Commit Graph
5944 Commits
Author SHA1 Message Date
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
9f1b911556 NSB Croatoan Map Template (#6368)
## About The Pull Request
Adds the 'OM Planet - NSB Croatoan (New Z)' To map template spawning
options, including its areas, power-networks, structures, etc.
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## Why It's Good For The Game
Entirely new z-level to explore, meant for the second event in the
'Carpenter Incident Event Chain.'
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## Changelog
N/A
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🆑
add: Added the OM Planet - NSB Croatoan (New Z) to map template spawning
options.
/🆑

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---------

Co-authored-by: CharlesWedge <52897649+CharlesWedge@users.noreply.github.com>
2024-04-07 12:56:50 -07:00
Timothy TeakettleandGitHub 08a3b660b7 allows pAIs to place up to 5 holograms of things they have scanned (#6363) 2024-03-30 18:07:36 +01:00
ShadowandGitHub 25049612f1 Update skateboard injuries (#6360) 2024-03-30 14:11:05 +01:00
f825c9af6b adds persistent sheet silos to mining (#6353)
65% multiplier - 10 per sheet constant loss

requested by @TheObserver-sys and signed off by me

mining rework will make this more balanced but vorestation has it; i
think it's fine to throw mining/science a bone.

---------

Co-authored-by: silicons <no@you.cat>
Co-authored-by: BlueWildrose <57083662+BlueWildrose@users.noreply.github.com>
2024-03-23 11:47:03 +01:00
lolman360andGitHub 696f1d5995 one star jumpsuit and hat (#6355)
we have the coat so i want these also

🆑
add: os js and hat
/🆑
2024-03-22 21:31:28 -07:00
CharlesWedgeandGitHub ccd749f53f Debrisfield Hotfix (#6351)
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## Fixes Tiny Carrier
Comments out a Proc that was causing consistent Runtime with the 'Tiny
Carrier' POI. Hopefully this greatly reduces debris field runtimes. Can
you believe that when I put up the debris field PR I didn't get this
runtime at all since the ship didn't spawn in CI tests?

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🆑
fix: broken procs commented out
/🆑

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2024-03-20 17:03:48 -07:00
9d9c33fda7 fix centcom names in map strings (#6344)
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## About The Pull Request
title, also adds the merge conflict map helper
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## Why It's Good For The Game
so you know what broke while mapping
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Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-03-20 17:03:06 -07:00
LordMEandGitHub 78032dd3b2 fixes wrong fake stairs on miaphus beach (#6352)
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## About The Pull Request
Fixes a couple runtimes that frequently occure during IntTests
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## Why It's Good For The Game

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## Changelog

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🆑
fix: fixes wrong fake stairs on miaphus beach
fix: fixes duplicate lattice on debris14.dmm
fix: adds extra check to submap seeding, checking if the tiles are empty
fix: adds check when adding blood writing, to make sure we arent using
to many instances per tile
fix: fix rename_areas for the tiny carrier should happen during lateload
to avoid not finding the shuttle
/🆑

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2024-03-19 15:36:14 -07:00
8bac2b9933 adds 4 new hivebots (#6341)
## About The Pull Request

4 new hivebots
Lurker - kiting, low-health hivebot that tries to snipe you from a long
distance. low damage but will punish bad positioning. high armor pen -
damage is low but consistent. very, very weak if you literally just walk
up to them to give them the boots

Scorcher - at request, higher-damage base hivebot w/ alien tech. 5 more
damage and very light armor pen

supressor - hivebot with TWOOOO GUUUNS (faster fire rate) that fires a
weak proj that also does light agony damage. attempts to get into your
face. faster than normal hivebots

surveyor - slightly faster base hivebot w/ a cool sprite, mostly flavor

## Why It's Good For The Game

more variety good?

from top left to right

surveyor (odie), lurker(mine), suppressor(mine), scorcher(odie)


![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/54826962/eb29f515-8470-429a-b66c-38683fae4840)


## Changelog

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🆑
add: lurker and suppressor hivebots
/🆑

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---------

Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-03-19 15:35:33 -07:00
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑

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2024-03-13 16:01:23 -07:00
bearrrrrrrrandGitHub 3d39f78a89 adds a shaking noise and message to the shaker (#6332) 2024-03-13 10:35:03 +01:00
c13f143417 maybe fixes travis (#6335)
Co-authored-by: silicons <no@you.cat>
2024-03-13 09:40:32 +01:00
CharlesWedgeandGitHub fb309eaefc Updates Miaphus: 8 New POIs, Better Transitions! (#6331)
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## Does what it says on the tin.
8 New POIs for Miaphus'irra, in addition, the transition between the
beach and the desert zones is nicer and better signposted. The new POIs
provide more variety for explo and potential events. Included are two
oil-related POIs, and a new pirate hideout POI which the pirate skiff
should be able to land at allowing the pirate to have a secret base on
Miaphus'irra.

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## Changelog

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🆑
add: 8 Miaphus'irra POIs 
tweak: Miaphus'irra map has better transitions
balance: larger Miaphus POIs no longer make dupes
/🆑

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2024-03-12 02:29:15 -07:00
f4fae7f84e bugfixes (#6329)
Co-authored-by: silicons <no@you.cat>
2024-03-11 09:01:59 +01:00
3622e9a33a storage re-refactor (#6327)
Co-authored-by: silicons <no@you.cat>
2024-03-05 20:36:42 +01:00
b2e956ce6a Automatic TGS DMAPI Update (#6323)
This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
2024-03-05 11:31:32 -08:00
Putnam3145andGitHub 039bce163b Makes alcohol intolerance work properly with blood (#6324)
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## About The Pull Request

As title. Twice as strong injected than ingested, since that feels it
ought to be worse.

## Why It's Good For The Game

Weird quadratic damage uncorrelated with actual amount of alcohol is
weird

## Changelog

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🆑
fix: Alcohol intolerance is now consistent between injection/ingestion
/🆑

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2024-03-05 11:31:16 -08:00
Dimasw99andGitHub ca00dc18df Another set of QoL and changes for IC (#6317)
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## About The Pull Request

This PR aims to solve a few things random things I have collected in my
to do list of issues and QoL.

First of, trignometry! You can now use the inverse function of sin, cos
and tan including atan2 because it is cool.
Mini fixes of the debug printer having no metal, a few reagent
containers having no ref pushes and resolving a few invisible icons. Not
to mention the external battery scanner being to near useless with no
adjecant check.
Lasty the two major things is that the injector now finally works, you
can draw blood, inject it properly and you can't inject someone else
with it if they are wearing armor. Second is the medical scanner is now
able to output nutrition, reagent types and quantity.

Late edit: Also added Min and Max math circuitry. Fixed and reenabled
filters plus a view filter that ties into it
2024-03-05 11:30:53 -08:00
CharlesWedgeandGitHub 119d900e29 Fixes Debris Field POI Spawning (#6328)
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## It Was a Three Line Fix
And it took me this long to look into it. Anyway The Debris Field should
now probably spawn more POIs then the Clown Ops ship.
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## Changelog

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🆑
fix: Debris Field POIs spawn properly now.
/🆑

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2024-03-05 11:30:34 -08:00
siliconsGitHubVM_USER <VM_USER>silicons
8ca04ad274 persistence update + spraycans + graffiti + persistent debris + glass shards (#4301)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2024-03-04 23:06:10 +01:00
Chayse RamsayandGitHub f49b571a45 Hammerhead Upgrade + Rigsuits + Baron Integrity Increase (#6302)
## About The Pull Request

Redesigns the hammerhead somewhat to be more like a patrol and response
carrier, with a more streamlined design for carrying personnel and
detainees.

Brings the Rift to parity with other maps for security EVA by replacing
the spare security officer lockers in EVA storage with an additional
security voidsuit and two hazard rigs, plus a hazard rig in the HoS'
office.

Increases the Baron's integrity by 200 (from 400 to 600) to offset the
damage impacting a wall causes (which is the only way to stop in space
currently), and increases the Duke's integrity by 400 to match the
intended double armour value.

🆑
tweak: Redesigned the Hammerhead Patrol Barge
tweak: Increased armour values for the Baron and Duke space fighters
balance: Added an additional voidsuit and three hazard rigs to security
to bring the rift to parity with other map values
add: Adds an old_wall flag to lights, allowing them to be placed on
old-style walls without ending up inside of them
/🆑
2024-02-24 11:24:02 -08:00
9fae45952b storage hotfix - i should have tested carry weight (#6321)
Co-authored-by: silicons <no@you.cat>
2024-02-24 20:23:48 +01:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
Putnam3145andGitHub f073efbc88 Makes beer batter shrooms not "alcoholic" tasting (#6318) 2024-02-15 22:04:42 +01:00
LordMEandGitHub e4974ec162 Pilot office and Planetary sensors (#6298)
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## About The Pull Request
Adding a Pilot Office on Surface 3 of the NSB Atlas. is in compliance
with the development roadmap for pilots.
Adding planetary sensors
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## Why It's Good For The Game
The pilot office is in the mentality of the future development plans for
the job, making them less dependant on exploration (since they have
their own rooms now)
Without planetary sensors it you have to send a shuttle into orbit to
see your local space, now you can do that from the comfort of your
bridge/pilot's office.
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## Changelog

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🆑
add: Added Pilot office to surface 3
add: Added planetary sensors to lythios43c
code: Moves Exploration dep. areas into their own file, instead of the
huge messy file they were in before
/🆑

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2024-02-13 13:01:42 -08:00
8ba670d46d fixes temperature stabilization killing people in atmos voidsuits (#6311)
tl;dr i'm stupid

basically, stabilization is hyper, hyper aggressive.

if you're going to be "stabilized" at all the system goes into
stabilization calculations for bodytemperature - which then makes you
overshoot by, say, 1000 degrees.

this fixes that.

---------

Co-authored-by: silicons <no@you.cat>
2024-02-05 19:47:01 -08:00
siliconsandGitHub 4e1332e1df smes deconstruction is faster (#6308)
3-12 sec down from 10-60
4.5-18 if it has a chance of exploding

## Why is this good for the game

I don't think standing still for a minute is good UX.
2024-02-05 19:45:01 -08:00
LordMEandGitHub 92f024df30 Adds a heatpump that works between utility pipe and environment (#6297) 2024-02-05 10:03:34 +01:00
LordMEandGitHub 2d0b59dc4d slicing fruits and pizza works with kitchen knifes again (#6312)
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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

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🆑
fix: fixed kitchen knives not working for slicing fruits
/🆑

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2024-02-04 15:25:40 -08:00
DiscordWizardandGitHub 90092831c9 Makes sonar go over blindness (#6306)
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## About The Pull Request

This PR ups the sonar layer to exactly one above the blindness layer so
a lack of eyes or the blindness trait do not stop you from seeing things
using sonar.
Makes the sonar detected items linger for half an extra second so people
do not spam it to see things in a room.
Moves the camera mask plane to 92 so it doesn't overlap with sonar at 91
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## Why It's Good For The Game

It was a little odd that people were unable to use echolocation when
they couldn't see.
Sonar needs a bit of lingering so it's not spammed as often, the poor
server can only take so much.
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## Changelog

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🆑
tweak: sonar lasts 0.5 seconds longer
fix: sonar is seen over the blindness layer, and any layers below it
/🆑

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2024-02-01 11:03:19 -08:00
ee0512621a Automatic TGS DMAPI Update (#6278)
This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
2024-02-01 03:47:33 -08:00
Captain277andGitHub e7288908ba Corrects Cargo Cow Crate Conundrum (#6301)
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## About The Pull Request

1. **Fixes Pathing Bug With Cow Crates.*

## Why It's Good For The Game

1. _It turns out the crate for furnace grubs had the same path as the
cow crate, overwriting the crate so that cows became unorderable. This
fixes that._

## Changelog

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🆑
fix: Fixes pathing bug with cow crates.
/🆑

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2024-02-01 03:46:23 -08:00
Putnam3145andGitHub f11b5a1da0 Makes intolerance values way more "logical", easier to follow (#6304)
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## About The Pull Request

Before: strength of the booze didn't matter, just how much you took, and
damage went up quadratically with dose. This was mostly because I didn't
understand how the actual dose system worked, ha.

After: damage is 50*species mod*amount metabolized/strength. This is
balanced around 1 tox damage per unit of beer; you get 5x as much from
deathbell, 3.333... times as much from vodka, and so on.

## Why It's Good For The Game

It rarely, if ever, comes into effect, but it's best that it acts in a
way that's predictable.

## Changelog

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🆑
tweak: Alcohol intolerance damage now makes more sense
/🆑

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2024-02-01 03:45:56 -08:00
Dimasw99andGitHub 9b4839ca18 Melee trait fix and balance (#6309)
## About The Pull Request

This PR resolves the issue of the traits attacks not applying as well
rebalancing them to be a meaningful change.

As for the reason as to why: A basic human attack does 5 to 10 damage. A
claw attack does 5 damage. A sharp bite does 3 damage. The numbing bite
injects ~2.5 numbying enzyme per hit with 20 being the OD

So not only would it mean that spending 1 point on sharp attacks would
actually nerf you. But also if you went the extra mile to take the
numbing bite, it would take roughly 8 hits just to reach the OD
threshold. A mere toolbox does 10 damage already, a welder even 15. So
you would be able to put someone into crit with just 7 hits using a
welder. Making the whole trait obsolete by the most basic items.

Instead I have given claws and bites a fixed damage number of 10 with a
slightly better armor rating pierce. Not as powerful as Vox claws but
better. As for the venomous bite, I am a bit undecided with what toxin
to use and the quantity per inject. From a little testing I did,
injecting 2 units of basic toxin is not a whole ton and barely feels
like it has an impact. Yet this also has the potential to be stupid
powerful if tuned up again.
2024-02-01 03:45:17 -08:00
Captain277andGitHub 9a98ca9460 Fixes Stormdrifter Bull Melee Immunity Bug (#6295) 2024-01-25 15:25:38 +01:00
Putnam3145andGitHub b1b8e48d34 Changes around some engi points vendor options (#6293) 2024-01-25 15:25:18 +01:00
LordMEandGitHub 9bc9b1d4d1 Adds mapping helpers for scrubbers in airlocks, and tweaks their receive signal proc (#6287)
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## About The Pull Request
The portable/huge/stationary/scrubbers dont use power, and essentially
delete the gases they filter out, that is bad.
This PR allows those scrubbers to be replaced for the purpose of
scrubbing. A second PR will follow that will add Heater that the
airlocks can control, so we can rid ourselves from those monstrosities.
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## Why It's Good For The Game
Replaces unrealistic mechanics with more realistic ones
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## Changelog

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🆑
add: Added mapping helpers for scrubbers in airlocks
/🆑

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2024-01-24 21:35:53 -08:00
LordMEandGitHub fc5f31da78 Adds examin texts for previously hidden features, as well as power pr… (#6286)
…oduction

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## About The Pull Request

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## Why It's Good For The Game
Gives robots the information they need to know that they can setup
geothermal power as well.
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## Changelog

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🆑
tweak: tweaked the examine text for geothermal power
/🆑

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2024-01-24 21:32:00 -08:00
Putnam3145andGitHub 2f05991267 I went through food/drinks and fixed as I scrolled (#6283)
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## About The Pull Request

As title. I scrolled through and fixed things that were bothering me.

Main points:

1. Most drinks now have a bit of nutritional value. Some have a lot. No
more are the days when you could drink 50 peanut butter milkshakes and
not get fat.
2. Alcoholic drinks were largely rebalanced. I didn't get to all of
them, mostly ignored the ones that seemed made-up, but for real ones, I
tried to give them strengths that actually line up with their contents.
I don't know why wine was stronger than whiskey, but it suuuure was.

## Why It's Good For The Game

Mechanics should at least _sorta_ line up with expectation. The fact
that a drink described as "Tyrmalin grog aggressively blended with
unfiltered absinthe" was one of the weakest in the game was... weird.

## Changelog

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🆑
tweak: Non-alcoholic drinks now generally add some nutriment
tweak: Alcoholic drinks have had their strengths made a bit more logical
/🆑

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2024-01-22 11:46:12 -07:00
FreeStylaLTandGitHub 9d7ad7c44c Adds Ability targeting (#6242)
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## About The Pull Request
Adds a way for abilities to be targetable, including range.

![dreamseeker_LdiPg2xAvH](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/11361525/9ce5cb7c-c326-4683-ab80-36c65a8aa12a)

Currently works using a carbon/human datum that is used as a middleman
between the abilities and the clicks. Currently no ability uses it.
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## Why It's Good For The Game
Ability versatility! 
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## Changelog

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🆑
add: Ability targeting
/🆑

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2024-01-20 11:19:53 -08:00
LordMEandGitHub 9f7962c1ca Reworks airlock programs (#6271)
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## About The Pull Request
In the old version Airlock controllers used a badly implemented system
for determining what to do.
This PR reworks that system to use a set of defined states, in which the
airlock can be.
There is two kinds of states, stable and transforming. 
Stable states stay the same unless an order is given.
Transforming states are actively altering the contents of the airlock
chamber, like pressurizing.
This system allows for for more reliable and predictable behaviour of
airlocks.
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## Why It's Good For The Game
A key system for Space stations should be reliable and behave
predicatable. The system that is replaced in this PR was not
predicatable.
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## Changelog

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🆑
code: Airlocks now use properly implemented statemachines
/🆑

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2024-01-20 11:19:21 -08:00
MazianandGitHub 47fced1843 adds a second elevator to tether (#6282) 2024-01-19 23:08:11 +01:00
lolman360andGitHub bdefdf6b1b protean blob chameleon clothing (#6261)
fetish code
2024-01-18 11:27:09 +00:00
Mocha-Not-LatteandGitHub 9eaf2a07ef Fixes blueshields being red (#6281)
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## About The Pull Request
Totally fixes a game breaking issue.
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## Why It's Good For The Game
They're blue not red, clearly that's why redshields are a thing
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## Changelog

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🆑
tweak: Changes the blueshield tag from 'red' to 'blue'
/🆑

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2024-01-17 16:56:30 -07:00
FreeStylaLTandGitHub ace96c7dc6 adds more protogen faces, and a flat screen head (#6273) 2024-01-17 12:08:24 +01:00
5dc9165adb small change to throwing (#6277)
Co-authored-by: silicons <no@you.cat>
2024-01-17 12:06:26 +01:00
FreeStylaLTandGitHub 044cc9b515 Adds a new robe (#6276) 2024-01-17 12:06:12 +01:00
66c5210e13 refactors bodytemperature stabilization, refactors taking organ damage, etc (#6262)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2024-01-17 12:02:31 +01:00
LordMEandGitHub 510806d7cb Add a second mime slot (#6269)
## Changelog

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🆑
add: Added second mime slot
/🆑

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2024-01-14 13:37:40 -07:00