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Commits
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b1029a24f8 |
Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- 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> |
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7622d2db51 |
Ghostrole : Haddi's Folley System Defence Force (#7217)
<!-- 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 PR needs a bit of work outside it (written SOP), advised not to merge or TM yet (staff might need to speak about it first) ------- "Soldiers, Officers, polish your boots, clean your ships and be prepared for some new orders and reorganisation." _Thats what we heard today. With the the massive migration of people on Miaphus those past few month, life completly changed. We are far from the few colonist and convincts mounting up their little governement to rule and organise a few villages, and now the SDF needs to be able to respond more quickly to threats in order to protect the system._ _New uniform arrived, and a few small outpost started popping up places on Miaphus'irra. I heard that corporations injected a bit of funds ro buy us new, smaller vessels, but whats truth or speculation is a bit hard to tell on my position._ _I know that you are a bit scared for me, but it will be alright, I Swear. Your brother, Crewman Mawra'Kast_ -------- PR adds : - 3 Uniform meant to be used by Haddis Folly Gouvernement Workers , Soldiers, and Officers. _Those uniform are based on prison Jumpsuits, but refined to be more offical looking. A reminded of the origin of this new nation to the people wearing them_    - New ID  - A SDF Ghost role. _Made of 5 slots, meant to have 1 to 2 informal officers, and max 4 soldiers. Spawning on them are : uniform, standart radio, standart clothes. Available to them are 4 service rifles (tajaran), 4 boot knifes, GPS, 2 officer pistols (Revolver and Deagle) headwear, standart space voidsuits, 2 fighters (One gunship, One duke) They have little to no medical gear._ - A shuttle (Corvette called SDF Singing shining knight) and a small Base (Outpost 12) The corvette is the main base. Ghost role spawn there. They get a balista dispercer canon, 2 fighters (see above and on picture)   ## Why It's Good For The Game This are the pros : - Possibility to attract or bring back player that wish for more PVE action, or a little more military RP. - More Interaction too, The goal of this ghostrole is to be hunting bad things that exploration team wouldn't dare approche, help the main NT station or simply interact with them, giving medical (They will need medical help) , cargo (They might request things), security (No way ISD are sleeping to soldiers interacting with the Crew) , command (NO WAY COMMAND ARE SLEEPING TO SOLDIERS INTERACTING WITH THE CREW), exploration (No way exploration are sleeping to potential buddies to shoot bad guys and critters with :D) and even service (No way soldiers are not walking in a manned bar) - Eventmin paradise. There is an actual SDF ship there, with Haddis folly uniform and ID. Now, the cons - Like I said at the top of the PR description : This is a more militaristic role, that will require their own SOP This is also a rather big shift to the server. Yes, indeed it opens up new possibilities, and makes the system a tad more lively, but it can be interpreted as a departure of what a part of the playerbase associate Citadel with. There might also be a slight griefer opportunity. Not only from "Sol Bald man, emmissary of the curse of rah, wielder of the phoron tank and welder", but also invonlotary from absolutly normal players that acts a tad antagonistic. Personnaly, once the SOP is put in place, and after hearing feedback and correcting possible issue, I do thing it will contribute in more good than bad for the server. |
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09c511015d |
Small Ship map : NEV Strelka (#7025)
<!-- 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 _Somewhere on Centcom NDV Marksman, near a window_ -"Hey, Officer, here are the manifest of the last few months from crew 7 EX 39." -"Huh. Thank you... Wow, is it me or they are getting less people ?" -"Yes, I agree... Yet they are getting some big bas- Holly molly, is that the Strelka ? Its getting repaired ? My grandpa loved that ship !" -"Huhuh. We only need a smaller crew to man it..." _Both are looking at a the crew manifest folder_ -**"Bingo."** The Strelka is one of the oldest NT Vessel. Started out as a Luxury Yacht for NT, to carry VIPs and celebrities. Served also as a blockade runner during the corporate wars. Its last function was as a pathmaker and obstacle buster for the Marksman fleet. With being one of the oldest, its also one of its smallest, yet still can be used as a day to day vessel, with... a lot of sacrifices. The Vessel got four decks, like the Triumph or Endeavour, but is arround only 80 Tiles long and 64 tiles wide. Its main focus was mainly confort and luxury at first, with its departments being, for a lot of them, just cabins with walls that got destroyed to make more room.  ## Why It's Good For The Game The map was made at first to test how small a citadel station can be. _But I got carried away :D_ There are not a lot of players playing during some time of the day, and a request for a smaller map, that makes people interact more with each other, has been requested. This map should do it. Its also takes a direction that is different from the Atlas, Tether, Triumph and Endeavour, aspect wise. The map is also a test to apply the different ideas given from the exploration departement debates that the server saw multiple times. Here, the exploration depatement is actually rather open. All of the crew can easely acces the excursion shuttle hangard. The gears of EMTs and Explorators (and pathfy) are still here, but located in Science and Medical (The Pathfy still get is own office). The goal is to have away team with different crew of multiple departement more easely, without the need to change access. Since the vessel is a NEV, the pathfinder gets also acces to the bridge, where he can assist with charter and helm... And of course, since this vessel have a Obstacle removal Ballista, the pathfinder (and command) can use it. The main drawback of the vessel would be that some science activities are missing, mostly those that can be found in the western plain outpost of Lythios 43. So the remaining activities are : Robotics, RnD, Circuit, Chemistry, Xenobiology, Xenobotany, Telescience, Xenoarchelogy, And Anomaly. Another drawback is the lack of maintenance tunnels. There are some maintenance area, but were on other maps they are arround 30% to 45% of a map, on this vessel, they be arround 10%. SMES are in glass boxes that requires Engineering acces to open. Other than that, all departments and activities are here. It is also able to welcome traveler and trading shuttles in its Deck 4 hangar. **It is still a WIP, and would require testing**     --------- Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com> |
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1a4a7b1e0c |
aaa fuck me, i'm not that good at this. Multiple fixes. (#6907)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> A lot of small fixes ## Why It's Good For The Game <!-- 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. --> Because I should have caught them earlier ## 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: Explo sci door helper add: missing wires in Sec prep add: door to Detective's office to front lobby fix: needless doors in maints fix: many bad doors and paths in maints, multiple decks fix: lack of airlocks in hallways, added them to aid compartmentalization fix: added more vents and scrubbers in areas where needed fix: wonky disposals issue on deck two, fixed dorms disposals fix: started beautifying the sec lobby. fix: added door switch to sec fighter hanger /🆑 <!-- 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: LordME <58342752+TheLordME@users.noreply.github.com> |
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b5846dfb87 |
Fixes R&D related access, some Atlas Science access, and a button's access in Surt (#6848)
<!-- 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
- Explorers can no longer enter Research and Development. Explorers
entering R&D is not intended to be the norm and got changed by mistake
when access helpers came to pass a few months ago. Pathfinders can still
enter it.
- Corrects Xenobotany's access on Atlas
- Corrects infirmary access on Atlas
- Chemistry lab changed to Xenobotany/Xenobiology ("genetics") access on
Atlas ( sorry explorers. :^) )
- Everyone who can enter Surt can toggle the blast doors from the
outside instead of just the inside now.
## Why It's Good For The Game
Fix gud.
I swear this isn't just some "explorers get no rights" PR.
## 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. -->
🆑
fix: A few access corrections on Atlas and Surt/Lavaland.
/🆑
<!-- 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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280244190c |
GAIA STATION: Since Abundant Earthlike Resort Planets Isn't Very Immersive (#6571)
<!-- 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. --> ## A Whole New Gaia The presence of the Gaia worlds bugged me from a world-building perspective. It made earthlike resort planets seem common. This PR remedies that by transforming Gaia World into Gaia Station! That is not the only thing it changes. It also divides Gaia into multiple biomes with added desert and snow biomes: After All paradise for a Teshari is not a tropical jungle! Additional changes and attractions have been added to the planet. The Landing pads have also been expanded now able to land up to five ships. In addition (legally) accessing Gaia now requires you buy a pass (you didn't think this was free now did you?). The prices may be steep but the resort is now even more worth it! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- 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: Three IDs to represent Gaia station passes and a vendor to dispense them. add: additional wildlife for all three Gaia biomes add: a lot of lotion, you can still get burnt even if the sun is fake tweak: countless Gaia map tweaks including: Race Track Edits, separate biomes qol: Gaia gambling area now has the nerd dice bag (so it can be used for dare dice and other games) /🆑 <!-- 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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6b4bed8a97 |
Mining Base additions/changes, fix medical access to telepad (#6574)
<!-- 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 - Allows medical to access the quantum telepad to Surt again. Not sure why this got taken away. This otherwise makes a few changes to the mining base. - Clears access restrictions on a large handful of the airlocks, particularly the ones involved with the dormitories, break room, and bathroom. The storage's access is also cleared. - The janitor can access the custodial closet. - Engineers and the usual group allowed to access the mining base can access the engine room. - Expands the storage room, adds a section for xenoarcheology equipment. Locks mining equipment behind windoors, and xenoarch equipment also behind windoors. Appropriate access required to open the doors. - Adds a high-capacity cell at the cell charger. You will still need security, medical, science, mining, or exploration to let you into the mining base to begin with as a civillian/engineering job. This primarily just helps the appropriate jobs perform maintenance where they're required, if they're needed. ## Why It's Good For The Game Making the mining base increasingly more of a place of operation for not just mining, but also scientists feels like an appropriate step in the right direction. A lot of the access restrictions otherwise felt unnecessary. They're just dormitories and a break room. What're people gonna do? Drink and sleep? ## 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. --> 🆑 tweak: The mining base on Surt has had a few access restrictions cleared out to make it more convenient for those who need to do maintenance there. There's also now a xenoarcheology section in storage. fix: Medical now has access to the Surt telepad again. /🆑 <!-- 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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41ecd2efbd |
Replaces airlocks access vars with access helpers on Tether (3/3) (#6516)
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> |
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51a35880a0 |
Replaces airlocks access vars with access helpers on Triumph (2/3) (#6497)
<!-- 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 This PR is a continuation of #6462 and aims to replace each and every access var with access helpers. This is the 2nd of 3. Also adds `research_lab` access helper and grants Pathfinders access to Rift's RnD (and every map's RnD from now on). - [x] [Deck 1](https://www.upload.ee/image/16715103/deck_1.png) - [x] [Deck 2](https://www.upload.ee/image/16715139/deck_2.png) - [x] [Deck 3](https://www.upload.ee/image/16715188/deck_3.png) - [x] [Deck 4](https://www.upload.ee/image/16718583/deck_4.png) - [x] [Flagship](https://www.upload.ee/image/16718647/flagship.png) - [x] Misc - [x] Burn engine - [x] Fission engine - [x] Rust engine - [x] Supermatter engine <!-- 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 Access vars are obsolete and really complicated for mappers to use. <!-- 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: Added access helpers to every airlock on Triumph. add: Added additional maintenance airlocks & hatches to Triumph's engine chamber. add: Pathfinders now have access to Rift's RnD del: Removed Triumph's airlocks access vars, and replaced them with access helpers. /🆑 <!-- 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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22c5950ddf |
Replaces airlocks access vars with access helpers on Rift (1/3) (#6462)
<!-- 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 This PR puts the access helpers to use on (hopefully) every airlock on Rift. Also adds a few more access helpers. I also aim to do the same with the other station maps. This is the 1st of 3. - [x] [Level 11 - Orbital](https://i.imgur.com/HEB7tsI.png) - [x] [Level 10 - West Plains](https://i.imgur.com/Fg3rBVW.png) - [x] [Level 09 - West Caves](https://i.imgur.com/S8nYKHM.png) - [x] [Level 08 - West Deep](https://i.imgur.com/AURr1de.png) - [x] [Level 07 - West Base](https://i.imgur.com/0QVhRjO.png) - [x] [Level 06 - Surface III](https://i.imgur.com/BXlCwfD.png) - [x] [Level 05 - Surface II](https://i.imgur.com/0AGn2Ji.png) - [x] [Level 04 - Surface I](https://www.upload.ee/image/16679684/level_4.png) - [x] [Level 03 - Underground I](https://www.upload.ee/image/16679794/level_3.png) - [x] [Level 02 - Underground II](https://www.upload.ee/image/16679884/level_2.png) - [x] [Level 01 - Underground I](https://www.upload.ee/image/16679919/level_1.png) - [Rust engine](https://www.upload.ee/image/16680411/StrongDMM-2024-05-27_22.10.13.png) - [Supermatter engine](https://www.upload.ee/image/16680412/StrongDMM-2024-05-27_22.10.39.png) ## Why It's Good For The Game On-vars access is obsolete and really complicated for mappers to use. ## 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: Added access helpers to every airlock on Rift. del: Removed Rift's airlocks access var, and replaced them with access helpers. imageadd: Adds `disconnected` access helper icons, for traders, pirates, Syndicate & Talon airlocks. /🆑 <!-- 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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2fed4056ac |
Adds proper icons to newly-added access helpers (#6460)
<!-- 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 This PR modifies all access helper icons and adds lacking ones for the mapper's convenience. Also assigns some helpers to their respective icons, so there aren't missing icons. Inspired by /tg/'s  from left to right: CentCom, Command (EVA), Engineering (external airlocks, maintenance), Medical, Science, Security, Service, Supply, Public/General, `offstation` ## Why It's Good For The Game The previous icons were copy and pastes of ID card sprites. These are less obstructive and more malleable. Also really convenient. ## 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. --> 🆑 imageadd: Access helpers now have proper icons. /🆑 <!-- 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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4269e13f32 | access helper system + airlock access helpers (#6457) |