About The Pull Request
I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game
Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog
cl
fix: department order consoles include circuitboards
/cl
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.
The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.
Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
About The Pull Request
Previous PR (Closed Because I'm a Git Newbie)
https://youtu.be/AFa1-kciCb4
Ever wondered why we had cowboy boots in the autodrobe and clothesmate, but no hats?
Ever wanted to start a posse but the fluorescent lighting was beating down on your head?
Ever wanted to run your bar like an old-timey saloon but you were too ashamed of your bald spot?
Ever wanted to say "See you Space Cowboy" and actually mean it?
This is the PR for you!
image
Left to Right: Desperado Hat, Drifter Hat, Sheriff Hat (with Sheriff Vest), Ten-Gallon Hat, & Deputy Hat
All hats are craftable using two sheets of leather. The vest can be crafted with four sheets, and can be attached to jumpsuits.
The drifter hat and the ten-gallon can be found in the clothesmate. The others can be found in the autodrobe.
Every item has in-hand sprites!
This PR does not alter fugitive bounty-hunter items in any way.
Why It's Good For The Game
It always puzzled me that we had so many western-themed items, clothing, and references, but no hats to back it up. Now we can run cowboy gimmicks to our heart's content, and admins have more than enough to cobble together an event straight out of the old-space-west.
Changelog
cl
imageadd: Due to lobbying pressure from the Yee-haw Conservation Society, Nanotrasen vending machines now stock five new cowboy hats and an old-west vest.
/cl
About The Pull Request
title
Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions
Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp
Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.
* Makes PDA crew manifest and crew monitoring computer respect trims for ordering and sorting
* Fix static typecheck issue
* Added initial rank tracking for IC command
This takes the new random tracking beacon spawner and adds them to all maps. The only guaranteed tracking beacon that spawns is the one at arrivals. The rest have a 35% chance to spawn and are located in the following areas:
teleporter
AI Sat teleporter
escape
showcase
bridge
courtroom
bomb testing range
atmos
xenobio secure chamber
medbay
engineering
bar/cafe
EVA
virology
dorms
mech bay
lavaland
cargo
shooting range/security
chapel
disposals
hydro
garden
library
gateway
incinerator room
vacant office
More roguelike randomization for every round is good for the soul.
About The Pull Request
PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
Pews now require a wrench in hand to be rotated
closes
Can rotate pews #50136
image
Why It's Good For The Game
This prevents people from easily messing up the chapel and publicly placed pews
Changelog
cl
add: Wooden pews now require a wrench in hand to be rotated
/cl
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
This makes the glide size of movables inside a tram match that of the platform they are on when the tram is moving (which should in turn match the tramprocess substystem wait).
This will stop slower mobs from looking all jittery when moving on a tram at the cost of a blockier movement while moving inside a moving tram*. This is a small price to pay also considering there's not much space to move around inside the tram anyway and it isn't as annoying.
*Byond/our code doesn't support concurrent glide sizes ( basically if you try to change it midmovement, it'll also update the speed of the current movement step). There's no efficient and universal solution to this.
About The Pull Request
Changes the access requirement of chemistry lockers from chemistry access to pharmacy access
Why It's Good For The Game
It's a minor change that I'm making it mostly to remove the clutter of needing to ask a chemist, the CMO or god forbid the Captain (if you get really unlucky with how the station's roles are assigned) to open the chemistry locker in pharmacy if you want to get an empty pill bottle or medical gel as an MD. It's not going to allow anyone that wouldn't already been able to easily get the things from the locker to obtain them or vice versa, and it makes sense for MDs to have easy access to most of the items inside. It's just QoL.
If there was different code for each, I'd make this change only for the chem locker in pharmacy, but that isn't the case and having it also affect the one in plumbing has virtually no consequences
Changelog
cl
qol: changes the access requirement of chem lockers from chemistry access to pharmacy access
/cl
About The Pull Request
Document: https://hackmd.io/@bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
Right now you can directly place and wrench a transit tube under a few objects that are dense, this opens up a few issues, like you being able to bypass dense objects and get into places that you shouldn't with basically no effort as long as you have a RPD in your bag.
The main example of this is the brig cells, the bridge, the AI upload, the luxury area on the luxury shuttle, etc.
So a simple check was added to see if the turf has a dense object before placing a tube.
This PR #45609 (a5de1c1b5e) was IMO one of the best balance changes in the game, before it access was a meme and you could get anywhere in a few seconds by just unwrenching windows.
With a RPD you can do the same, but the worse issue is that while it takes 1 second for you to place a tube under a reinforced window, you need to fully deconstruct the window to remove it.
While you fix 1 area that the clown turned into free access, they have build 5 more.
The Hug Module from Medical and Peacekeeper Cyborgs now removes negative stats (the same as a human) from carbons when used on Mode 1. Put in a simple way, this allows the three referred Cyborg types to wake up and remove stuns from carbons with the use of their Hug Module.
* Locker Shoving Re-Reloaded
The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
* Protects ghosts, bypasses vents & pipes
* hard crit oops
* stops screaming unconcious people
* fixes a copy-paste error
* fixes planes
* *unconcious* people won't get messages.
* I am begging for this to be right
* I hate that it took me 30 seconds to realize
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl