happy little html uis to make em easier to read.
A stacks amount is it's actual amount, so the amount of items inside it, rather then the amount of stack groups
This will fix#62065 by adding a new trait that prevents mobs from activating another elite tumor structure until he's won or lost the previous challenge, along with possible sources of harddels by making sure the hard-refs are properly cleared if the mobs get qdeleted.
This apparently happened in 58d0f12c5c, four year ago, where a New()
was renamed to Initialize().
Apparently in this case, the second definition runs first, and the first
definition runs in the second's parent call. Since the second immediately
calls the first as a parent call, just merging them with the first's body
first preserves behavior.
This is slightly horrifying.
About The Pull Request
You can now pull on tails and it makes the person happy! It was supposed to just be felinid but it changed when mothblocks requested I check for tails!
Why It's Good For The Game
Cute interaction with our cat friends. And Lizards. And anything with a tail.
Changelog
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add: You can now pull on a felinid's tail to make them happy!
/cl
About The Pull Request
Document: https://hackmd.io/@bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
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add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
This PR is an ode to @Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request
Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.
Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.
PR with permission from @ninjanomnom
Why It's Good For The Game
Light-hearted fun and a bit of flavour to felinids.
Changelog
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add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl
About The Pull Request
This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4
Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.
Fixes#59767
TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog
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fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl
It kept on tripping because the RegEx expression was malformed due to an absence of words in to_join_on_whitespace_splits, which caused it to filter out spaces that were at the beginning or at the end of a message, or if there was two spaces one by the other.
Also prevents people from sending a message that's only spaces in OOC, because that's a little silly.