You can still produce points at a decent rate. This stops someone
that managed to thread the needle to extremely low pressures while still
meeting mass requirements from making half a million points per second,
though that did require maxed out parts.
Fixes 2 wendigo runtimes:
- When the wendigo tries to teleport to you but there is no location to teleport it would runtimes because the code tried to pick from a empty list
- The wendigo scream message used capitalize which is not needed and also runtimed, since capitalize expects a string not some object
This commit will add a slightly modified version of Pubbystation's
Monastery to the list of available emergency shuttles, becoming the
most expensive shuttle to buy at 250 times the crate price (Defaults
around 50,000cr)
This shuttle will cause significant damage and fully showcase the
absurdity of the Monastery's size by providing an up close and
personal, interactive comparison. PubbyStation's monastery will be
forever preserved.
Added a button to the Nanite Cloud Controller Rules UI with two states:
- Meet all (default) - all rules must be met to run the program
- Meet any - any of the rules must be met to run the program
This change doesn't impact the default rule behavior, but gives an
ability to create more flexible rule setups when needed.
Fixes#56561
the holodeck control console now returns if the previous program still has not finished loading in, so it should now be impossible to have two concurrent load_program() processes running at the same time and thus programs should not overlap under lag. tested locally with around 80% time dilation and 0 holodeck cooldown while spamming the fuck out of loading simulations
qol as you are gonna check the name of the dude anyway with pda while the input window is open and then missclick into the captain, with this you dont have to
fixes the infinite rod bug where disposal pipes ejecting things under a reinforced floor will break off a rod, but not actually remove the reinforcement, allowing for loops to get infinite rods and by extension metal material. this forces reinforced floors to break when this occurs
if people make a new tile that this doesn't want to be forced they can code it, i ran into some issues about actually spawning the stack item not working properly regardless of checks about whether the floor can pop or not, so its just going to be forced at all times
## About The Pull Request
So, there on the downstream we've encountered a problem with the security officer slots jumping to 12 every time the round starts, regardless of what we set them to in the configs.
In the configs it says that you can set the coefficients to 0 to disable scaling, and upon investigation, it seems that all the scaling coefficients suffer from similar problem.
https://github.com/tgstation/tgstation/blob/master/config/game_options.txt#L198
the `min_val` in the config entry datums is 1 on each of them, leading to unexpected behaviour
## Why It's Good For The Game
It fixes certain config values leading to unexpected and unwanted behaviour
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.
Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
Vend a trays are mapped onto kitchen tables and bar counters. They can't be moved back onto the table with deconstructing the table. This gives them the table passflag, allowing them to be just moved back onto the tabletop.
Adds defines for all of the ammo calibers
Replaces all current magic strings with defines
Docs what guns use what calibers
Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds
the current tolerance on jousting is 2 deciseconds not enough to do fun stuff with any of the mobs you can ride on station like cows or goliaths, this is now 3
mob riding never had a keycheck so u could ride goliaths without a lasso and stuff like that
Adds Extrovert and Introvert quirks. Removes the free bar moodlet, gives it to extroverts, makes a corresponding library moodlet for introverts. Introvert and Extrovert are blacklisted and therefore mutually exclusive.
Seems a bit thin, could we do x?
Yeah sure, and I'd appreciate feedback on where you'd like to see these quirks go. I want to start basic with "where do they spend their free time?" Rather than trying to do something big like moodlets for speaking a lot/little, especially because that seems a bit unbalanced and we already have a quirk that penalizes speech. I'm also looking to avoid unrealistic stereotypes, speech penalties to introverts are kind of unreasonable, introverts aren't inherently bad at talking, they just like alone time.
Why make it free?
I'm taking away a pre-existing moodlet that was free for everyone, also positive quirks are capped at 6 and I see this quirk as being essential to character building so I would prefer not to make someone pick between giving any sort of depth to their character and their powergaming loadout.
Having players define their character as introverted or extroverted and reinforcing the decision through gameplay mechanics is a great way to get them thinking about their character beyond an avatar to make other spacemen horizontal with. I'd argue that it is as foundational as decisions like gender, species, and age.
This opens up the library as a social space, as the two people who take introvert might occasionally run into each other when they are recovering mood and sanity there.
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
## About The Pull Request
Removes a section of code from Oztek boomerangs that is supposed to turn your throw mode off after you throw them.
## Why It's Good For The Game
Throw mode already toggles itself off after you throw something.
Adds a visual indicator for when you trigger someone's Bad Touch quirk.
Players who have this quirk may not have the time to convey that they do
when hugged, as the hugger may be off-screen by the time the quirk holder
has finished typing a say or emote. This provides a clear indicator that
the quirk holder gets a negative moodlet from hugs.
Co-authored-by: Y0SH1M4S73R <Y0SH1M4S73R@github.com>
Recently a fluke-ops round went down there the nukies armed then immediately disarmed the nuke and no one was sure who disarmed it by accident. When I went to check the logs I realized we don't log who starts or stops a station destroying event?
This PR adds messaging and logging to arming and disarming nuclear devices.
Moods caused by areas can now be gated by requiring a specific trait
to trigger it.
Added a positive moodlet for the Chapel, but only for people with
the TRAIT_SPIRITUAL trait.