Commit Graph

119606 Commits

Author SHA1 Message Date
Leland Kemble
d1e9f66877 makes the hermit spawner on icebox an icebox hermit (#92261)
## About The Pull Request

makes the icebox hermit native to icebox rather than lavaland

## Why It's Good For The Game

fixes #89835

## Changelog
🆑
fix: makes the icebox hermit native to icebox
/🆑
2025-07-23 23:44:09 +00:00
Thunder12345
db4a06f559 Fixes the unknown request console on catwalk station (#92257)
## About The Pull Request

Adds the proper names to the QM's request console on catwalk.
Incidentally moved the request console out into the QM's main office
from the bedroom where they're more likely to see it.

Fixes #91866 

## Why It's Good For The Game

New request console who dis?

## Changelog
🆑
fix: The quartermaster's request console on Catwalk Station will no
longer show up as Unknown.
map: The quartermaster's request console on Catwalk Station has been
moved from their bedroom to the office.
/🆑
2025-07-23 23:43:56 +00:00
tgstation-ci[bot]
c4108c1c90 Automatic changelog for PR #92253 [ci skip] 2025-07-23 23:43:52 +00:00
Aliceee2ch
1b186c5ea1 TramStation brig decal fix (#92253)
## About The Pull Request

yeah

## Why It's Good For The Game

le wrong decal le bad

## Changelog

🆑
fix: Fixed wrongly placed decal in TramStation brig
/🆑
2025-07-23 23:43:33 +00:00
FalloutFalcon
51581d91d1 regex for for loop anti pattern (#92136)
## About The Pull Request
I made and metek improved this regex for finding instances if(itterator)
in for loops because a downstream im working on does it an insane
amount. Im fairly certin all these instaces have no reason to be running
if checks here saying most of the for loops are typed so if it was null
or something it shouldnt be iterated on
`for\s*\(var(/\w+)*/(\w+) .*\n\s+if\(\2\)`
## Why It's Good For The Game
just kinda bad practice. Its way way way worse on the downstream tho
holy shit
<img width="1264" height="759" alt="image"
src="https://github.com/user-attachments/assets/1d0f152d-372d-49d4-a9fa-6d8e4d27a816"
/>
## Changelog
N/A
2025-07-22 22:38:40 -07:00
tgstation-ci[bot]
b2d613fa25 Automatic changelog for PR #92238 [ci skip] 2025-07-23 04:24:12 +00:00
Dax Dupont
984ee285d0 The crew is no longer encouranged to assist in repairs. (#92238)
## About The Pull Request
Fixes a typo in the sandstorm event.

## Why It's Good For The Game
Typos are bad

## Changelog
🆑
spellcheck: The crew is no longer encouranged to assist in repairs.
/🆑
2025-07-22 22:23:54 -06:00
tgstation-ci[bot]
9c89dfc17a Automatic changelog for PR #92254 [ci skip] 2025-07-23 04:19:13 +00:00
Aliceee2ch
eefcf9cfd4 Removes acidentally placed slime grinder from nukies base (#92254)
## About The Pull Request

eden why

## Why It's Good For The Game

we love map fixes

## Changelog

🆑
fix: Removed acidentally placed slime grinder in nuclear operatives
outpost
/🆑
2025-07-22 22:18:55 -06:00
tgstation-ci[bot]
cf0af1e0a1 Automatic changelog for PR #91816 [ci skip] 2025-07-23 03:10:17 +00:00
MrMelbert
a9eb2d372f [MDB Ignore] Tests firedoor regions for fire alarms (#91816)
## About The Pull Request

Ensures regions of firedoors (full rooms, sections of hallways, etc)
have at least one fire alarm within, to ensure people can always reset
them.

Mappers can ignore regions with a mapping helper if they purposefully
want an area to lack a fire alarm.

## Why It's Good For The Game

A sore spot about fire alarms is when mappers forget / neglect to put a
fire alarm in a region of fire alarms, leaving people trapped.

So we brainstormed a way to automatically check that all firedoors can
be pulled or reset on either side, *somewhere*. It's not particularly
picky, so if the fire alarm is 50 tiles away, it'll still count

## Changelog

🆑 Melbert
qol: Firelock setups across every map should be more sane now, with
better coverage of fire alarms and fewer firelock boxes of doom.
/🆑
2025-07-23 03:10:00 +00:00
tgstation-ci[bot]
c34e682b94 Automatic changelog compile [ci skip] 2025-07-23 00:32:54 +00:00
tgstation-ci[bot]
cddc3ffd4c Automatic changelog for PR #92245 [ci skip] 2025-07-22 13:05:16 +00:00
SmArtKar
90a6e428a8 Fixes facial hair gradient DNA runtiming (#92245)
## About The Pull Request

This broke some gradients as the order in which hair and facial hair
gradients are positioned differs

## Changelog
🆑
fix: Fixes facial hair gradient DNA runtiming and sometimes not adding
proper gradients
/🆑
2025-07-22 15:04:59 +02:00
tgstation-ci[bot]
996f1522a4 Automatic changelog compile [ci skip] 2025-07-22 00:32:58 +00:00
tgstation-ci[bot]
ab6dd90e41 Automatic changelog for PR #92243 [ci skip] 2025-07-22 00:22:44 +00:00
SmArtKar
4d70c67690 Fixes the fake detective's trenchcoat in Delta's maints having a broken icon_state (#92243)
## About The Pull Request

Purple square bad

## Changelog
🆑
fix: Fixes the fake detective's trenchcoat in Delta's maints having a
broken sprite
/🆑
2025-07-22 00:22:26 +00:00
tgstation-ci[bot]
60ffae22f0 Automatic changelog for PR #91880 [ci skip] 2025-07-21 21:44:34 +00:00
MX0739
034f41c8ae Now you don't need to have 1 unit of water on the mop to use it with other reagents (#91880) 2025-07-21 23:44:15 +02:00
tgstation-ci[bot]
7ef3266ca8 Automatic changelog for PR #92251 [ci skip] 2025-07-21 21:00:53 +00:00
LemonInTheDark
8e75b49382 Adds working? infinite recursion logging (#92251) 2025-07-21 22:59:54 +02:00
tgstation-ci[bot]
c1ff77b11e Automatic changelog for PR #92224 [ci skip] 2025-07-21 14:39:42 +00:00
SmArtKar
f805a2b435 Fixes HUD sleep button harddels (#92224)
## About The Pull Request
Didn't deref the button upon HUD's deletion.

## Changelog
🆑
fix: Fixed HUD sleep buttons harddeleting
/🆑
2025-07-21 17:39:20 +03:00
tgstation-ci[bot]
8af0d83290 Automatic changelog for PR #92115 [ci skip] 2025-07-21 11:42:42 +00:00
Y0SH1M4S73R
3e2c118921 Adds constructible plastitanium reinforced walls (#92115)
## About The Pull Request

You can now construct reinforced plastitanium walls by using a single
plastitanium sheet on a reinforced girder. These are mostly identical to
syndicate walls, but only have 2 explosion resistance like normal
reinforced walls, as opposed to the 20 of syndicate walls.

## Why It's Good For The Game

Have you ever wanted a construction project to have that cool syndicate
aesthetic, but doing so would compromise its security due to the walls
being able to be simply welded down? Now you can make a syndicate
shuttle or satellite that will at least require thermite or the aid of
an engiborg to rapidly break into.

## Changelog

🆑
add: You can construct reinforced plastitanium walls by using
plastitanium on reinforced girders.
/🆑
2025-07-21 13:42:24 +02:00
tgstation-ci[bot]
b24f0d712b Automatic changelog for PR #91434 [ci skip] 2025-07-21 10:23:16 +00:00
Xackii
9b28da6e38 Justice mech: Charge attack and code refactor/New blocking system/some balance and sprites! (#91434)
## About The Pull Request

New changes for Justice mech - traitor mech that can be created on
emaged fabricator(you need robo skillchip to emag it)
1. Charge attack refactor
Charged attack is now used not by pressing the action button but on
holding right click
![2025-06-0119-05-471-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/d5102cd7-bd23-4e05-916c-797a41668fd9)
While you press right click scope will focus on tile mouse looking for
and when you release right button you will charge on this tile (cooldown
5 seconds as before). if your mouse look at position you unable to
charge your mouse icon will become red
2.  New Justice block
Now Justice don't have 60% chance to block any damage. Instead of this
rng, justice has 3 engines that orbit around him
![2025-06-0119-05-472-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/fb5a615f-714e-499e-9d1b-6b6954b1e540)
Engines can be active and disabled. While all engines active they will
block any range projictiles back.
![2025-06-0119-05-473-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/a1d82eed-4cbd-4e91-891b-16000c78346d)
To deactivate engine you need to melee hit mech. When all engines
deactivated mech loses its ability to deflect for 10 seconds, after
which all cores are recharged and the cycle continues again.
Justice can also recharge one engine when pilot hits someone who not in
crit.
![2025-06-0119-05-474-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/eae7a108-ac8b-4274-9c1d-075b9bb3b2e7)
3. 
Some balance changes:
Mech hp now 300
Mech melee armor now 50
Mech bullet and laser armor now 30
 Mech now don't have speed change  when you switch safety mod. 
Instead mech becomes faster in invisibility and slower when holding the
right mouse button to charge a charge attack.
Invisibility mode now no longer temporary. You can be invisible as long
as you want until you attack/ bump with someone/ take damage or turn it
off yourself
AoE attack from invisibility is now x2 faster
![2025-06-0119-05-475-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/1b10c9bd-c130-4f1b-875a-18228da4026a)

## Why It's Good For The Game

Lots of changes from recived feedback. 
Basically the most annoying thing was the block chances. Praying on luck
to not die from laser spam turned out to be not a very interesting
mechanic. Now mech justice requires more strategic actions to destroy it
and the mechanics create more fun for both the mech user and those who
fight with it. You need to get close to the mech to hit it and only then
will you be able to shoot the laser and user of justice has the ability
to recharge his cores by attacking enemies (if you don't attack, then
you won't be able to recharge the cores (well, only if your other cores
are broken)). This all creates more risk reward elements and not just
rng.
Accordance with block chance changes i also increased HP and armor of
Justice to balance the block changes a bit.
AoE attack speed was needed simply because 100/100 cases everyone said
that the aoe attack is weak and useless because it is almost very easy
to get away from it.
Changing the charge attack work mechanic is necessary to improve the
maneuverability of the mech. pressing the charge button and then getting
messages that you chose the wrong direction is very inconvenient and
deprives comfortable gameplay and pleasant use of the mech.

## Changelog

🆑
add: Justice mech: New block and charge system! Build and try it now!
qol: Justice mech: charge attack is now much more pleasant and
convenient to use!
balance: Justice mech: Increased HP and armor.
balance: Justice mech: Invisibility is now infinite.
balance: Justice mech: stealth aoe attack is now 2x faster.
refactor: Justice mech: Some code clenup and mechanic improvements.
/🆑

---------

Co-authored-by: tgstation-server-ci[bot] <161980869+tgstation-server-ci[bot]@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-21 12:22:55 +02:00
tgstation-ci[bot]
51b15baf2b Automatic changelog for PR #91922 [ci skip] 2025-07-21 10:06:32 +00:00
kuricityy
320b775cf0 Makes seclights attachable to almost every security firearm. (#91922)
## About The Pull Request
THE SECLIGHTENING!!

Hi hello. This PR adds the ability to attach seclights to most security
firearms. Nothing like some good seclight QOL.
Below is a picture with them attached, but off.

![image](https://github.com/user-attachments/assets/81fd4bb0-4e27-417b-9971-07d1afdfcf21)
Below is an image with the lights on:

![image](https://github.com/user-attachments/assets/53797ff8-9cff-403d-bbf0-df859e606788)
(if no one understands why/what the shotguns look like, I tried to make
it look like someone taped a flashlight to the side, as god intended.)
I'm no good at spriting (it was just changing offsets for already
existing sprites) but if you have any suggestions for what we can move
the offsets to, be my guest.
## Why It's Good For The Game

Well, for starters, we can easily attach seclights to disablers, energy
guns, advanced egun, the X01 energy gun, but we cant attach them to
other weapons. Why? Balance? I dont see how its unbalanced for a secoff
to see in the dark better. I couldnt tell you why you couldnt
previously, but I can tell you that it just makes more sense to have
them attachable to every weapon.

## Changelog


🆑
qol: Makes seclights attachable to almost every security firearm.
/🆑
2025-07-21 20:06:14 +10:00
tgstation-ci[bot]
61e0295205 Automatic changelog compile [ci skip] 2025-07-21 00:35:22 +00:00
tgstation-ci[bot]
cc293080c1 Automatic changelog for PR #92223 [ci skip] 2025-07-21 00:33:25 +00:00
_0Steven
119d859d70 Increase height of notice board UI so all papers actually fit on it. (#92223)
## About The Pull Request

While playing with the notice board I realized the UI would cut off
beyond 6~ papers.
This ups the height of the UI to fit all 8 paper entries, with the same
amount of buffer above and below.
## Why It's Good For The Game

It no longer cuts off several papers:
<img width="569" height="243" alt="image"
src="https://github.com/user-attachments/assets/67dd432a-3574-45ce-8154-763c38a64937"
/>
## Changelog
🆑
fix: The notice board UI actually fits the full 8 paper entries.
/🆑
2025-07-20 17:30:07 -07:00
tgstation-ci[bot]
0214395fca Automatic changelog for PR #92220 [ci skip] 2025-07-20 18:27:53 +00:00
SyncIt21
7be3eb8fdb Fixes winning ore vent wave defence by moving drone (#92220)
## About The Pull Request
- Fixes #92079

The `force` parameter in `handle_wave_conclusion()` was being
interpreted the wrong way in these 2 scenarios
- When `COMSIG_QDELETING` is sent `force` actually means are we deleting
the object forcefully & not if we want to win the wave defence
- When `COMSIG_MOVABLE_MOVED` is sent `force` gets the old location of
the drone(which gets misunderstood as TRUE because it's a non null
value) & not if we want to win the wave defence

So let's just remove this parameter so that it doesn't get
misinterpreted again. We don't lose any functionality with this because
when analysing all the places `handle_wave_conclusion()` is called, no
where is `force = TRUE` passed so the default is always assumed to be
FALSE so we can just throw it away

## Changelog
🆑
fix: You cannot win an ore vent wave defence by throwing a blue space
crystal on the drone or by moving it in any other way
/🆑
2025-07-20 20:27:32 +02:00
tgstation-ci[bot]
4936fad5b3 Automatic changelog for PR #92222 [ci skip] 2025-07-20 18:12:00 +00:00
SmArtKar
a8f0eff6f5 Fixes signal conflict hell on attachable seclights (#92222)
## About The Pull Request

This could get called **after** the component parent got deleted because
signals are saved before being called, so the overlay lighting component
unregging didn't prevent the call from going through. Pretty sure this
is the cleanest way to do this.

## Changelog
🆑
fix: Fixes seclights attached to objects runtiming when their parent
object gets deleted
/🆑
2025-07-20 20:11:41 +02:00
tgstation-ci[bot]
2ad255896a Automatic changelog for PR #92219 [ci skip] 2025-07-20 18:11:24 +00:00
SmArtKar
e9ad2a09db Fixes dropdel embeds runtiming upon removal (#92219)
## About The Pull Request

This code didn't take dropdel embeds into account

## Changelog
🆑
fix: Fixed dropdel embeds runtiming upon removal
/🆑
2025-07-20 20:11:06 +02:00
tgstation-ci[bot]
da07c77f61 Automatic changelog for PR #92147 [ci skip] 2025-07-20 10:55:00 +00:00
MrMelbert
6b75e3fcdc Fix backwards visible messages from default buckle (#92147)
## About The Pull Request

Theses should originate from the guy being buckled, note the self
messages saying `buckels you to the x`.

## Changelog

🆑 Melbert
fix: Fix backwards default buckle feedback
/🆑
2025-07-20 12:54:42 +02:00
tgstation-ci[bot]
eb6fb876e9 Automatic changelog for PR #92200 [ci skip] 2025-07-20 10:52:37 +00:00
Ben10Omintrix
d94f974df3 fixes tamed pets sometimes attacking one another (#92200)
## About The Pull Request
tamed pets would not let previous grudges go so theyd attack one another
even after theyve both been tamed by the same owner. this fixes that

## Why It's Good For The Game
fixes tamed pets sometimes attacking one another

## Changelog
🆑
fix: fixes tamed pets sometimes attacking one another
/🆑
2025-07-20 12:52:20 +02:00
tgstation-ci[bot]
5bc04d5cf5 Automatic changelog for PR #92075 [ci skip] 2025-07-20 06:01:54 +00:00
MrMelbert
7f11e42e07 Removes the Void Torch (#92075)
## About The Pull Request

Deletes the Void Torch from Cult

Mapped in uses have been replaced with similar red torches

Deathmatch uses were replaced with red torches as well (did they even
have a use in dm?)

## Why It's Good For The Game

Void Torch is maybe the # 1 example of bloat that comes to mind when I
think of "Cult"

- Very few people know that it does anything
- Even fewer people know how to use it
- Even FEWER people know how to use it effectively
- It isn't even uniquely produced, it comes with another object for no
reason
- In fact, I see people not even *realize* that they get a torch with
their veil shifter. In fact in fact, I see more people throw it *away*
than use it.

I don't really see a reason why it should stick around. A fair argument
I could see is "muh sandbox, you're pidgeonholeing cult in to just
swords and stun". But if that was the case, then why haven't people been
using it?

The only sad part to me is torches are cult kino thematically.

## Changelog
🆑 Melbert
del: Removes the Void Torch from Cult
/🆑
2025-07-19 23:01:36 -07:00
tgstation-ci[bot]
8f9d37f78e Automatic changelog for PR #92090 [ci skip] 2025-07-20 05:59:46 +00:00
MrMelbert
197d4baf25 Removes Flagellent Robes (#92090)
## About The Pull Request

Removes Flagellent Robes entirely

Deathmatch outfits were replaced with basic cult robes 

## Why It's Good For The Game

A continued effort to de-clutter / streamline cult a bit, but this one
has a bit more justification:

Flagellent Robes are a very odd tool in the cult arsenal and I'm not
sure it fits the current environment of the game super well.

To start, they tend to noob trap people. Most people just pick it
without realizing it speeds you up, and most people don't further
realize that it makes you take a ton more damage. I reckon most people
get told to "get robes from the forge", click on the forge, and then
click on one of the robes.

This is of course, addressable, I did it in my tooltip pr. But thinking
about it more I'm not sure if it's worth addressed.

Cultists are already capable of teleportation - both short distance and
long distance - so what exactly are they gaining from increased
movement? It's not repositioning, and it's not escaping. It's just for
combat, right?

But do we want cultists moving at mach 10 in combat? It's an absolute
nightmare for pacing. Most antags with access to speed boosts have it in
temporary forms such as stimulants, yet they can wear these forever.

Thus, I think it should be axed. Limit cult to one primary set of robes.
Makes it easier to balance their armor (as there's only one* set we need
to focus on going forward), gives them a unified identity (all cultists
are wearing the same robes, how quaint), and helps streamline the cult
equipment step for new players.

*Yes there's the non-hardened set to but I don't think it's particularly
egregious

## Changelog

🆑 Melbert
del: Removes the Flagellant's Robes from Cult
/🆑
2025-07-19 22:59:28 -07:00
tgstation-ci[bot]
fdd303c749 Automatic changelog for PR #92042 [ci skip] 2025-07-20 05:11:03 +00:00
Rex9001
ba5df4f11a Extinguisher changes: Now bulky, higher force, with a new attack (#92042)
## About The Pull Request
Changes the weight of the fire extinguisher to bulky.
Changes its force to 13.
Adds a brand new alt attack, when you rightclick on the head of a target
you will wind up your extinguisher for 2 seconds and then smash it down
doing 39 damage with a wound bonus. This may need better telegraphing,
if you have any idea on how to implement this please reach out or make a
pr to this branch.
## Why It's Good For The Game
Fire extinguisher to bulky and force increase, I feel as if the regular
fire extinguisher fits better as a heavy improvised weapon / fire
fighting tool rather than just the latter, and in order to justify the
changes to increase the force of the fire extinguisher so it can act as
a fairly good improvised weapon (around the same strength as a toolbox)
its weight had to be changed. A fire extinguisher should be a superior
option to just fighting with fists and I believe that in its former
state it really wasnt. The bulky extinguisher change also comes as a
result of people repeatedly stealing and bagging the fire extinguishers
which often leaves common areas without them, greatly reducing the
capacity for fire fighting.

The alt attack, I felt like it was pretty cool and flavorful to be able
to "charge" up a hit with a fire extinguisher and be able to just smash
it down on someone, it also lends it a niche for finishers. [Also
this](https://www.youtube.com/watch?v=IhPTUog6DWc&t=180s)
## Changelog
🆑
add: Fire extinguishers now have an alternate attack, usable with right
click
balance: Fire extinguishers force: 10 -> 13
balance: Fire extinguishers weight: Normal -> Bulky
/🆑
2025-07-19 22:10:42 -07:00
tgstation-ci[bot]
18c2e944e2 Automatic changelog for PR #92134 [ci skip] 2025-07-20 03:54:17 +00:00
Nick
e97a69a782 [DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.

This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen

What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.

Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this

## Why It's Good For The Game

Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.

This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)

## Changelog

🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
2025-07-19 20:54:00 -07:00