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49 Commits
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4e167856aa |
[MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276) ## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 * Adds a treasure chest to the ocean/beach fishing spot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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4b692ac95a |
[MIRROR] New Slime Sprites (#28165)
* New Slime Sprites (#83891) * New Slime Sprites --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * 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> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit |
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41fd931836 |
[MIRROR] Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix [MDB IGNORE] (#25838)
* Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334) ## About The Pull Request Updates the Wendigo Cave ruin on Ice Box and it's domain to be more detailed, without changing the shape of the arena too much. Also fixes the Wendigo attacking corpses,   And the domain!  ## Why It's Good For The Game Makes the Wendigo arena and the surrounding area more varied visually, as well as stopping the Wendigo from attacking the decorative corpses used in the domain. (Previous Arena for reference)  ## Changelog 🆑 qol: Wendigo Cave ruin gets an aesthetic refresh fix: Wendigos (Wendigi?) no longer attack corpses /🆑 * Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix --------- Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com> |
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b79167c173 |
[MIRROR] Organ movement refactor *Un-nullspaces your organs* [MDB IGNORE] (#25530)
* Organ movement refactor *Un-nullspaces your organs* * Fix conflicts I checked the conflicts on the two weird conflicts and no previous TG pr touches them i assume its just github being github because those shoulden't be conflicts *shrug * Fix #1 uhh...this is going to be a long one * Fix #2 Modular Movement Flags * Fix #3 It builds now * Fix #4 Oh god it builds now, I missed some things * Fix #5 No more Runtimesplosion Now time for Synths * Update nightmare_organs.dm * on_mob_insert * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25664 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25685 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25582 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25686 * bro the fucking brain does not go into the chest. * seriously? undocumented code causing shit. if it breaks ghouls, so be it. --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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96e280edfb |
[MIRROR] Slime type datum, and cleans up slime related code [MDB IGNORE] (#25250)
* Slime type datum, and cleans up slime related code * Resolves Conflict, Preserves SR Edit * Update code/game/objects/items/devices/scanners/slime_scanner.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> |
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47811450f6 |
[MIRROR] Basic Wizards [MDB IGNORE] (#24783)
* Basic Wizards (#79476) ## About The Pull Request Makes NPC wizard mobs into basic mobs. These aren't actually used anywhere, since their away mission was removed, so I figured I'd have some fun with them.  Noteworthy changes are as follows: - Wizard mobs can now wear any of the four basic colors of wizard robe and hat. Rarely, they will wear the witch ("Marisa") outfit instead. There was going to be a rare Tape Wizard spawn too, but the outfit doesn't work correctly for some reason (see comments below). - Wizard mobs no longer have a set spell loadout. Instead, they always receive a random **targeted, primary spell**, a random **untargeted, secondary spell**, and the spell **Blink**. - Wizard subtypes (or var-edited wizards) can have any of the above specified rather than random. - Wizard AI will try to avoid ever being in melee, and will fire off spells whenever possible with the priority order of primary > secondary > blink. There is a mandatory 1-second waiting period between casts. - Wizard mobs use "lesser" versions of Fireball and Blink. Lesser Fireball does a little less damage and has a smaller explosion, though it is still extremely dangerous. Lesser Blink simply has a smaller blink radius so that wizard mobs don't just decide to leave. Depending on their spell loadout, wizards can be _incredibly_ dangerous mobs - stunning you with tesla blasts, shooting you with fireballs, and more. Even weakened, fireball is the nastiest of these by far, able to set you on fire or remove your limbs if you aren't properly protected. Watch out! The random lists have been kept pretty small, since I only wanted to use spells that I know for sure work. Spell cards is pretty weak in AI hands, since they don't take advantage of the fact that a human player can spam it, but I wanted there to be a little variety in primary attacks. I included an UpdatePaths script here in case a downstream is using these, but I doubt it was necessary. ## Why It's Good For The Game Removes another simplemob. The actual impact of this change is negligible, since this is an unused mob, but it's possible that this lays the groundwork for these actually being used - particularly since mappers can make them as powerful or weak as they want by specifying a spell loadout. Wizards may make for a tough boss challenge for a ruin or away mission, or a very mean surprise for an admin to drop on an unsuspecting station. ## Changelog As this is an unused mob, there are no player-facing changes. * Basic Wizards --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> |
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300adb2464 |
[MIRROR] Abandoned Domains: Adds two new psyker-oriented virtual domains [MDB IGNORE] (#24303)
* Abandoned Domains: Adds two new psyker-oriented virtual domains (#78892) ## About The Pull Request _Really? Bitrunning maps are so simple you could do them with your eyes closed? Hmmmmm..._ This adds two new medium-difficulty virtual domains to the pool -- Crate Chaos and Infected Domain. These two domains take you to neglected corners of the virtual world. These are unstable, bizarre locales that do not support the bitrunning machine's visual display, and must be traversed using echolocation. **_These domains have been designed around you being a psyker, and will turn your bitrunner avatar into a psyker until they leave the domain._** _**Crate Chaos:** Low cost, medium reward._ Sneak into an abandoned virtual domain, where they store all of the loot crates. There's about 40-ish crates in this space, and one of them (RANDOM) is the encrypted cache we're looking for. The crates must be manually inspected, requiring you to drop your weapon for a few moments, but that shouldn't be a problem. There's no hostiles, just a bunch of crates... right? This one has very few shenanigans or threats in it. It's meant to be an introductory experience to interfacing with things as a psyker, and getting the rhythm down for moving between visual pulses. _**Infected Domain:** Medium cost, high reward._ Enter another abandoned virtual domain. This one was sealed off from the digital world after the cyber-police failed to contain a virus that zombified its inhabitants, leaving it to grow unstable and full of holes. Fortunately, you're provided with the single best tool for arming yourself against zombies in any video game, ever -- Your very own Mystery Box. Get armed with (basically) whatever gun you want, and go put those wacky psyker abilities to use against those zombies. This one is a lot meaner. Many chasms, landmines, and zombies. Walk slowly, stay with your fellow bitrunners, and if it's too hard, there's no shame in going back and rolling for a better gun! The domains themselves are VERY simple, since there's little need for decor or particularly complex layouts. The idea is that you should be able to see everything you need to see in a given room/area with a single vision pulse. Here's what one of the maps looks like:  Err, uh, I mean... This is what the maps look like: <details> <summary>SPOILERS BEWARE</summary> <br>   (You wanna find out if there's something cool under those red lines? Go there yourself!) </details> These two psyker maps come with their own psyker safehouse too -- The Bathroom. It's gross, the medical supplies are kind of just sitting there on the floor... It looks a little bit better when you're blind, I guess.  ## Why It's Good For The Game I like psykers a lot more than I'm willing to admit. Unfortunately, the jankiness of echolocation provides such a disadvantage at times, that any "real" conflict is usually over before the psyker is even aware they're taking damage. Fortunately, the controlled environments that bitrunning maps are perfect for psykers. They give the opportunity to craft an experience around the player being blind, rather than forcing them to play blind through a seeing mans world. These two domains should present players with a unique challenge that is designed around playing as a psyker, with slightly higher-than-usual rewards for their trouble. More importantly -- They're fun! ## Changelog 🆑 Rhials add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected Domain. add: Map helper for cyber-police corpse spawn. add: Map helper for swapping the encrypted crate in an area with a random crate from that same area. /🆑 * Abandoned Domains: Adds two new psyker-oriented virtual domains --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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4a618d0561 |
[MIRROR] Watcher Nest Lavaland Ruin [MDB IGNORE] (#24286)
* Watcher Nest Lavaland Ruin (#78790) ## About The Pull Request Adds a small new lavaland ruin, the Watchers' Grave.   You will need to figure out yourself how to find a way through the walls surrounding it (it's not very hard). This is mostly just atmospheric but also serves as a delivery vehicle for a unique item; an orphaned Watcher egg. (That's kind of it in terms of loot, unless you count a handful of lavaland mob corpses and mushrooms). You can either eat this (it's an egg), throw it at someone to spawn an angry watcher, or keep hold of it for a while and see what happens. <details>  That's right it's your very own baby watcher. It orbits your head and shoots at lavaland creatures for unimpressive damage. It won't ever intentionally shoot a player but they might walk in front of it, as it doesn't hurt very much they will probably forgive you. If you die it will continue circling your corpse to guard it against predation. </details> In creating this ruin I also added a new component called "corpse description". It provides some extra examine text to a corpse which is removed permanently if the mob is revived. There's a field you can varedit on corpse spawners (or make a subtype) which will automatically apply it to spawned corpses. You can use it for environmental storytelling. Or admins can use it to make fun of how you died. Also I fixed basic mobs runtiming when examined by ghosts. ## Why It's Good For The Game More variety in map generation. It's cute. Adds a tool that mappers might like. ## Changelog 🆑 add: Adds a new lavaland ruin where you can find a unique egg. /🆑 * Watcher Nest Lavaland Ruin --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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964fc99589 |
[MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY) * Delete bepis.dm * Conflicts * Update dynamic_rulesets_midround.dm * Fixing this invalid icon file path It was trying to use the aesthetics one * Bepis is dead * New digi sprites courtesy of CandleJaxx!! Now in the correct branch! * Fixing merge conflict * bitrunning hotfixes [NO GBP] * Modular health adjustments * Revert "Modular health adjustments" This reverts commit |
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37a8f73ae3 |
[MIRROR] Basic Legion & Hivelord [MDB IGNORE] (#23964)
* Basic Legion & Hivelord * Update modular + fix diffs * Fixing diffs * More diffs * Adds an AI behavior to replace the 'wander = 0' varedit for the hivelord gate guardians --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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01f6c1c268 |
[MIRROR] Fixed snow legion corpse spawning. [MDB IGNORE] (#23540)
* Fixed snow legion corpse spawning. (#78147) ## About The Pull Request Resolves #77973 Due to a pair of oversights, snow legions erroneously drop two corpses when killed, and both of these corpses use the spawnlists for Lavaland legions. The duplicate has been removed, and the snow legion corpse spawner is no longer a subtype of the regular one - which was causing the issue. Now the new corpses will actually spawn. ## Why It's Good For The Game Makes #76898 actually work. ## Changelog 🆑 fix: Snow legions now drop only one corpse, and no longer drop Lavaland corpses. /🆑 * Fixed snow legion corpse spawning. --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> |
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c3c696b6a0 |
[MIRROR] [NO GBP] Fixing a small issue with chasm fishing [MDB IGNORE] (#23515)
* [NO GBP] Fixing a small issue with chasm fishing (#78111) ## About The Pull Request The default spawnables from chasms are spawned on top of the chasm rather than on the user's turf, and that can be an issue. ## Why It's Good For The Game This will fix #77982. ## Changelog 🆑 fix: fixed fishing skeleton mob spawners that immediately crumble back into the void of whatever chasm you fished them from. /🆑 * [NO GBP] Fixing a small issue with chasm fishing --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f2d1a4407f |
[MIRROR] [no gbp] Removes a source of self-ling [MDB IGNORE] (#23352)
* [no gbp] Removes a source of self-ling (#77941) ## About The Pull Request The protection from allowing a possessing mob to lay changeling eggs of the dead headslug corpses present in the meateor ruin was a post-creation variable edit rather than an immutable property of the typepath, so if for instance you had some kind of item of clothing which allows you to turn yourself into an instance of a mob via its typepath you could use them to turn into a headslug, bite a monkeyman, commit suicide, and then become a changeling. An unintended consequene of two things added by the same developer? Starting to stop looking like a coincidence, someone should investigate this guy... ## Why It's Good For The Game This is undesirable, which is exactly why nobody reported it even though they knew they could do it. * [no gbp] Removes a source of self-ling --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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77e68ea0c6 |
[MIRROR] Gives IceBox legions their own, separate corpse-drops. [MDB IGNORE] (#23322)
* Gives IceBox legions their own, separate corpse-drops. (#76898) ## About The Pull Request Noticed one of these snowmen drop an ash walker earlier today, and thought I would have that fixed for consistency's sake, as there's no ash walkers on icemoon. After I done that, I felt weird for just cutting out a thing like that, so figured a replacement: eskimos. So yeah. ## Why It's Good For The Game Consistency: There's no more ash walker corpses in legions on Icemoon, as there's no, and never was, any living ones. Fluff: Eskimos that replace them make much more sense. ## Changelog 🆑 add: Gave snow legions a separate corpse-drop pool: ash walkers excluded, but eskimos included. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Gives IceBox legions their own, separate corpse-drops. --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@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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35e28a5b4a |
[MIRROR] Goliath basic mob [MDB IGNORE] (#22412)
* Goliath basic mob (#76754) ## About The Pull Request Converts Goliaths to the basic mob framework and gives them some new moves because I can't leave things well enough alone. I am planning on touching all the lavaland fauna and then maybe even the icebox ones if I haven't got bored. The Golaith is the first because it is iconic. https://www.youtube.com/watch?v=JNcKvMwT4-Q Here's me getting killed by one as a demonstration. Despite my poor performance I would contend that they aren't a _lot_ more dangerous, but they are a little more dangerous. The chief difference here is that they have two new attacks which they will only use in response to being attacked. If fired at from range, they will target the attacker with a line of tentacles (it doesn't track you, so is easily sidestepped). If attacked in melee, they will surround _themselves_ with tentacles, on a longer cooldown. Something else you may notice in this video: I discovered that basic mobs are actually _too smart_ to be Lavaland fauna. Typically (unlike their old form) a mob on our new AI system is smart enough to attack someone _the moment they come into range_ rather than only checking on predictable ticks, which would make using the Crusher an essentially unviable prospect. To counteract this, Goliaths now have a delayed attack component which gives you a visual warning and short duration to get out of range before they swing at you. I will probably put this on all mining fauna that get reworked, it wouldn't be a terrible thing to put on other mobs to be honest. Other changes: The goliath stun is now a status effect with _buckles_ you to the tentacle as if grabbed, as well as its previous effects. While this seems purely worse, any nearby helpers can now help-click on you to instantly remove the debuff. Experiencing the effect of a Lobstrosity Rush Gland makes you immune to being grabbed by tentacles and an implanted one will automatically trigger and free you if you are hit, and the explosive effect of Brimdust also causes the tentacle to retract (although you'd need to take damage for this to happen). Using the tools of the land, you can make these creatures less threatening. The ability for a Goliath to chain-apply the ability has now also been reduced, it won't refresh its duration if you are hit when already buckled. When not occupied hounding miners, Goliaths will intermittently dig up the asteroid sand and eat any worms that this produces. I also made some new sprites for riding a Goliath because they've been broken since the Lavaland mob update and also kind of were ugly before then anyway:  Other code changes: - I made an element which only lets an attached object move every x seconds. This is because Goliaths are far too slow to use the speed system (the glide just looks bugged as hell) but one thing I am invested in when converting these is to make sure that they share the same behaviour when player or AI controlled. This is disabled while you're riding them because it was interminably slow. - The Goliath tentacle trail uses a supertype object now shared with the Meteor Heart which did something kind of similar. ## Why It's Good For The Game It begins the process of moving one of our larger subsets of NPCs onto the newer framework for NPC behaviour. It adds a little bit more life to an iconic but slightly uninteresting foe which mostly just walked at you slowly. This PR contains a few components I expect to apply more widely to other mobs in the future. ## Changelog 🆑 refactor: Goliaths now use the Basic Mob framework, please report any unusual behaviour. add: Goliaths learned a couple of new attacks which they will use in self-defence. balance: Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland. image: New sprites for the Goliath saddle. /🆑 * Goliath basic mob * Update ash_rituals.dm * fixes icon diff --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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76e3348760 |
[MIRROR] Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) [MDB IGNORE] (#21958)
* Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) * fix --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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c968dca9b2 |
[MIRROR] Turns Changeling Headslugs into a Basic Mob [MDB IGNORE] (#21690)
* Turns Changeling Headslugs into a Basic Mob * fix --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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54011a20b9 |
[MIRROR] Replaces the syndicate corpse Legions can drop with one without a MODSuit [MDB IGNORE] (#21517)
* Replaces the syndicate corpse Legions can drop with one without a MODSuit (#75700) ## About The Pull Request This is part of a pass I'm working on doing where I go through and remove instances of antag gear outside of their normal context. This is mostly going to involve replacing space/Lavaland ruin gear with something close to the same power level but not distinctly something only antags should be able to get. I want to keep ruins rewarding but I don't want explicit antag gear to be something you can obtain without needing an uplink. The first part of this is me removing the MODSuit from the syndicate operative corpse. The new one drops a turtleneck, a syndicate gas mask, and gripper gloves. ## Why It's Good For The Game It's my opinion that antag gear should probably stay in antag hands unless you manage to kill one or steal an uplink. The main impetus for this was a discussion I had a while back about how blood red hardsuits used to _just_ be an antag thing. I kind of miss that general feeling of paranoia that came from seeing someone wearing it, as opposed to seeing it these days and just thinking "Yeah, it's probably someone who got it from space". In this specific instance, Syndicate MODSuits are pretty strong anyway and, regardless of the low odds of getting one, I really don't think it should be available as loot off a fairly easy-to-kill mob. ## Changelog 🆑 balance: Syndicate corpses dropped from killing a Legion no longer come with a MODSuit. /🆑 * Replaces the syndicate corpse Legions can drop with one without a MODSuit --------- Co-authored-by: TheVekter <TheVekter@users.noreply.github.com> |
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7d784fae45 |
[MIRROR] Removes ELITE SYNDICATE MODSUIT from Space Ruin [MDB IGNORE] (#21003)
* Removes ELITE SYNDICATE MODSUIT from Space Ruin (#75213) ## About The Pull Request - Removes an ELITE SYNDICATE MODSUIT SPAWN from infested_frigate.dmm - Removes a Combat Defibrillator from infested_frigate.dmm - Removes Dart Pistol from infested_frigate.dmm ## Why It's Good For The Game We will never learn. Space Loot should not be put in control of easily cheesable simplemobs, and we shouldn't be straight up putting NUKIE STUFF in Space ## Changelog 🆑 Melbert del: You can't get an Elite Syndie Modsuit (or combat defib, or dart pistol) from Space Ruins /🆑 * Removes ELITE SYNDICATE MODSUIT from Space Ruin --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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aac6045ba8 |
[MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework * SECT 9 * ok --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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2a206070cc |
[MIRROR] Adds a prisoner transport space ruin [MDB IGNORE] (#20771)
* Adds a prisoner transport space ruin (#74418) * Adds a prisoner transport space ruin --------- Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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132e5eccf5 |
[MIRROR] Lavaland Monster Sprite Update [MDB IGNORE] (#20364)
* Lavaland Monster Sprite Update (#74299) Updates most Lavaland mob sprites, merges some icon files and adjusts the pathing. ## About The Pull Request Updates Most Lavaland Mob Sprites with work provided by Sheets. Merges, splits, and moves a few icon files and icons to adjust for the new icons. Repaths the dmi locations and pixel shifts for the adjusted sprites. Examples:    ## Why It's Good For The Game Better quality sprites are better to look at. Putting sprites that are the same type in the same file is much saner. ## Changelog 🆑 imageadd: added new lavaland sprites, moved some sprites to a new location, adjusted pixel shift for the updated sprites, adjusted the name of some sprites. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Lavaland Monster Sprite Update --------- Co-authored-by: Mey-Ha-Zah <tomboxallghss@gmail.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
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b6601a2405 |
[MIRROR] March into Mapness: Meateor [MDB IGNORE] (#20233)
* March into Mapness: Meateor (#74070) * March into Mapness: Meateor --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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dde8fa19e6 |
[MIRROR] Traveller's rest and prey pod fixes [MDB IGNORE] (#20121)
* Traveller's rest and prey pod fixes (#74279) ## About The Pull Request - Traveller's rest had two airlock cyclelinks that did not work, as one of them was on a windoor, so I have removed them. Not playerfacing. - The mob spawner spawned without clothes and runtiming, as instead of an outfit, it had the roboticist's jumpsuit added. I have made a new outfit and used that in a new spawner. Might be too specific of a spawner though. - I have also added a dedicated roboticist spawner, which uses a full outfit. I originally wanted to use this one, but I realized, making this spawn with robotics ID and gear is a pretty big balance change, so I elected not to use that, but I have added it anyways, as it should be useful in the future (and I have already made the sprite). ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game Less warnings during initialization. ## Changelog 🆑 fix: the roboticist in the prey pod now has clothes as intended /🆑 * Traveller's rest and prey pod fixes --------- Co-authored-by: Profakos <profakos@gmail.com> |
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60bfb76832 |
[MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517) revive of #68760 this time a proc, not an element this time supports cardboard cutouts this time supports mob corpses  prevents these icons ever being outdated, they'll always look what they are supposed to, saves spriting work 🆑 Fikou, a hood by Viro refactor: humanoid mobs and cardboard cutouts automatically generate their sprites, they no longer will be outdated /🆑 Co-authored-by: Time-Green <timkoster1@hotmail.com> * Modular! * Fix signal override merge skew (#72882) Caused by https://github.com/tgstation/tgstation/pull/72517, with https://github.com/tgstation/tgstation/pull/72561 raising an error that was being hidden before This changes equip logic somewhat so that set_wearer was being called twice. I don't think this should be being run in visualsOnly at all, as it does a ton of stuff like registering signals, updating UI, etc etc etc. Don't have time to investigate further. --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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406b6870bd |
[MIRROR] adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths [MDB IGNORE] (#18785)
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736) repaths a lot of gloves off /color because they were incredibly stupid firefighter gear has gotten an update (it doesnt cover hands anymore though, you need something else) firefighter helmets no longer hide your mask or glasses  fixed engine goggles starting with darkness vision to the atmos lockers adds atmospheric gloves, a pair of thick (chunky fingers) gloves that are fireproof and fire protective, slightly shock resistant and let you fireman carry people faster. atmospheric firefighter helmets now are a subtype of welding hardhats, you can enable a welding visor. welding hardhats change mode with right click instead of altclick im not a good spriter but i think this resprite makes them fit nicer with other engi equipment lets me firefighter rp 🆑 add: Atmospheric Gloves, thick gloves that are fully fireproof and fire protective and let you fireman carry people faster. fix: fixes engine goggles starting with darkness vision qol: firefighter helmets can now enable a welding visor qol: welding hardhats change mode with right click instead of altclick balance: firesuits no longer protect your hands /🆑 * Makes shit compile * Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!) * Fixes a whole ton more issues that popped up --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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63cc0fe36c |
[MIRROR] Organizes mining corpses outfits and fixes power tools not spawning on golem corpses. [MDB IGNORE] (#18533)
* Organizes mining corpses outfits and fixes power tools not spawning on golem corpses. * Update mining_corpses.dm Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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0fb69dd6e5 |
[MIRROR] Moves the bulk of shield code from the riot subtype into the core shield. [MDB IGNORE] (#17684)
* Moves the bulk of shield code from the riot subtype into the core shield. (#71066) ## About The Pull Request I wanted to "rework" the riot shield security has but most other shields are subtypes of it, making them all inherit those features. So I made this PR first to make my job easier and fix some odd bugs like fixing wooden bucklers by slapping them with titanium sheets... There *shouldn't* be any other big change outside of the titanium healing and baton bashing they all inherited but I have been staring at shield code and worked on another branch before deciding to split the code improvement/fixes from the features so I might have missed something. And while there, kill some single letter vars, remove unnecessary lines, etc. ## Why It's Good For The Game Fixing a wooden shield by slapping it with titanium is weird... so is fixing a glass+iron shield but that is a bigger balance change. And well, easier for future shield changes to not inherit weird behaviors from the riot shield. ## Changelog 🆑 Guillaume Prata fix: You can no longer repair wooden bucklers and roman shields by slapping them with a titanium sheet. /🆑 * Moves the bulk of shield code from the riot subtype into the core shield. * sr conflits, goliath shield, reagent buckler Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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cefdaa26d1 |
[MIRROR] Fixed survival boxes for plasmaman clowns and mimes. [MDB IGNORE] (#17506)
* Fixed survival boxes for plasmaman clowns and mimes. * Feex le merge conflict Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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432eacbb26 |
[MIRROR] Properly kills the goliath outside Survival Pod Ruins ruin [MDB IGNORE] (#17134)
* Properly kills the goliath outside Survival Pod Ruins ruin (#70734)
The ruin added way back in #17284 (
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3795ed1a6b |
[MIRROR] [MDB Ignore]Hats DMI split [MDB IGNORE] (#16693)
* [MDB Ignore]Hats DMI split * e * STAFE * e * e Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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d27cd97f74 |
[MIRROR] [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane [MDB IGNORE] (#16030)
* [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane * fix map merges * icon paths and merge conflicts Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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ac7d3bcedf |
[MIRROR] Fix legion dead miners not spawning species [MDB IGNORE] (#15976)
* Fix legion dead miners not spawning species (#69622) Fix legion miners not spawning species * Fix legion dead miners not spawning species Co-authored-by: Tim <timothymtorres@gmail.com> |
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88c85fe1f7 |
[MIRROR] [MDB IGNORE] Refactors drinks and fixes a lot of food problems [MDB IGNORE] (#15577)
* [MDB IGNORE] Refactors drinks and fixes a lot of food problems * [MDB IGNORE] Refactors drinks and fixes a lot of food problems * forgto 2 commit * im slowly going insane * why does find and replace not FIND everything * hnghnnngh * h * l * a * a * so close... * delta fix * I thought I committed this already, guess not * this PR has been the bane of my fucking life * orange juice Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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dfc1b9a4c0 |
[MIRROR] [MDB Ignore]Suit DMI split p1: Mob icons [MDB IGNORE] (#14963)
* [MDB Ignore]Suit DMI split p1: Mob icons * [MDB Ignore]Suit DMI split p1: Mob icons * [MDB Ignore]Suit DMI split p1: Mob icons * wew * wew Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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e958272a86 |
[MIRROR] An Exploration Into Lame Jobs - Syndicate Listening Post Remap [MDB IGNORE] (#14147)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330) * An Exploration Into Lame Jobs - Syndicate Listening Post Remap Hey there, Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop? Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice! * An Exploration Into Lame Jobs - Syndicate Listening Post Remap Co-authored-by: san7890 <the@san7890.com> |
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af93d350cc |
[MIRROR] Repaths /obj/item/clothing/mask/animal/rat to make more sense [MDB IGNORE] (#13558)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense (#66860) * Repaths `/obj/item/clothing/mask/animal/rat` to make more sense It was used as the parent for a lot of other small animal masks simply because of its flags and a single proc, so i repathed it to `/obj/item/cltohing/mask/animal/small/...` to make more sense * adds an updatepaths * fixes the got damned maps * Repaths `/obj/item/clothing/mask/animal/rat` to make more sense * Repaths `/obj/item/clothing/mask/animal/rat` to make more sense Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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dc8adc2924 |
Modular Tablets: Converting PDAs to the NtOS System (SKYRAT VERSION) (#12920)
* hot-patch 1 * hot patch 2 * hot patch 3 * slight issue |
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d71d49bd91 |
[MIRROR] [Ready] Hilbert Research Facility remap feat. tram [MDB IGNORE] (#12745)
* [Ready] Hilbert Research Facility remap feat. tram (#66082) * reworks hilbert's hotel ruin * warooio * you can now run multiple trams on the same z at the same time, trams are linked by id * fuck * sure * you are a simulacra * FUG * dock * [Ready] Hilbert Research Facility remap feat. tram * Update mapping_fluff.dm * Update gordon_freeman.dm * fixes Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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3916ea03de |
[MIRROR] Kapulimbs [MDB IGNORE] (#12497)
* Kapulimbs * conflicts * part one of fixes * more fex * ugh * more fix * eee * e * more fix * Well it compiles, but we need to get digi legs working * more fixes * https://github.com/tgstation/tgstation/pull/65887 * https://github.com/tgstation/tgstation/pull/65904 * https://github.com/tgstation/tgstation/pull/65923 * more fix * now uses dna specific icon overrides. * species code no longer dictates what icon the limbs use * digitigrade legs implemenation * more fixes, species indexing, species bodyparts * remaining mutant bois * 0 * okay this work! * IPC stuffs * inv file uses * optimisation and limb string rendering digitigrade stuff * wew * partial vox support * bodymarkings are now stored on the bodypart * limb key caching * Update carbon_update_icons.dm * Update carbon_update_icons.dm * Moves our mutant variance to the new system and makes shoes squash. * all legs do it * https://github.com/tgstation/tgstation/pull/65918 * https://github.com/tgstation/tgstation/pull/65899 * https://github.com/tgstation/tgstation/pull/65990 * teshari bodytype * them teshari's aren't humans * bandaid for future proper teshari implementation * Update vox_bodyparts.dm * fixes chests and teshari implementation * fixes * fex * Update mutant_zombie_bodyparts.dm * oops * Update synthetic_lizard_bodyparts.dm * Update code/modules/mob/living/carbon/human/human_update_icons.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/human_update_icons.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/human_update_icons.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/master_files/code/modules/surgery/bodyparts/species_parts/ghoul_bodyparts.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/species.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update scissors.dm * wound stuff * Update carbon_examine.dm * more stuff * Delete human_update_icons.dm * begone thot * https://github.com/tgstation/tgstation/pull/66065 * Update _external_organs.dm Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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e92a995068 |
[MIRROR] Medical Revamp: Resprites and Jumpsuit/Under Changes [MDB IGNORE] (#11864)
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236) New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt * Medical Revamp: Resprites and Jumpsuit/Under Changes * fix Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
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abf7e98baa |
[MIRROR] Removes useless defines for mutation paths [MDB IGNORE] (#11138)
* Removes useless defines for mutation paths (#64512) * Removes useless defines for mutation paths * Update cortical_borer_abilities.dm * Update cqcplus.dm * Update clown.dm Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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c33061765b |
[MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety * updates and fixes * ffff Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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6c1bb16f26 |
[MIRROR] Fixes some VERY weird stuff with clown corpses [MDB IGNORE] (#10299)
* Fixes some weird stuff with clown corpses (#63614) * Fixes some VERY weird stuff with clown corpses * E * Update wreckedhomestead.dmm Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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58f82b5161 |
[MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits * we dont need to add these people as codeowners, goodness gracious * have to remove this because upstream * part 1 of these fixes * EEEE * Update peacekeeper_clothing.dm * E * E * Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109" * E * Update expeditionary_trooper.dm * more removal * nice * modsuti modstui modusuti * fixes * E * ITS MODsuit not HARDSUIT * more hardsuit references * MODSUIT NOT HARSUITEDSA * Maps * More ,map * oop * e * oo aa * 0 * ting tang * Update modsuit_tailsprites.dm * hi fikou * bs tech update Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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b894ce42d4 |
[MIRROR] Super Mega Mob Spawn Refactor [MDB IGNORE] (#10075)
* Super Mega Mob Spawn Refactor * Super Mega Mob Spawn Refactor * Update modular changes * update kilo * i wish unit tests would work on my machine * fix kilo...? Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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26f9e9721a |
Fixes the golem outfit spontaneous fail (#10098)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> |