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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Changelog
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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑
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## About The Pull Request
update time related procs & glob too (i was originally targeting that
lmao).
also **stop** using byondtime for sql stuff, we have `NOW()`!!
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- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use
---------
Co-authored-by: silicons <silicons@silicons.dev>
requires #6644
Entirely replaces how (most) belts perform insertion checks.
This pretty much allows belts to hold most things.
Armor vests are next.
Trashbags will also use the systems we use on main.
Closes#7256 and #7435
---------
Co-authored-by: silicons <silicons@silicons.dev>
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
## About The Pull Request
fixes instantly reviving
fixes reviving not taking nutrition
fixes chameleon jumpsuits ignoring species sprites
fixes transforming when in a recharge station
fixes reviving resetting you to the current slot
reduces the amount of nutrition to revive
increased time until you can revive to 4 seconds
## Why It's Good For The Game
fixes instantly reviving
fixes reviving not taking nutrition
fixes chameleon jumpsuits ignoring species sprites
fixes transforming when in a recharge station
fixes reviving resetting you to the current slot
reduces the amount of nutrition to revive
increased time until you can revive to 4 seconds
## Changelog
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🆑
fix: fixes instantly reviving
fix: fixes reviving not taking nutrition
fix: fixes chameleon jumpsuits ignoring species sprites
fix: fixes transforming when in a recharge station
fix: fixes reviving resetting you to the current slot
balance: reduces the amount of nutrition to revive
balance: increased time until you can revive to 4 seconds
/🆑
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pAI hair & camera hair should be fixed from this
maybe
this doesn't fix sonar hair having color though but that's for another
time; byond rendering is a fucking nightmare
This PR aims to fix a few things on the strelka and at Nebula.
Strelka related issues in engineering (named all sensor and Rcon Tag
better)
Sciences fixes and Xenobio fixes : Taser now in the lockers. Monkey
cubes added.
Renault back at the captain office
Silo access for cargo and science.
Gave a prepowered SMES to :
The Bridge
Engineeing (coms)
Simplified the Decade Civ shuttle dock :
Tiny fans added to be all players friendly
Nebula :
Tradeport got MORE spawn for travelers. Should fix the issues where they
spawn on station.
Few stray windows and turf removed.
---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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## About The Pull Request
this doesnt work yet lol
bring over the ticket printer from CHOMPers. now you too can slap a
ticket on your friends for extreme bottom activity
## Why It's Good For The Game
soul
## Changelog
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🆑
add: add ticket printing
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Zandario <zandarioh@gmail.com>
## About The Pull Request
title
fixes them being unable to turn back into a hologram when they don't
have enough nutrition to initially revive
## Why It's Good For The Game
fixes a bug
## Changelog
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🆑
refactor: refactor holosphere revive code
fix: fixes holospheres being unable to revive at a later point when
dying without having enough nutrition to initially revive
/🆑
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## About The Pull Request
fix flares not turning off properly
## Why It's Good For The Game
fix
## Changelog
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🆑
fix: fix flares not turning off properly
/🆑
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## About The Pull Request
Moves a few checks if someone's flying/hovering to use the
is_avoiding_ground check. It also removes the slowdown of a tile if you
aren't actually stepping on it. This check does include more, like if
you are only riding on something that's lifting you up enough, but
unless it flies itself, it'll trigger what you may be avoiding, and in
turn, will be affected by it (i.E falling down the chasm, there is no
delay in my test, so no Yoshiing over a single tile.)
Draft for now to see if there are more places to check for it, and as
the balance change is big enough to warrant additional thoughts.
## Why It's Good For The Game
Flying people no longer leave footprints, nor touch the ground for water
or lava. Logically, they aren't even slowed down by the tiles. This
heavily buffs flying, at least the ignoring the slowdown part, so that
may be removed for the sake of balance. The rest should be more
flavorful, or just making sense.
## Changelog
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🆑
tweak: If you aren't touching the ground, don't interact with things
there.
/🆑
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---------
Co-authored-by: MarsMond <no@email>
## About The Pull Request
IN SO FAR;
- 20 max health species that displays as a hologram
- all clothing and items they wear display as holographic, the same as
their body
- hair and body alpha values can be customized
- other slots can be equipped like backpacks/belts/etc however they
appear holographic (for now, might change this!)
- your loadout/job clothing copies onto your body, priotizing job
clothing first
- if you use the enable-hologram verb or die as a hologram you will be
turned back into your sphere, dying means you are stunned for 10 seconds
and then you turn back into a hologram
- dying loses you nutrition and you also passively regenerate hologram
health over time using nutrition, this can be regained using a
recharging station
- being a hologram they are unable to be healed by normal things, they
don't have a mouth, can't get diseases, etc, this is counteracted by
having incredibly low health and their 'death' being quite punishing
(loss of nutrition that requires a recharger, hardstun that leaves their
shell vulnerable)
- cable coil heals burns on the sphere, welding tool heals brute on the
sphere
- you can pick the sphere up by clicking on it
- you can revive the sphere using a multitool, this takes 10 seconds and
requires the sphere to be full hp
- eye colour on the sphere is the character's eye colour
- if hologram is gibbed/dusted then the shell is also deleted
- action buttons for the verbs
- new clothing flag NO_UNEQUIP stops you unequipping the item
- attempting to strip the holosphere shell will strip the hologram (you
can't avoid getting your items taken off you)
PLANNED:
testmerge this for a round or two and just get a better feel for their
balance
## Why It's Good For The Game
## Changelog
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🆑
add: holospheres
/🆑
## About The Pull Request
This PR adds visitors spawns on Nebula. Meaning that people outside NT
can now spawn outside a NT station.
This PR adds 4 new alternative name for outside spawning Visitors :
-> Visitors, (the normal)
-> Contractor
-> Freelancer
-> Frontier Colonist
-> Tourist
Additional : Makes solar bigger.
Now, with visitors on nebula, they can just RP there, use one of the 5
free to use shuttle to wander off in space. In the eventuality that all
shuttle are taken, not to fret !
- Visitor can make a call to order a NT pilot to get them ! (If one is
on station) via public holopads or fax.
- Traders can bring them with their shuttle (the Udang is a passenger
shuttle they can use)
NOTE : For now, no shuttle have been coded to work with the Endeavour.
Only the Beruang.
## Why It's Good For The Game
Off station spawn have been requested for a long time.
all defibs now defib synths and jumper kits/cables are removed.
## why
why would we make a niche item require two different types for
organics/non organics?
synths shouldn't even need a defib in the first place
do you need a massive capacitor to restart your computer? just plug in
the power? lol?
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## About The Pull Request
Title. Updates CI & Linting
Reruns tgm on maps to trim duplicate/unused keys and random whitespaces
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## About The Pull Request
converts global vars to regular defines
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🆑
code: radiocode now uses defines, you cant tweak it from world.variables
anymore (or whatever that is)
/🆑
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## About The Pull Request
Makes lamps actually start on and replaces the empty medikits in surt
gateway on both atlas and triumph
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## Why It's Good For The Game
The library on the Atlas has always been super dim, and yet the lamps
were obviously coded to be on. Something wasn't working, I guess this
fixes it, and separates them into an on and off definition. As for the
surt gateway medikits, it makes no sense to place down empty ones,
rather remove them entirely.
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## Changelog
adds on state for both lamp types, replaces empty medikits with regular
medikits on atlas and triumph
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🆑
add: Added /obj/item/flashlight/lamp/on
add: Added /obj/item/flashlight/lamp/green/on
tweak: tweaked /obj/item/flashlight initialize proc
/🆑
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## About The Pull Request
title
## Why It's Good For The Game
you cant use tts with headsets right now
## Changelog
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🆑
fix: snowflakes tts more so it works with headsets
/🆑
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---------
Co-authored-by: BlueWildrose <57083662+BlueWildrose@users.noreply.github.com>