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Hispania update 22/8/2023 #21

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Aug 22, 2023
Merged

Hispania update 22/8/2023 #21

merged 201 commits into from
Aug 22, 2023

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@kokolo21 kokolo21 commented Aug 22, 2023

HISPANIA UPDATE

  • Y revierte los adminspawns de naves como Metis, Nemo y Hound, que son usadas por la comunidad....
  • Y quita la Andromeda porque causaba problemas

Apogee-dev and others added 30 commits July 23, 2023 20:36
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## About The Pull Request

Removes the Metis from the game.

## Why It's Good For The Game

The Metis has been slated for removal for months now, pending a
replacement. A replacement has not been forthcoming, and, in the
meanwhile, the Metis continues to cause problems. If nothing else,
removing it should hopefully encourage a prompt replacement.

## Changelog

:cl:
del: Removed the Metis
/:cl:

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## About The Pull Request
redoes gas tanks
original was by imaginos, i repalleted it and touched it up, @CoiledLamb
did the rest , i touched the ones they did up a bit

## Why It's Good For The Game


![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/d0d2b2b9-7d00-4583-8ecd-4da245833588)

## Changelog

:cl: CoiledLamb, Imaginos16
add: resprites almost all of the atmospheric tank sprites
/:cl:

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)

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## About The Pull Request
YOU! YES, **YOU**.

As a diligent citizen of the Most Serene Solar And Intersolar
Confederation, I'm sure you've had a situation where you needed to visit
a doctor! Perhaps you had a scraped knee? Some problem with your vision,
even? Or maybe, just *maybe*, you stumbled into a nuclear dump site in
some waste planet and you *foolishly* walked inside said site without a
hazmat suit on?

Well lucky for you, the Paracelsus-class Medical Corvette is here to
assist you JUST for this most-convenient occasion!
![2023-07-11 01 02
30](https://github.com/shiptest-ss13/Shiptest/assets/77556824/27324318-3ae1-49bd-9596-864986852c8f)
![2023-07-11 01 02
34](https://github.com/shiptest-ss13/Shiptest/assets/77556824/d4419faa-64e7-40f9-bd5e-d6407881a18a)

Boasting a crew composed of:

- One Captain
- One Bureaucrat
- Three Medical Doctors
- One Ship Engineer
- One Field Engineer
- Three Scribes

These most wonderful adventurers shall assist you in restoring your
physique to its natural state, before it was completely dashed by a
frontiersmen who was too smart with a combat shotgun! The ship's
faculties are also spacious, and made to encourage discourse and
camaraderie between fellow crewmembers! Dedicated rooms for medical
professionals to practice their specialties also exist, so they can
bring their full potential, in privacy or otherwise!

Now go out there, and help as many people as you can!*

(*Premiums may be liberally applied to non-solarian citizens)
 
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## Why It's Good For The Game
This is my first ship ever and I've done it with an extreme amount of
love, not just for this server, but also because I fucking love SolGov
and they desperately need more ships that aren't just the Chronicle.
Hopefully having an RP-oriented medical ship will encourage others to
read up on SolGov lore and have fun times there!
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## Changelog

:cl: PositiveEntropy
add: Adds a SolGov medical ship, the Paracelsus-class!
/:cl:

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## About The Pull Request
Title!

This PR adds the missing SSG-669C Sniper Rifle to the game! Enjoy a 5
round bolt action weapon with all that armor piercing caseless goodness!


![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/dce69d7d-1ec4-420a-ae72-ecf3a93e4d23)

This PR also adds a new cosmetic item for Solarian Captains, a cloak!


![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/cacc38ed-3679-48e7-8a0f-f395b9274a9b)

Now you can successfully style on non-solarians!
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## Why It's Good For The Game
One was a missing item that was meant to be added in the original
solarian armory PR, and the other is a fun little cosmetic addition for
players to enjoy!
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## Changelog

:cl: PositiveEntropy, Retlaw34
add: Adds the solarian SSG-669C Sniper Rifle!
add: Adds a cloak for the SolGov captain!
/:cl:

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---------

Signed-off-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
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## About The Pull Request
Removes some cruft we don't care about
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## Why It's Good For The Game
cruft
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
del: Drip outfit is removed for being too crusty
del: Sec hailer sounds are gone
/:cl:

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…-ss13#2193)

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## About The Pull Request
Removes:
* Bag of holding
* Bluespace bodybag
From RND designs
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
These item breaks inventory balance in every conceivable way, with
little barrier to entry. Materials are abundant as things stand.
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## Changelog

:cl:
del: Bag of Holding is no longer researchable
del: Bluespace bodybag is no longer researchable
/:cl:

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## About The Pull Request

Removes Syndie headsets from Syndie job outfits that are not officers or
Twinkleshine crew, bringing the Syndie headset distribution in line with
other factions. Does not touch the maps themselves, so if spare headsets
need to be removed (and they should) this will have to be done
separately.

## Why It's Good For The Game

Faction radio channels are intended to function as something of a
faction-exclusive wideband, not a common channel for every member of the
faction to flood with minutiae. This is the same reason ships with
pre-built comms do not relay the common channel across the sector- Comms
spam sucks.

## Changelog

:cl:
balance: Removed Syndie headsets from non-officer jobs for parity with
other factions
/:cl:

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## About The Pull Request

Adds some missing perspective sprites for holofields so they match walls
in all directions. Additionally edits the animation direction to make it
consistent with shield direction.

## Why It's Good For The Game

consistency is good and effects matching our wall perspective is also
good

## Changelog

:cl:
fix: fixed mismatched perspective on east/west-facing holofield sprites
/:cl:

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## About The Pull Request
lol
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## Why It's Good For The Game
lmao
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worth adding. -->

## Changelog

:cl:
fix: mhelps should no longer take several minutes to send
/:cl:

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## About The Pull Request
The Aegis:
![2023-07-09 06 32
40](https://github.com/shiptest-ss13/Shiptest/assets/81540056/cf262257-1699-40e0-bcb1-6dc60f1e98a6)
I've touched up the central hallway's decals, they always bothered me
but at the time of the Aegis' creation, I wasn't as well versed with map
making as I am now. They're small tweaks that look better to me. The
smart fridge was removed and turned into a board, originally you could
access the smart fridge from outside of the ship, which wasn't intended.
Added some new posters. Compressed the number of red lockers down and
cleaned up the main hallway. I gave the psychologist a dart gun because
honestly, it sounded really funny.

![dart
riffle](https://github.com/shiptest-ss13/Shiptest/assets/81540056/eb10154a-1e28-4a5d-b41b-9b20f92b71a9)

Also, there are more seeds to make food with. There were like only two
food seeds and like five flowers before.

The Patient set:


![patient](https://github.com/shiptest-ss13/Shiptest/assets/81540056/65066ea3-92d1-4233-9bf6-a6448d43b11f)

Kepori and Vox versions are available. Long-term patients now spawn with
the white gown and slippers. The previous clothes they spawned with were
always intended to be replaced.

Hopefully, this PR also fixes long-term patients spawning with borked
ID's.

## Why It's Good For The Game

Fixing stuff, making stuff look better, and adding new RP opportunities
with clothes are good.

## Changelog

:cl: Drag
add: Adds a bunch of shit to the Aegis, nothing earth shattering
add: Added the patient set, along with Vox and Kepori compatible sprites
tweak: tweaked with the Aegis' decals
fix: (Hopefully) Fixes the Aegis' patient Id's
:cl:

---------

Signed-off-by: Thedragmeme <81540056+Draggeru@users.noreply.github.com>
Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
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## About The Pull Request

Brings the Riggs up to par, primarily by adding a holofield to the cargo
bay. Additionally, some minor aesthetic and QoL updates were made.

- Adds holofield to cargo bay
- Replaces shuttle displays with ship viewscreens
- Tweaks wallmount positions for aesthetics
- Replaces the 10mm surplus rifle with a Winchester

## Why It's Good For The Game

keeping old ships up to snuff is always useful

## Changelog

:cl:
tweak: Updated the Riggs with a holofield and some visual polish
/:cl:

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## About The Pull Request
Originally when fox tails were added to shiptest, someone forgot to add
the new and correct idle frames for them.


![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/a411b646-7359-45bc-a3ef-03d95f7fa105)

This has now been corrected
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## Why It's Good For The Game
Begone crust
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## Changelog

:cl: PositiveEntropy
imageadd: Fox tails have been successfully tweaked into what they were
supposed to look like
/:cl:

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## About The Pull Request
see title
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
WHY SHIP NO SPAWN
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worth adding. -->

## Changelog

:cl:
add: toggle ship spawn now sends a message to players.
/:cl:

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## About The Pull Request

ships spawn in (non-exclusive, so don't get too comfortable) hangars at
the outpost sized to them, connected to a new "main level" of the
outpost via an elevator. new hangars are generated as necessary as ships
spawn / dock. let me know if radio works across hangars or not

~~this is mega-unfinished and not fit for merge, but it IS fit for test,
and that's what we do around here isn't it???~~

i'm basically done with this. that took a hot minute.
for detailed documentation, check here:
https://hackmd.io/@Xegx-gsTR2WyYII99ZKtrg/B1updZdK2

## Why It's Good For The Game

it's cool

## Changelog

:cl:
add: Ships now spawn at the outpost, in hangars. Take the elevator in
the top-right down to the main level.
add: 100% guaranteed most realistic ss13 elevator experience if you
ignore all the things that aren't realistic
/:cl:

---------

Co-authored-by: Bjarl <94164348+Bjarl@users.noreply.github.com>
Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
actions-user and others added 29 commits August 18, 2023 02:49
## About The Pull Request

![mudskipper-2](https://github.com/shiptest-ss13/Shiptest/assets/118859017/5424d514-95fc-4242-9846-9dc06a6e9d4f)

![image](https://github.com/shiptest-ss13/Shiptest/assets/118859017/b94454f3-db85-462e-b5fe-db320ee87332)

![mudskipper-area-2](https://github.com/shiptest-ss13/Shiptest/assets/118859017/1e9c04ac-3184-4475-a950-5fba80a374a9)

adds the mudskipper-class salvage clipper, an independent replacement to
the scav-class. the mudskipper is a small, budget scavenger vessel.
housing only 4 crewmembers, it specializes heavily in ruin-raiding &
salvage, at the cost of lacking in every other department. it also
boasts a much lower depressurize-ability compared to the original
scav-class. yippee

## Why It's Good For The Game

the scav-class was an egregious excuse of a ship. this PR will banish it
to The Pit.

## Changelog

:cl:
add: the mudskipper-class salvage clipper, the scavenging successor to
the scav.
del: removed the scav-class
/:cl:
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## About The Pull Request
Keep scrolling
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

![image](https://github.com/shiptest-ss13/Shiptest/assets/81882910/3bb5d7b5-4af3-442b-b941-9163e0077075)

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Crop turtleneck undershirt
/:cl:

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…t-ss13#2047)

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## About The Pull Request
Adds the abandoned Nanotrasen Genetics Research Facility, a facility on
lavaland dedicated to genetic and slime extract related experiments away
from the prying eyes of the general public. My hope for this ruin is to
act as a Nanotrasen counterpart to the Syndicate bioweapons facility on
lavaland, allowing players from either faction to loot either facility.

The facility is equipped with a Password Locked Door separating the
reception and subject area from the storage and research area, which can
only be unlocked with a code found somewhere within the ruin (hint
hint).

Threats:
7x Hungry Grey Slimes (3 of which are in locked rooms)
2x Powered Turrets (On stun by default, mainly to act as a stealth
puzzle for players to dodge past)

Items of Value: 
3x Green Slime Extract
1x Dark Blue Slime Extract
1x Healing Extract
1x Invigorating Extract
4x Cryoxadone Beakers
2x Cryogenic Cell setup (If they even bother to deconstruct it and take
it)
1x Medical Sleeper
5x RTG Generator
3x Fashionable Ties
1120 Credits
As well as whatever various plushies, junk and syringes you manage to
loot from the storage and research area.

![2023-07-18 21 25
16](https://github.com/shiptest-ss13/Shiptest/assets/95449138/f8ccbdd7-8d55-414f-8429-a1588d95f7e3)


![image](https://github.com/shiptest-ss13/Shiptest/assets/95449138/8d29a753-e5f5-4b2e-b5f1-9e5bec54519d)



## Why It's Good For The Game
I was asked to make new, unique lavaland ruins due to most of them being
kind of shit and soon to be deprecated. This will be the first of many
new ruins for lavaland.
This is also the first non-deprecated ruin to use the password locked
door, something I've been wanting to use.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Nanotrasen Genetic Research Facility, a new Lavaland ruin
add: codelab.dm containing assets for codelab.dmm
/:cl:

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---------

Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
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## About The Pull Request

Resprites:
Medkits
Medbots
Tools
Defibs

Flashlights
## Why It's Good For The Game

![Screenshot_6933](https://github.com/shiptest-ss13/Shiptest/assets/58402542/ee1053e8-aa3c-492d-bc83-a52d3fc70c05)

## Changelog

:cl:
add: Various things have been resprited
add: Medbots have gotten a fresh new coat of paint!
admin: The TRABUCCO misfiring now logs to game.log
/:cl:

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## About The Pull Request
The old ranger is just about a year old. This totally remaps this ship
and rebalances it for our current standards.

![rangerpng](https://github.com/shiptest-ss13/Shiptest/assets/55075747/1290c0e9-5efb-4235-b047-a8993466f5ca)
![2023-08-19 12 35
04](https://github.com/shiptest-ss13/Shiptest/assets/55075747/acfb106e-b770-4f9a-8f76-bdbcb3dee6ff)

<!-- Describe The Pull Request. Please be sure every change is
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This is good for the game because it replaces a year old ship with
something that's more up to par with our standards.
## Why It's Good For The Game
Ship upkeep and maintaining our maps is a good thing. Plus the old
ranger had a bunch of old snowflaked code that was a bandaid fix for the
ship access system not existing yet. (It unsnowflakes it).
<!-- Please add a short description of why you think these changes would
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## Changelog

:cl:
tweak: Remaps the Ranger-class
/:cl:

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---------

Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request

![vaquero](https://github.com/shiptest-ss13/Shiptest/assets/60533805/cb3c81e9-9875-4d45-92d5-0bd859f79bc4)

![vaquero_areas](https://github.com/shiptest-ss13/Shiptest/assets/60533805/a23bae53-854b-4f0d-9182-bee25394e24c)

Adds the Vaquero-class Light Frigate, a small (7 players) Inteq
generalist to fill the frankly terrible shoes the Hound left behind.
While the Vaquero has all the features expected of an Inteq ship
(meeting room, armory, large cargo bay, boombox), it actually has
average engineering gear in combination with a full set of surgical
tools and table, making it much more well-rounded than the other Inteq
ships, even if it pays for this by only being moderately armed and
having a small footprint and crew capacity.

The Vaquero has a crew capacity of 7:
- one Vanguard
- one Master-At-Arms to run the armory and function as second-in-command
- one Enforcer
- one Artificer
- one Corpsman
- two Recruits

## Why It's Good For The Game

A generalist rounds out the Inteq catalogue nicely, and helps balance
out the fact that all of the Inteq specialists are positively enormous.

## Changelog

:cl:
add: Added the IRMG Vaquero
/:cl:

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---------

Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
<!-- 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
Fixes a bunch of icon stuff (3 bugs introduced by update_appearance, 1
introduced by whitesands)
<!-- 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
Who's going trick or treating this year
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: iv drip now has a sprite again
fix: shotgun drums now have a sprite again
fix: blood bank now has a sprite while filled
fix: layer manifolds now display inserted pipes properly again
/:cl:

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## About The Pull Request

IPC will now recharge/repair like borg when they get into a borg
recharger.

## Why It's Good For The Game

Robort <3

## Changelog

:cl:
add: IPC can now recharge/repair at borg recharge station.
/:cl:

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---------

Signed-off-by: ritorizo <41831966+ritorizo@users.noreply.github.com>
Co-authored-by: ritorizo <ritorizo@localhost>
Co-authored-by: Mark Suckerberg <mark@suckerberg.gay>
I FIX
@kokolo21 kokolo21 merged commit b2c2410 into master Aug 22, 2023
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