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472 Commits
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b11bdb1910 |
Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
## About The Pull Request [This PR is a bounty requested by Ophaq and worked on by Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013) All of the following description in this PR is written by Ophaq as to what this PR entails: In this PR, the medical and engineering cyborg's tools are completely reworked and condensed into an arm similar to the implant a carbon would get. The tools are shown in a radial wheel around the character to quick select what is needed instead of looking for it in a cluttered bag of items. There are a few tools such as the blood filter for the medical cyborg, as well as the welder, gas analyzer, and t-ray scanner for the engineering cyborg excluded from the radial wheel. mostly due to their inherent inmodularity   Each cyborg gets two arms in case the player wishes to have one on the side to quick swap to, like having a scalpel in one arm and a hemostat in the other on the hotbar for convenience or just preference. An upgraded version of the tools has been added to each respective cyborg upgrade node with somewhat faster action speed. The upgrade replaces the arms and transforms them into the "advanced" version which is currently the same sprite as the regular but just a faster and more efficient version. The sprites for the surgical arm currently look good but may need replacing later if someone who wishes to resprite them down the line decides to do so. ## Why It's Good For The Game As it currently stands, the medical cyborg's magical bag of gadgets takes up a lot of your screen space and as a player who plays medical A LOT, this was a MUCH NEEDED quality of life feature. The amount of clutter in a medical cyborg's bag makes it in my opinion, hard to see at the bottom of the screen and a nuisance to constantly close compared to other models. My standard set up for playing medical cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery tool or injector, and 3=another surgery tool. The flow of gameplay during surgery ends up being surgery tool, hit 3 and drop it, surgery tool, repeat or for efficiency using X to swap between the two surgery tools I need on 2 and 3. This gets tedious especially after so many hours of playing medical cyborg. I know some people may disagree, but I think it would help a lot of help to speed up this flow of gameplay during surgery and declutter. By turning the medical cyborg's toolset into an omni-surgery tool which functions like the surgery arm implant's radial wheel, this would greatly declutter by like an entire row and make things easier on medical cyborg players. Having a secondary in the bag helps with efficiency for those players who like having an extra tool on their hotbar and swapping back and forth would also improve efficiency and make less swapping by hitting Z needed. Additionally with the upgraded version as an optional upgrade in the mediborg tech, this also lets them be on par with players who use advanced tools late game but not at the level of alien tools where players would obviously out compete a mediborg in terms of action speed. Engineering models also benefit from this rework but at a slightly different and lesser way whereas certain tools are excluded such as the welder, due to the way they work on refill and the gas scanner and t-ray scanner not counting as tool components are not included in the arms. Syndicate versions of the engineering and medical cyborg also get these arms, unupgraded. ## Changelog 🆑 add: Adds an omnitoolset for both engineering and medical cyborgs, containing various basic tools qol: Engineer and Medical module inventory space is now significantly decluttered /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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df11ec8f34 |
Adds various quality of life changes for cooking to make it less click intensive. (#82566)
## About The Pull Request - Increases tray item size by 1 item. - Ranges and griddles can now be fed from trays. Click when closed => fill soup pot. Click when open => fill associated oven tray. Right click when open => fill tray from oven tray Click griddle => fill griddle surface. Right click => fill tray from griddle surface - Martian batter is now 5u of each ingredient into 10u of batter. Hopefully will make it bug out less where it makes far fewer reagents than it is supposed to, fixing reagents, or well soups specifically... is out of scope for this PR. - Adds the ability to print soup pots and large trays from the service lathe Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of 200U) Large serving tray: 2 iron sheets ## Why It's Good For The Game Makes cooking a lot less tedious. Especially for people with low precision when it comes to filling oven trays. This also bring the behavior up to parity with how you can click microwaves with trays to fill them, ditto for the food processor. It also allows chef to use the whole capacity of an oven, as previously you couldn't easily click 6 cake batters or other giant sprites onto the tiny tray. The tray is now sized to be able to easily feed a griddle 8 items. ## Changelog 🆑 qol: chef equipment can now deposit and withdraw to/from trays! qol: chef now has access to griddle and oven sized trays! qol: service can now print soup pots /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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762779f3f2 |
Adds a photobooth (#82105)
## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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760c85ad90 |
Tram tile/bench fixes (#81798)
## About The Pull Request - Tram benches can be rebuilt after deconstruction - Tram tiles build the correct amount inhand - Tram tiles available in the engineering protolathe with other items - Tram tiles create the right stack type when pulled up - Tram tiles have inhand/obj icons for both types ## Changelog 🆑 LT3 fix: Tram floor tiles constructed inhand provides 4 instead of 1 fix: Tram floor tiles provide correct stack item when pulled up image: Tram floor tiles have their own inhand icons qol: Tram floor tiles available in the engineering protolathe fix: You can reconstruct deconstructed tram benches /🆑 |
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159561437b |
New Shields and Sprites for them (#81615)
## About The Pull Request Updates shield sprites to new more polished and 3/4 perspective ones. <details>  </details> Adds 2 new shield types: - **Improvised Shield.** Made out of 10 iron sheets and 2 sticky tape pieces. Weaker then buckler shield and breaks after 2 gunshots or 4 baton hits, but has a 50% (BASE FOR ALL OTHER SHIELDS) blocking chance instead of 30% that buckler has. Bulky - **Ballistic Shield.** Printed at Security Techfab for a lot of titanium after getting weapon research. Strong against projectiles, but weaker than riot shield against melee. Bulky Both of these shields break, and both of them are their own subtype. As such you can still only craft strobe shield with a riot shield. ## Why It's Good For The Game The sprites of shields were very ancient and extremely flat, this gives them a more refreshed look. Ballistic Shield is added because Riot Shield was weakened against projectiles, Ballistic Shield gives the crew a way to get access to protection against projectiles at some point in the round. Improvised Shield adds a second improvised shield in the game (after Buckler Shield). It's balanced by being weaker than Buckler, but higher block chance, this adds an interesting choice for players on which shield to craft. ## Changelog 🆑 add: Adds 2 new shields to the game! Ballistic Shield - researched by Science, and Improvised Shield - made out of iron and sticky tape image: Riot, Strobe, Telescopic, Energy shields got new less flat sprites! /🆑 |
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a074f8e7ce |
Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ### Riot Armor and Helmets (including SWAT armor and plate armor; partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) ### Bottle Smash The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. ### Misc Changes Any instance that would check either for riot armor or riot helmets instead checks for the new traits. ## Why It's Good For The Game People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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a4cedb2dbe |
Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. (#81407)
## About The Pull Request This PR adds a new line reel, which speeds up the baiting phase of the fishing minigame and skips the biting phase, thus starting the minigame without the initial input from the player. The auto-reel line will also throw items (or other people/things, if you have the right hook) in your direction when snagged, with the added bonus of catching the item mid-air. Turn your fishing rod into a discount meat hook. I've lowered the deceleration coefficient and bounce threshold of the minigame by 1/4. My rationale is that these two numbers are a must lest we end up with an uncontrollable mess of a minigame, though they also feel like a sack of flour hitting gravel rn, making specific hooks like the bi-directional one and the weighted other a bit useless. Another change is to the baiting and biting phase. Previously, if you clicked anywhere during the baiting phase, it'd reset the whole timer back to any value between 1 and 30 seconds, spelling futility to the time you've just spent waiting. Now, it'll simply add another 4 seconds or so to the current timer, capping at 30s. One last thing*. Once the biting phase start, the faster your input is, the higher the starting completion of the minigame will be, and the other way around, if you're very slow. The difficulty variable can also lower the starting completion. *I lied. I've also added a short cooldown to casting a fishing rod so you can't just spam it. ## Why It's Good For The Game Finetuning the minigame, quality of life and balance, making fishing even more gimmicky. ## Changelog 🆑 Ghommie add: Added a new fishing line reel that speeds up the first half of the fishing minigame, and also let's you catch things from afar like a discount meat hook. balance: During the biting phase preceeding the actual minigame, initiating it as soon as the "!!!" alert pops up will net you an advantage. Conversely... qol: Clicking during the baiting phase will no longer wholly reset it and make you lose your patience. Instead, it'll delay the next phase by about 4 seconds. balance: The deceleration and bounce should feel less sudden and stiff, meaning the controls are 25% more slippery again. balance: Added a cooldown to spam-casting fishing rods. imageadd: Resprited line reels a little. /🆑 |
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dc13f71b2f |
Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed (#81230)
## About The Pull Request This adjusts some of the techweb stuff related to security implants. I meant to do this in the original PR but got LAZY because I wanted to push it out the door, and then the feature freeze happened. Teleport Blocker and Beacon implants have been moved from cargo to the departmental lathe, printable at (where else?) security. **They can no longer be purchased from cargo.** They are behind a new research node, which requires Subdermal Implants and Miniature bluespace research. This node costs 2500 points. Exile implants can now be printed from the security lathe. Security Implants now have their own lathe category. This also slightly adjusts the descriptions for the implant case designs to reflect their contents. ## Why It's Good For The Game First and foremost -- I really had meant to do this in the original PR. Throwing these implants into cargo was intended to gate access to them until later in the round. In hindsight, cargo doesn't really accomplish that in the way I'd hoped. It's still available roundstart, and no price will change that. Having these be handled by science is a much more sound idea. (Also security already has enough to be ordering from cargo, and not nearly enough reasons to be yelling at science!) Exile implants should be easier to access, especially for how little impact they actually have. The simple convenience may be the difference between a peaceful resolution or being beaten to death in the back of the brig. Adjustments to the lathe categories, descriptions are for slightly better UX. |
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01fe145760 |
Barcode scanners can now be printed. (#81324)
## About The Pull Request Currently the only way to get a barcode scanner is by spawning as a Curator, this is lame and prevents people to job change into a librarian, so now it can be printed like basically all other service job's tools. Part of computer tech  ## Why It's Good For The Game You no longer have to spawn as a Curator to be able to work in the Library, and Curators can now replace their otherwise completely irreplaceable equipment. ## Changelog 🆑 qol: The barcode scanner is now part of computer tech and can be printed at the service techfab. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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95f01c9620 |
Circuit action button refactor (#80379)
## About The Pull Request This PR makes several changes to how circuit action buttons work: - The MOD action and BCI action components have been merged into a single component. - MOD circuit actions can be pinned from the configuration menu. This works the same way as pinning individual modules, and can be done both by the wearer and a suit AI. - Action components have an output pin for the user of the action. This allows MOD module circuits to distinguish between the wearer and an AI. - Creates a supertype for `/datum/action/item_action/mod/pinned_module` named `/datum/action/item_action/mod/pinnable`, which implements common functionality for pinned modules and pinned circuit module actions. ## Why It's Good For The Game The prior functionality of circuit MOD actions was somewhat unintuitive, requiring the user to select an action from a radial menu *after* activating the module, whether from a pinned action or from the module radial. Providing similar pinning functionality to modules themselves makes MOD actions more readily usable. Merging the two different types of circuit components into one was made with the idea that adding new types of shells with equipment actions would inflate the number of subtypes of `/obj/item/circuit_component/equipment_action` without adding much meaningful functionality. ## Changelog 🆑 qol: MOD wearers and internal AIs can pin the individual actions in a MOD circuit module in a similar way to how they can pin modules. Circuit module actions can be pinned from the configuration menu of the circuit refactor: The MOD action and BCI action components have been merged into one component - the Equipment Action component. /🆑 |
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110d8a05e3 |
Engineering autolathe now prints engi inducers instead of science ones + boosts recharge rate of sci-printed inducers (#80126)
## About The Pull Request Allows engineering to print/order engi inducers instead of science ones. They have their own type of inducer, so its weird that the amount of them is finite. ## Why It's Good For The Game I thought this was the case when I made my crossbow PR, and it only is craftable with an engineering one. Turns out engineering quickly ran out of inducers to make them with since they only get three. Oops. As for the science inducer charge buff, around half of my 400ish hours in ss13 is engi, and not once have I been asked by a scientist if they could have a better inducer. 500 charge vs 1000 charge is only a change of clicking an apc again and waiting an extra second. Plus, the reason I picked inducers as the item that the crossbow required in the first place is that 95% of rounds they never once moved from the closet (and people most certainly open said closet, since the insuls are almost always gone.) ## Changelog 🆑 qol: Engineering now can print/order engi inducers instead of science's purple ones. bal: Sci inducers now recharge 1000 charge per go, just like engi ones do. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> |
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bb4f09cd92 |
Replaces the Exosuit Materials 2 experiment with one about equipping mechs rather than destroying them. (#80267)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Replaces "Exosuit Materials 2: Excessive Damage Test" with "Exosuit Materials 2: Load Strain Test". Rather than building and then destroying two exosuits, you now equip them with any two (compatible) main equipment pieces. Once the experiment is done, you'll have two exosuits still, so consider making exosuits that you can donate to other crew afterwards. Note that the exosuit *has* to be built by the crew. Round-start exosuits (or those obtained through other means like the nuke ops' uplink) will not work. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The idea of creating and destroying a few rounds of mechs sounds like a neat concept. But in practice, it burns through station resources for no real good reason, and is somewhat antithetical to the idea of robotics making mechs for other departments. With this change, you're still required to make the two mechs if you want the discount, but now they'll be available afterwards. If someone has requested a mech for their department, for example, you can now accomplish that and part of this experiment simultaneously. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds a new discount experiment for unlocking the combat exosuit nodes - complete it by scanning two exosuits with equipment in the left and right hand slots. This replaces the prior discount experiment about destroying exosuits. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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71da2041b9 |
[NO-GBP] Fixes Advanced Plastic Surgery free to use roundstart (#80295)
## About The Pull Request Fixes #80266  ## Why It's Good For The Game Should have debugged that ## Changelog 🆑 fix: Advanced Plastic Surgery is now unavailable shiftstart /🆑 |
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274eb2a52e |
Removes Clone Damage (#80109)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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9d6e70171a |
Adds arctangent 2 component to circuits (#79892)
## About The Pull Request Adds an arctangent 2 component (atan2) ## Why It's Good For The Game It's made to convert offsets into angles, something thats pretty useful in a coordinate based game ## Changelog 🆑 add: Adds an arctangent2 component to circuitry! /🆑 |
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f6f25a4b14 |
Adds some more engi borg modules and buffs the engi borg RPED (#79374)
- add Internal inducer: An inducer for engi borgs, it uses power from there own cell to charge other devices - Buff the RPED module to be onpar with BSRPED in storage(same otherwise) - Borg chargers now also draw from powernet like cells do The RPED buff is more because the standard capacity for parts is really low, this lets borgs use RPED more hassle free. They still need to physicaly be next to the machine so its not an insane buff otherwise |
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84cb29b23e |
[READY] The Cyberbrawlening: Augment your Unarmed Strikes for Maximum Damage (#79705)
## About The Pull Request Robotics can print Advanced cybernetic arms and legs. These limbs have a higher max health (though contribute the exact same amount to core health as normal limbs), higher unarmed damage and higher unarmed effectiveness than organic limbs. In addition, Strongarm implants now respect the unarmed potential of the limb it occupies. This means you can potentially get much higher damage output if your arm would be capable of higher potential damage and armor penetration. They also do additional stamina damage (1.5x punch damage) so that you can capitalize better on unarmed combinations. Surplus Prosthetic limbs now contribute a total of 250% of their carried damage against overall health. With only 20 max HP, that means at full damage, the user suffers 50 damage per limb. They also have terrible unarmed values. Cleans up exofabricators a touch and creates some defines for limb values. New Sprites   ## Why It's Good For The Game I really want to encourage people to get involved in unarmed combat, so I want to include some potential ways to seek out improving your unarmed combat ability. One possibility should be robotics! Currently, Strongarm implants are....possibly worse than unarmed attacks? To solve that slightly, they now utilize the attacking limb's unarmed potential as bonuses to the damage dealt as well as penetrative power. I don't have a perfect solution for this at the moment, but at least anyone utilizing this implant isn't unintentionally harming their unarmed combat potency...too much. Surplus Limbs are, once again, extremely good at taking damage and have almost no actual negatives at the moment. I tried to resolve this in https://github.com/tgstation/tgstation/pull/71739, but the code changes I added have since become obsolete once again, leaving us once again with surplus limbs acting as a health _boost_ rather than a health _malus_. This fixes that issue once and for all, and if you have these limbs, they're going to fucking _suck_. ## Changelog 🆑 add: The battle against Maint Khan's forces rages on in the periphery stations of the Spinward Sector. And with it, a new breed of unarmed warrior has emerged; the cybernetic martial artist. Nanotrasen, rather than quell the minor maintenance civil war brewing in their sector, have chosen to exploit this conflict to push their weapons and cybernetics research to new heights! add: Advanced cybernetic arms can be printed at the Robotics exofabricator once researched. They are unlocked by researching the Advanced Robotics Research node. add: Advanced cybernetic arms are more durable than standard limbs, and also have higher unarmed potential. balance: Strongarm implants now utilize the attacking limb's unarmed potential to determine damage and potential armor penetration. It also does additional stamina damage (1.5x punch damage) balance: Surplus prosthetic limbs contribute more of their carried damage to overall health (AKA they make you actively more vulnerable to damage), and deal less damage with unarmed attacks. Take Quadruple Amputee at your own risk. /🆑 |
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5175ae0637 |
TGUI Destructive Analyzer (#79572)
## About The Pull Request I made this to help me move more towards my goals [laid out here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't have much interest. This makes the Destructive Analyzer use a little neat TGUI menu instead of its old HTML one. I also touch a lot of science stuff and a little experimentor stuff, so let me explain a bit: Old iterations of Science had different items that you can use to boost nodes through deconstruction. This has been removed, and its only feature is the auto-unlocking of nodes (that is; making them visible to the R&D console). I thought that instead of keeping this deprecated code around, I would rework it a little to make it clear what we actually use it for (unhiding nodes). All vars and procs that mentioned this have been renamed or reworked to make more sense now. Experimentor stuff shares a lot with the destructive analyzer, so I had to mess with that a bit to keep its decayed corpse of deprecated code, functional. I also added context tips to the destructive analyzer, and added the ability to AltClick to remove the inserted item. Removing items now also plays a little sound because it was kinda lame. Also, balloon alerts. ## Why It's Good For The Game Moves a shitty machine to TGUI so it is slightly less shitty, now it's more direct and compact with more player-feedback. Helps me with a personal project and yea ### Video demonstration I show off connecting the machine to R&D Servers, but I haven't changed the behavior of that and the roundstart analyzers are connected to servers by default. https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b ## Changelog 🆑 refactor: Destructive Analyzers now have a TGUI menu. /🆑 |
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91af16bcbf |
Adds Paddy, the Security Mech (#79376)
## About The Pull Request - Adds a new combat mech, Paddy. Paddy is a modified Ripley MK-I, intended for use by the station's security force. Like the MK-I, the Paddy features an open-air cockpit design (and thus does not protect from ranged weapons), but maintains the speed of the base unit. Constructing a Paddy is similar to constructing a MK-II, though the kit requires combat-mech level research. Sprites by [DrDiasyl](https://github.com/DrDiasyl) -- The paddy has an internal cargo bay capable of holding up to four individuals (loaded with a hydraulic claw). If the pilot exits the Paddy, any loaded individuals are likewise ejected. Individuals can attempt to resist their way out of the mech, but it requires the mech to be stationary for 45 seconds. If they do this, all individuals in the holding cell are ejected. - Adds a new mech equipment piece, the hydraulic claw. Similar to a clamp, this Paddy-exclusive item can load mobs into the Paddy's cargo bay. Humanoid mobs are handcuffed upon loading. The hydraulic claw is unlocked on the same tech node as the Paddy. - Adds a round-start Paddy, carrying one peacekeeper disabler and one hydraulic claw, to each security area on all maps. Round-start Paddys are also pre-locked with security access. Security now has access to a mech charger, and a small bay for it all. Map edits were done by [Maurukas](https://github.com/Maurukas). - Also did some minor cleanup of various mech-related code. Ripley mech cargo is no longer stored in the mech, but within the "ejector" object. This doesn't have any player-facing changes, but it is easier to organize behind the scenes. additionally, if Ripleys are destroyed now, they drop their stored objects rather than deleting them. ## Why It's Good For The Game Playing lone security is probably one of the least fun aspects of the game. Arresting any assistant is inevitably setting yourself up against the tide as a whole; You try to stun any one person and they crawl out of the woodworks to get in your way, drag off the arrestee, and probably try to steal your gear. The Paddy is set up to be functional against low-threat targets, but not particularly good against anything with purpose. The round-start Paddy carries the disabler equipment, as well as the law claw, to detain individuals in a *somewhat* safe manner. Being that you're inside an exosuit, you're immune to shovespam that plagues the halls, and you don't risk dropping important gear quite as easily. However, The open canopy gives you no protection at all from ranged attacks, nor from atmos hazards. Being that you're in an exosuit, you cannot use other items or equipment. The AI will have trouble finding you to open a door, due to your name not jumping their camera to your location. ## Changelog 🆑 Zxaber, DrDiasyl, Maurukas add: A new security-focused combat mech, the Paddy, has been added, intended to be particularly helpful for lone sec officers. You will find one in the Security main office, and a replacement can be built with late-game mech research. fix: Ripley MK-I and MK-II mechs no longer qdel their stored items when destroyed. /🆑  --------- Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com> |
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b5654d7203 |
Security Pen and Penlight improvement (#79299)
## About The Pull Request Improves penlight sprite and code. A new type of pen has been introduced - the Security Pen. This pen is red and can create a holograph around a person, similar to a medical penlight. The holograph prompts the person to surrender for 30 seconds, and the holograph itself is visible for 5. There is a 30-second cooldown between usage. Holosign itself does nothing except be visual, just like medical holosign **(DO NOT MISTAKE HOLOSIGNS FOR HOLOBARRIERS)** https://github.com/tgstation/tgstation/assets/42353186/1ee5f794-7218-4e52-b04f-3ebb50bd224a Now every Security member spawns with a Security Pen in their PDA. Now you can print Security Pens at Security Techfab, and Penlights at Medical Techfab. ## Why It's Good For The Game The only way to prompt someone to perform the surrender emote is by holding them up with a gun. However, this mechanic can be quite unreliable, even after updates, especially if the person is moving. As a result, many players are unaware of how to prompt the surrender emote or even about its existence, so they don't know they can trigger it themselves by typing "*surrender". This enables non-lethal arrests without stun batons or other tools. Sprites are a significant improvement as the previous penlight sprites were outdated. ## Changelog 🆑 qol: There is now a more convenient way to prompt surrender to emote - the Security Pen. Each officer is equipped with one in their PDA. Simply click someone with it to prompt a 30-second surrender. They are printable at Security Techfab as well. qol: Penlights now are printable at Medical Techfab. image: Penlights got a new cleaner sprite to replace its ancient one code: The code for Penlight's holographic sign has been improved. /🆑 |
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c9186b4bfd |
Fishing-related bounties. (#79136)
## About The Pull Request This PR adds three basic/assistant bounties for shipping fish. The reward is above par when compared to other basic bounties, however, each shipped fish that is either dead or comes from a case (bought from cargo, cause that's lazy) will reduce the payout by a portion of it, also the pool of assistant bounties is quite big you wouldn't roll them too often. The three bounties are the following: One for any kind of fish, another for fish of matching fluid type (freshwater, saltwater, sulphuric water), and lastly, one for specific types of fish, possibly easy money if RNG is with you. ## Why It's Good For The Game I wanted to add something diffrent from most grimy assistant/basic bounties where you either just print the stuff from the nearby autolathe or fetch it for little money. Also, this provides another outlet to fishing, I guess. ## Changelog 🆑 add: Added a few fish related bounties. add: Fish cases to store and preserve life fish within can be now printed from the service techfab and the autolathe. /🆑 |
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9ff9e4b9a8 |
Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)
## About The Pull Request Allows for damage falloff to apply to more than just shotgun pellets. Now any projectile can have a damage falloff defined. Scatter Laser shells no longer use the minigun beams to determine their damage. Instead they use the actually defined scatter laser beams. Those beams do 7.5 damage per pellet, times by 6 pellets. Scatter laser beams now have damage falloff, a separately defined (positive) wounding power from normal beams, and wound falloff. Scatter laser shells can be printed from security protolathes once you have weapon tech. Scatter laser shells _may_ be damaged by EMPs based on severity. The result is that it fires a practically useless volley of laser fire. They cause a honk sound when they hit, so you know when you've shot one of these. ## Why It's Good For The Game Well, we want shotguns universally to not be defined by their damage output (especially extreme damage output) but by niche. What does the scatter laser shell currently occupy as a niche? The single highest damage output of any projectile weapon in direct damage. The thing we don't want of shotguns, and it is reigning champion of all guns. Okay, that's a bit misleading, because obviously it is competing with the likes of .50 BMG which does 70 damage outright and dismembers limbs, potentially doing upwards of 90 damage if it does, and also hard stuns people. Obviously _that_ is technically a stronger bullet. But not for raw damage, because the scatter laser does 90 damage out the gate, barring any potential wounding that might occur which increases the damage multiplicatively. No gimmicks, no extra procs, nothing. It's just 15 force lasers (with no damage dropoff) split between 6 beams. And the reason for this is because this shell has been nerfed once prior by making it not fire 6 normal laser shots into someone. That was 120 damage at the time, 120 to 90 was...I guess a nerf during the taser era. Depends on how you viewed it. Buckshot was doing like 80 at the time, believe me it was a wild period. But anyway, when we did the whole damage rearrangement over the course of the laser few years, every other shell got touched except this one for some reason. Even pulse slugs lost 10 damage while this was still sitting on 90 force point blank. So what is the new niche? Well, it's laser buckshot. That's not a niche but crew don't get buckshot, so this is their buckshot. It wounds real good. Real goddamn good. And its is a laser. It fits the aesthetic, obviously. Okay, thanks. ## Changelog 🆑 balance: Scatter laser shells actually utilize the _real_ scatter laser beam. This comes with damage changes. And wounding power. feature: EMPs can potentially damage scatter laser shells. refactor: All projectiles can now have damage falloff defined. Yay. balance: Scatter laser shells can be printed when weapons technology is researched. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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074edb4f2e |
Advanced Robotics Techweb Tweak and General Techweb QOL (#78985)
## About The Pull Request This PR is half a successor to #77399, and half QOL changes. When I made the old PR, I originally wanted to add a scanning experiment to the advanced robotics node, but several people (including at least one maintainer) had reservations with this idea. My plan was to make the experiment be completed automatically, instead of needing someone to wave the scanner around, but as it turns out the experiment system is just fundamentally not designed for experiments like that. Now I've realized that there doesn't really need to be a new experiment. So now the advanced robotics node is just not dependent on neural programming, and that's it. No cost increase, no experiment needed. As for the QOL changes, it just allows certain experiments to be completed earlier than they otherwise would be. Normally, for an experiment to even be available for completion, you need to get at least one prerequisite node for one of the nodes the experiment benefits (as in, one of the nodes it is required for or grants a discount too). However, this sometimes means that you can't complete an experiment even if you have the means to do it. Nonhuman autopsy is a good example; you can autopsy a nonhuman corpse right at the start of a round, but the experiment won't actually be completed unless biological technology has been researched. The tier two laser experiment is another example. You get access to tier two lasers necessary for the experiment by researching industrial technology, but the experiment itself is locked behind electromagnetic theory. Now, the nonhuman autopsy experiment, divergent biology experiment, and all medium and high grade material scanning experiments are unlocked round-start. The tier two lasers experiment is unlocked by industrial engineering. ## Why It's Good For The Game For the advanced robotics change, I'll just quote myself from the last PR: > Robotics should not be dependent on an entirely different department to access their core job content. Such dependencies encourage tiding and other toxic interactions between departments. For the QOL changes, it makes the whole system a lot more newbie-friendly. For the autopsy especially, its common to see new coroners autopsy the nonhuman bodies first and the human one second. This means that, when the nonhuman autopsy experiment is actually unlocked, there aren't any nonhuman bodies left to autopsy. Now it doesn't matter which order they're autopsied in. ## Changelog 🆑 qol: Nonhuman autopsy, Tier Two Lasers, and several other experiments can now be completed earlier. balance: Advanced robotics techweb node no longer requires neural programming node. /🆑 |
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7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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c2fb08407a |
Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2d39c1289f |
Adds tongs (#78698)
## About The Pull Request . Adds tongs, as requested on the [Official TGStation13 Forums](https://tgstation13.org/phpBB/viewtopic.php?f=9&t=33026) Tongs can be used to pick up food from two tiles away, and feed it to people who are two tiles away. You can also use them while in your hand to snap them together like a crab, or use them to harmlessly pinch people who are up to two tiles away. Tongs are available from the kitchen's dinnerware vendor, the autolathe, and the service lathe. ## Why It's Good For The Game You can feed people from across a counter, without touching the food and spreading your germs to them. ## Changelog 🆑 Coded by Jacquerel, Sprited by Dalmationer add: Added tongs to the kitchen, which you can use to manipulate food from further away /🆑 |
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |
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65b3788bcb |
Advanced Plastic Surgery 2.0, It's rare now. (#78504)
## About The Pull Request A revival of #76508 which got closed due to it eating up genetics niche. This PR fixess that issue by seperating the surgery into two. the normal roundstart plastic surgery and advanced plastic surgery. both works identically with the one exception being that the advanced one allows the feature that the last PR tried to add. which is to allow surgery to mimic people in photographs. the regular one remains as-is. The disk containing the surgery can be found in a lot of places, a role-restricted item to doctors and roboticists for 1TC, as a rare maint loot and BEPIS technode reward ## Why It's Good For The Game Opportunity for more fun gimmicks, ammo for BB's and paranoia, staple of SS13 gameplay. This also retroactively buffs forensic scanners and records since it really only changes your name and voice. You can change your hair all you want but anything more than that is a trip to genetics. overall allows for more engaging gameplay while not detracting from genetics niche with how niche and rare it would appear in rounds. ## Changelog 🆑 add: Adds an advanced plastic surgery procedure, allowing you to imitate people in pictures. Simply hold a picture in your offhand of the person you wish to imitate as while conducting the surgery! Remember, it's not foolproof, it only changes your name and voice! adds: You can obtain the disk containing the afromentioned surgery. as a role-restricted item to doctors and roboticists for 1TC, as a rare maint loot and BEPIS technode reward /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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1599dc6b21 |
Adds the message monitor to the tcomm research node (#78426)
## About The Pull Request After five long years of waiting, adds the messaging monitor board to the tcomm research node. Closes #35946 ## Why It's Good For The Game Consistency! |
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c7a33df99b |
Buildable mass drivers (#78360)
## About The Pull Request Adds the ability to build mass drivers, you activate them by attaching a signaler to their launch wire. They also have a safety wire, that when pulsed, increases the power of it. To reset the power back to normal you cut the safety wire. This is mostly just a port of https://github.com/BeeStation/BeeStation-Hornet/pull/5563 ## Why It's Good For The Game Less weird unique machines, and you can do some interesting stuff with mass drivers, like traps, cannons, and many other interesting things. ## Changelog 🆑 add: mass drivers are now buildable, you activate them by attaching a signaler to their launch wire, and can increase their power by pulsing the safeties wire, and reset it back to normal by cutting the safeties wire. /🆑 |
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b7778ff44c |
Service borg extra apparatus upgrade (#78077)
## About The Pull Request Adds an upgrade similar to the extra beaker storage for mediborgs to service borgs, which adds an additional drink apparatus (that also doesn't do the weird drink refilling thing) ## Why It's Good For The Game This can allow the service borg to carry a wider variety of drinks, also considering they specialize in chemistry, they should get an apparatus upgrade like mediborgs. ## Changelog 🆑 add: Added the service borg "drink apparatus" upgrade, which adds an extra drinking apparatus to the borg, up to a maximum of 5 extra. 🆑 |
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aa820c08fe |
Oldstation now has their own RND (#78132)
## About The Pull Request This PR does many things and I expect to be asked to atomize some stuff. ### Oldstation Additions Oldstation now has their own research server, generating their own points. To help alleviate major concerns, they have a few stuff to help with this: - They now have a pre-built operating computer - They now have an Autopsy scanner - They now have access to Experimental Dissection Experimental Dissection is the old dissection, giving research points in the form of paper notes on completion. They must be turned in to the RND server (only works on the Oldstation one, so you can't abuse this) for points. This was an idea I've had for some time, as Oldstation is used somewhat as a representation of how ss13 used to be (through its use of directional windows (before they got removed, but I'd like to bring them back), old IDs, RTGs, and old engines before they got removed from the game fully) Considering there are 11 alien mobs in Oldstation, there is 27.5k research points to get from alien corpses, enough to bring them up to speed with whatever they wish to do. This is their 'alternative' for experiments (which they can still do if they want, but it is very hard to do, outside of dissection which is needed for the node). This surgery isn't repeatable, isn't upgradable, and isn't removed by being healed. It is not mutually exclusive with autopsy (so you can't ruin yourself doing the wrong surgery). ### Other stuff - Ninjas now drain RND points from the server they drain from, rather than always hitting science - Syncing machines to research roundstart is now a macro, and now immediately syncs to a server on your Z-level. Machines will automatically connect to the Science servers if none else are available. ### non-player facing - Science, Admin, and Oldstation techwebs are now no longer vars on research, but stored in research's list of techwebs. - ``get_available_servers`` and ``find_valid_servers`` are now procs on the research subsystem, rather than the experisci component. - Oldstation code has been split into separate files. ## Why It's Good For The Game Oldstation is one of my favorite ruins, but it is also one of the largest complaints for RND (along with Golems) because they use the station's Science nodes & points (I recently tried de-hardcoding Science stuff to help prepare for this, but I didn't get everything in advance). The complaint stems from these ghost roles, who are meant to be a fun activity to do while waiting for the next round, using the station's research points for their own stuff, completely untrackable unless someone goes out of their way to grief a ghost spawn just for using points to get things they need. These roles make their own servers to drain the station, and I find that unfun and quite boring for everyone- it's also not very flavorful, why would Charliestation know of the station's RND to take advantage of it? This hopes to fix those issues, make Charliestation more worthwhile, and more flavorful. ## Changelog 🆑 fix: Getting a node researched now properly makes it no longer hidden. fix: Ninjas draining RD servers now drains it from the connected techweb, rather than sniping Science. balance: Machines will first try to connect to a techweb with servers on their z-level, with the Science techweb remaining as fallback. add: Oldstation RND, comes with their own Techweb and special surgery to gain research points through dissecting Xenomorphs. /🆑 |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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899eac56f7 |
Fixes alien alloy's destructive analysis not giving the Alien Technology node (the one that lets you print alien alloy) (#77931)
## About The Pull Request Title. Was a thing in the old days of yore of `origin_tech` (`Nov 7, 2017` - the commit before the techweb refactor) |
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52b9c952b9 | Adds associative list manipulation to circuits, updates a few list circuit components. (#77803) | ||
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b77c1c85ea |
MODLink System (+ NWTLMM) (#77639)
## About The Pull Request A pact made with `@Kapu1178` Small changes you should not care about: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module Admins can now Shear matrices of objects in Modify Transform Multitool buffers have been a little refactored to use a setter proc that saves them from causing hard dels Cooler stuff: A revival and remake of [Nobody Wants To Learn Matrix Math](https://github.com/tgstation/tgstation/pull/59103), this time with additional tooling for quick matrix calculations.  The MODLink system, available through every MODsuit and MODLink scryers (a neck item obtainable from advanced modsuit research or charliestation) Let's you make a holographic call with any other MODLink user, where you can chat in realtime and see what's up with em   ## Why It's Good For The Game Adds a fun way for the crew to communicate with each other that can be done in real-time with relative privacy compared to radio. ## Changelog 🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato) fix: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit fix: The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module admin: Admins can now Shear matrices of objects in Modify Transform admin: Admins now have access to Test Matrices in the VV dropdown, an all-in-one tool for editing transforms. add: MODLink system, available through scryers (from RnD and Charlie Station) and through MODsuits. Lets you call people with holographs! /🆑 |
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766144a443 |
Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request - Gives engineers an RCD as part of their round start equipment - RCD by default will build/deconstruct slower if you already have another one in progress. This can be upgraded with the new cooling upgrade disk. Reconstructing (anything that was there roundstart as per the destructive scan) doesn't have this downside, only construction/deconstruction. - RCD construction effects can now be attacked in order to cancel them. This can be deterred with the anti-disruption upgrade disk. - RCDs for nukies and whatever don't have these downsides - The CE's roundstart RCD also doesn't have these downsides ## Why It's Good For The Game Construction and reconstruction are currently one of the worst aspects of SS13--they are so slow and tedious that any sort of mass destruction goes unfixed for 10-30+ minutes, if fixed at all. This limits us because it means people don't want traitors to create large explosions, for instance--I do and so I think it's crucial that we fix construction. Reconstruction has already been improved on the RCD with the destructive scans, but I see no reason to limit this to something so out of the way. Ideally the RCD even gets more functionalities, like the ability to print stock parts (or having stock parts removed), etc, in order to lessen this burden. ## Changelog 🆑 add: Engineers now have an RCD round start. balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this. balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction. balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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8ffd321fc0 |
Cybernetic Moth Eyes : Cybermoff 2077 (#77617)
## About The Pull Request  Adds moth variants for most cybernetic eye types, unlocked with their respective variant luminescent eyes   ## Why It's Good For The Game Theyre only slightly worse than human variants but moths with human eyes look so fucking dumb giving them moth-size cyber eyes looks ok ## Changelog 🆑 add: cybernetic moth eyes and their variants fix: luminescent eyes no longer make you look like a cyclops in the dark /🆑 --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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2d34c7433a |
New Mech UI and equipment refactor (#77221)
 ## About The Pull Request Made a new UI and refactored some mech code in the process. Fixes #66048 Fixes #77051 Fixes #65958 ??? if it was broken Fixes #73051 - see details below Fixes other undocumented things, see changelog. ## Why It's Good For The Game The UI was too bulky and Mechs were too complex for no reason. Now they follow some general rules shared between other SS13 machinery, and there is less magic happening under the hood. ## Detailed Changes ### New Mech UI, Air Tank and Radio as separate modules Previous UI for comparison: <img alt="9SScrXAOjy" src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66"> Previously mechs came with radio pre-installed and air canisters magically pre-filled with air even when you build one in fab. Radio and Air Tanks are now both utility modules that are optional to install. Gas RCS thrusters still require Air Tank module to operate. This made the Mechs more barebones when built, giving you only the basic functionality. <img alt="5SDMlXTJxv" src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e"> To compensate this change, all mechs got two extra utility module slots. All other modules got new UI. And ore box now shows the list of ores inside. <img alt="SRX5FjvsHA" src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265"> ### Mounted Radio Works as a normal radio, but with subspace transmission. Available from the basic mech research node and can be printed in fab. ### Cabin Sealing To compensate for the lack of air tank by default, mechs with enclosed cabin (e.g. all except Ripley) got an ability to toggle cabin exposure to the outside air. Exiting the mech makes cabin air automatically exposed. When you seal the cabin, it traps some of the outside air inside the cabin and you can breathe with this air to perform a short space trips. But the oxygen will run out quickly and CO2 will build up. Sealing the cabin in space will make the cabin filled with vacuum, and it will stay there until you return to air environment and unseal the cabin, letting the breathable air to enter. There are temperature and pressure sensors that turn yellow/red when the corresponding warning thresholds are reached. You could also use personal internals in combination with cabin sealing for long space travels, so Air Tank is completely optional now and mostly needed when you need RCS thruster. ### RCS thrusters They are now available earlier in tech tree and consume reasonable amount of air (5 times more than human jetpacks), and they don't work without Mounted Air Tank, unless it's an Ion thruster variant. ### Mounted Air Tank Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen. <img alt="GrFDrH5Hwe" src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28"> Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister. Cabin pressure can now be configured in the module UI instead of Maintenance UI. Can be attached to a pipe network when the mech is parked above a connection port. Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes. Also has gas sensors that display gas mix data of the tank and the cabin (when sealed). ### Stock part changes All mechs now require a servo motor and they reduce mech movement power consumption instead of scanning module. Scanning modules are optional for mech operation (still required to build) and the lack of one disables the following UI elements: - Display of mech integrity (you can still see the alerts or examine the mech to get rough idea) - Display of mech status on internal damage (and you can't repair what you can't diagnose) The rating of scanning module doesn't have any effect as of now. Cargo mech comes without it roundstart. <img alt="2vDtt99oqb" src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7"> Capacitors now also reduce light power usage and raise the overclocking temperature thresholds (see below). ### Maintenance Maintenance UI removed, and its logic migrated to other places. Access modification now managed inside the mech, and anyone who can control the mech, can adjust the access in the same way as they can set DNA key. To open the maintenance panel you just need a screwdriver. It is instant when the mech is empty and it has a 5 second delay when there is an occupant to avoid in-combat hacking and part removal. It will alert the occupant that someone is trying to tinker with their mech.  Once the panel is open, you can see the part ratings:  With open panel you can hack the mech wires (roboticists can now see them): <img alt="mj205G2qDa" src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3"> There are wires for: - Enabling/Disabling ID and DNA locks - Toggling mech lights - Toggling mech circuits malfunction (battery drain, sparks) - Toggling mech equipment malfunction (to repair after EMP or cause EMP-like effect, disarming mech) - 3 dud wires that do nothing The hacker may be shocked if the mech power cell allows. When the panel is open and the user has access to the mech, they can remove parts with a crowbar: <img alt="jR40gyTWtJ" src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23"> Hitting the mech with an ID from outside now toggles the ID Lock on/off if the ID has sufficient access. ### Power consumption and overclocking Rebalanced mech power consumption. T4 parts were not working in Syndicate Mechs, as their effect was not calculated until you manipulate parts manually. Constructed mechs with t1 parts even had their energy drain reduced with upgrade to t1. Now all mechs apply their base step power usage correctly don't ignore the stock parts. Servo tier now reduces base power consumption by 0% at t1, 50% at t2, 33% at t3 and 25% at t4 Capacitor tier now reduces base power consumption of mele attacks, phasing and light by the same amounts. Gygax leg actuators overload replaced with mech overclocking. Any mech can be overclocked by hacking wires, but only Gygax has a button for toggling it from the Cabin. Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2 for Dark Gygax. When overclocked, mechs moves N times faster, but consumes N times more power.  While overclocked, mech heats up every second, regardless of movement, and starts receiving internal and integrity damage after a certain temperature threshold. The chance is 0% at the threshold, and 100% at thresholds * 2. The roll happens every tick. Capacitor upgrades this threshold, letting you overclock safely for longer periods.  When you stop overclock, the temperature goes back down. ### Other changes and fixes Concealed weapon bay now doesn't show up when you examine the mech, so it's actually concealed now. New radio module can properly change its frequency, as it didn't work for previous radio. Launcher type weapons were ignoring cooldowns and power usage, so you could spam explosive banana peals, while they should have a 2 second cooldown: <img alt="q5GjUsHwGr" src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535"> Now this is fixed and all launcher type weapons properly use power and have their cooldowns working. And now they have the kickback effect working (when it pushes you in the opposite direction in zero gravity on throw). Thermoregulator now heats/cools considering heat capacity instead of adding/reducing flat 10 degrees. So you can heat up cabin air quicker if the pressure is low. There were some other sloppy mistakes in mech code, like some functions returning too early, blocking other functionality unintentionally. Fixed these and made some other minor changes and improvements. ## Changelog 🆑 refactor: Refactored Mech UI refactor: Refactored mech radio into a utility module, adding extra slot to all mechs refactor: Refactored mech air tank into a utility module with an air pump, adding extra slot to all mechs refactor: Refactored mech cabin air - there is now a button to seal or unseal cabin to make it airtight or exchanging gases with the environment refactor: Removed mech maintenance UI Access is set in mech UI, and parts are ejected with a crowbar add: Mech now has wires and can be hacked qol: Roboticists now can see MOD suit and mech wires add: Mechs now require servo motor stock part and it affects movement power usage instead of scanning module add: Scanning module absence doesnt block mech movement and hides some UI data instead. Big Bess starts without one. qol: Hitting mech with ID card now toggles ID lock on/off if the card has required access fix: Fixed concealed weapon bay not being concealed on mech examine fix: Fixed mech radio not changing frequency fix: Fixed mech launcher type weapons ignoring specified cooldown fix: Fixed mech launcher type weapons not using specified power amount fix: Fixed mech temperature regulator ignoring gas heat capacity fix: Fixed mech stopping processing other things while not heating internal air fix: Fixed mech being able to leave transit tube in transit fix: Fixed mech internal damage flags working incorrectly fix: Fixed Gygax leg overloading being useless fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs now stronger against lasers and consume less energy on move. Upgrading from tier 1 to tier 2 doesn't make mech consume MORE energy than before the upgrade. balance: Rebalanced mech energy drain with part upgrades. Base energy drain reduced by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing, punching, light (Capacitor rating). balance: Hydraulic clamp now can force open airlocks balance: Made mech RCS pack consume reasonable amount of gas code: Fixed some other minor bugs and made some minor changes in the mech code /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e4ec9a5d85 |
Modular receiver now only appears in hacked autolathe. (#77555)
## About The Pull Request Resolves #77554 Removes the modular receiver design from the base tech node, so that it only appears in the hacked autolathe. This fixes a bug where hacking an autolathe would make this recipe appear twice. I assumed that _removing_ the receiver from the unhacked autolathe was the correct direction to go, since the design is in the hacked category. It would be easy enough to reverse this if desired, though. ## Why It's Good For The Game Designs shouldn't be appearing in the autolathe twice. It also appears that the intention was that you have to hack the autolathe to print a modular receiver - which makes enough sense. Printing out gun parts _probably_ shouldn't be default autolathe behavior. ## Changelog 🆑 fix: The modular receiver is now only printable from a hacked autolathe. /🆑 |
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b52f671be6 |
Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler (#77223)
## About The Pull Request "Behold, a navigation beacon" Plato says to the crowd of shocked onlookers.  What are you looking at here? Navigation beacons have been party reworked for significantly improved ease of use, and for significantly cooler functionality. As it stands, in order to explore space with a ship of some sort, you have to take the following steps: Fly to target zlevel Build a floor Build a machine frame, then make the beacon out of it Go back and park your ship Now, while this doesn't eliminate this process, it makes it a step shorter and a good bit less annoying to do. There are no gigabeacon boards, instead a compact beacon can be printed. This can be used inhand and, after a delay of three seconds, will create a brand new gigabeacon in front of you with no extra hassle. So, aside from the sprite (the old one is an alien power core, by the way), what's new? Just a bit of flavor. Examining a gigabeacon will mention a radio frequency. If you tune into this radio frequency, then you might be able to catch the automatic messages the beacons put out every five minutes. They detail a little bit about the beacon, namely its coordinates, and if its activate or locked. While not critical info my any means, it can be good information to have pop up every few minutes, or for discovering that there are gigabeacons you didn't know were there before. ## Why It's Good For The Game Gigabeacons had two big problems, one was that they were pointlessly annoying to set up, and two was that they didn't have their own sprite. Yup, they just used a random alien tech structure and nobody said anything about it. Hopefully this pr fixes both of those problems, alongside adding a little neat bit of flavor to them in the form of the automatic radio broadcasts they put every few minutes on a non-standard channel. ## Changelog 🆑 qol: Gigabeacons no longer need to be constructed like standard machines, instead being printed as items that can be deployed quickly inhand without tools. qol: Gigabeacons are no longer their own research node, instead being a part of telecomms tech (due to the fact they're RADIO navigation beacons) image: Navigation gigabeacons now have their own unique sprites, inspired by maritime EPIRB devices. If you find a yellow box with an antenna on it, you probably found a nav beacon! code: The deployable component now gives you an option to disable the examine blurb it adds to its parent /🆑 |
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b159edcc2f |
Anomaly gear: Polymorphic Field Inverter (#77383)
## About The Pull Request Adds a new device you can research called the "Polymorphic Field Inverter". It requires Advanced Biotechnology and Anomalous Research to unlock. Completing that research lets you print out a fancy belt. Using it for 5 seconds on a mob (dead or alive) which is organic in nature and isn't some kind of human or megafauna (monkeys are fine) will store a copy of its DNA. Scanning another creature will replace the original stored DNA. Storing DNA does absolutely nothing unless you have also inserted an active Bioscrambler core. If the item is activated with a Bioscrambler core then equipping it grants you the ability to transform into the same kind of creature as the one you scanned (and back). As in spells such as Wildshape you share health with your transformed form and if you die while transformed then you die, so be careful when turning into something like a cockroach which has one hit point. It has an associated experiment which makes the research free, which is to scan two humans with (non-prosthetic) organs that they didn't have when the round started. You can accomplish this through surgery, DNA infusion, or a bioscrambler anomaly. You can do it on some monkeys if nobody is cooperating with you. I copied a teeny bit of this code from #73969 although I didn't actually end up needing most of it. These are absolutely codersprites so if anyone wanted to make cooler ones, let me know. |
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95ec0e6545 |
Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. (#77386)
## About The Pull Request TRAIT_DISSECTED has had the surgical speed boost moved over to TRAIT_SURGICALLY_ANALYZED. TRAIT_DISSECTED now tracks if we can do an autopsy on the same body again, and blocks further autopsies if it is on the mob. A mob that comes back to life loses TRAIT_DISSECTED. This allows for mobs to be autopsied once again. Since it is completely redundant now (and was the whole time TBH), dissections have been removed in favour of just having the experiment track autopsies. Fixes https://github.com/tgstation/tgstation/issues/76775 ## Why It's Good For The Game Today I showed up to a round where someone autopsied all the bodies in the morgue, not realizing they were using the wrong surgery. Since I couldn't _redo_ the surgery, this rendered all these bodies useless. This was not out of maliciousness, they just didn't know better. There are two autopsies in the surgery list, but only one is valid for the experiment and doing the wrong one blocks _both surgeries_. Dissection is completely useless outside of experiments. This same issue also prevents additional autopsies on the same person, even if they had come back to life and died again after you had done the initial autopsy. Surely you would want to do more than one autopsy, right? That's two separate deaths! This resolves that by giving you a method of redoing any screwups on the same corpse if necessary. It only matters if the experiment is available anyway, so there isn't much reason to punish players unduly just because they weren't aware science hadn't hit a button on their side (especially since it isn't communicated to the coroner in any way to begin with). It also removes a completely useless surgery and ties in the experiment to what the coroner is already going to be doing. They can dissect their corpses to their hearts content without worrying about retribution from science for doing so. In addition, someone repeatedly dying can continue to have autopsies done on them over the course of the round. The surgery bonus only applies once, so the only reason to do autopsies after the first is to discover what might have killed someone. No reason this should block further surgeries, just block surgeries when the person remains a corpse. ## Changelog 🆑 fix: You can do autopsies on people who were revived and died again after they had already been dissected. qol: Autopsies have become the surgery needed to complete the dissection experiments. As a result, the dissection surgery has been removed as it is now redundant. qol: A coroner knows whether someone has been autopsied and recently dissected (and thus hasn't been revived) by examining them. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6faf547cf4 | Fixes DNA Infuser missing from techfab, tech storage (#77348) | ||
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5cbe67e195 |
Replaces Upgraded Cybernetic Ears with two new variants (#75931)
## About The Pull Request Adjusts the placement of basic and upgraded cybernetic ears in the research tree and adds two new variants: Whisper-sensitive Cybernetic Ears, which make it slightly easier to hear whispers from a tile away, at the cost of higher vulnerability to flashbangs and other loud noises; and Wall-penetrating Cybernetic Ears, which allow you to 'hear through walls' so to speak, also at the cost of higher vulnerability to loud noises. Basic cybernetic ears are now in basic medical tech node, meaning that medbay can print them roundstart the same as other basic cybernetics. The upgraded cybernetic ears are now unlocked with the other tier 2 cybernetics. The two new ear variants are unlocked with the other tier 3 cybernetic organs, and the luminiscent and welding shield eyes have also been moved there from the cybernetic implants node for consistency reasons. The whisper ears allow you to clearly hear whispers from up to seven tiles away, the same range where you can hear normal speech. The wall-penetrating ears allow you to hear normal speech within seven tiles even through walls. Due to technical limitations, runechat popups do not show up for people you can't see, but the messages will still show up in chat. ## Why It's Good For The Game Currently, upgraded cybernetic ears are very underwhelming compared to other high-tier cybernetic organs. All other high tier organs provide some sort of benefit; even if the benefit is minor like a built-in flashlight, a slightly higher tolerance to alcohol and toxins, or higher tolerance to disgusting food. This change is intended to grant similarly minor but useful benefits to the cybernetic ears. ## Changelog 🆑 add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers at the cost of being more vulnerable to loud noises add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics balance: The welding shield and luminiscent cybernetic eyes are now unlocked with the other upgraded cybernetics /🆑 |
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d9c8bd9bae |
[READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots. |
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42543ac141 |
NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request Adds a new station trait: Radioactive Nebula! The station is located inside a radioactive nebula. Space background and lighting is different shades of green. Objects in space will also glow green. (This is kinda lying, since the glowing stuff isn't radioactive, you just get an element that slowly irradiates you, though people and certain objects that get the 'IRRADIATED' status may still double-whammy you) Do not go into space without rad-protected gear, or you will get very sick very fast. RAD-protection MODsuit modules spawn in robotics and are also immediately researched. The nebula does protect against external threats, like pirates, ninja's and nukies. They can still get to the station pretty well, but they can't stay in space for extended periods of time To make it more livable, public rad protection gear will spawn in lockers around the station. Everyone will also spawn with potassium iodide pills in their emergency box. Dynamics threat is also reduced by 30, so there's a proclivity towards more lower threat rounds when the radioactive nebula is present. Radioactive resonance virus cannot be generated though, since it kinda obliterates any and all challenge and threat  **Shielding**  In order to protect the station from radiation, nebula shielding units need to be constructed. Five spawn ready-to-built in engineering, and more can be bought pretty cheap from cargo. (Normal radstorms are disabled) The gravity generator has 20 minutes of innate shielding, where every nebula shielding unit adds another 20 minutes. 5 are needed to completely block all radiation even when the gravity gen is down, but constructing more is recommended in-case of sabotage/destructions/power outtages. Active nebula shielding will passively generate tritium. You can either vent/ignore this, or use it for something. I'm not an atmos tech but I'm sure you can do something with it _What happens when no shielding units are constructed/they all fail?_ The station will suffer a 5 minute long radiation storm, with only shuttles being excempt. The storm is nerfed strongly, and you can tank the 5 minutes, but you'll be pretty sick. After the 5 minutes are over, central command will send an emergency shielding unit which will block the radiation for 10 minutes and warn the station to set up nebula shielding. ## Why It's Good For The Game The station being inside a radioactive nebula shakes up a pretty major aspect of the game (that being the 'space' in space station 13). Hallway decals are colored green, display screens will display radiation markings, carps blend with the nebula, etc. Putting the station inside a radioactive nebula shakes up the rules of the game and what people can expect. Suddenly, you can no longer just go outside without taking meds or getting proper radiation protection, encouraging people to stay cozy and inside.  Inside, the crew gets the goal to set-up radiation shielding to defend themselves against the nebula, rewarding a creative engineering department with passive resource income and protecting the station against massive radiation storms. I think it's nice to give engineering something to set up. Even if they don't care, they can just plop it down somewhere in a closed room and be done with it. The radiation storm is pretty aggressive, but very survivable if you use your potassium iodide pills, the extra radiation suits or whatever chemistry has whipped up. Most importantly, it gives the entire station a common enemy: the nebula. Everyone is encouraged to prepare against the mechanics. Chemistry can make meds, viro can make protective virusses, robotics gets encouraged to make radprotected MODsuits, engineering gets to set-up radiation shielding, assistants can look at space or whatever assistants do. <details> <summary>Cool images</summary>     </details> ## Changelog 🆑 add: Adds a new rare radioactive nebula station trait! Get ready and PREPARE, before it gets in... tweak: Nearstation space area lighting may look slightly different /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |