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## About The Pull Request Oops, forgot about transforming comp defaulting to bulky size when activated Closes tgstation#84339 ## Changelog :cl: fix: Retracted pens can be put into PDAs /:cl:
## About The Pull Request The head protector module actually applies the trait appropriately. ## Why It's Good For The Game Apparently head protection started at the hands. ## Changelog :cl: fix: Headprotector modules and constructor modules work properly once more. /:cl:
## About The Pull Request They deathgasped once on the carbon level and once on the living level I also realized this check I added a while back breaks lag check mechanism so let's just change that around ## Changelog :cl: Melbert fix: Lizards and Moths don't deathgasp twice when they die /:cl:
## About The Pull Request 1. Fixes the modsuit pathfinder module's pathfinding for the second time. This time AI idling broke it, we just make it not idle. 2. Changes the heuristic used by JPS nodes from Chebyshev distance to Euclidean distance. I have no real logical explanation, it just appeared to produce a more optimal path. CC @LemonInTheDark 3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`. Red line: Euclidean dist JPS path (roughly) Green line: Chebyshev dist JPS path (roughly) ![image](https://github.com/tgstation/tgstation/assets/75460809/57d75ff3-ee6d-4f73-82da-0e66e026d790) ## Changelog :cl: fix: MODsuit pathfinder module works. Again. code: AI pathfinding should produce slightly better paths. /:cl:
## About The Pull Request Prior to a refactor of protolathe code, the time needed for a protolathe to print items was affected by the tier of parts it had, just like material usage. Said refactor removed this behavior, and given that this removal was not mentioned in the changelog and that comments in the code still refer to this behavior, I have to assume that this was a mistake. So this PR just re-adds that old behavior. ## Why It's Good For The Game Bugs are bad. ## Changelog :cl: fix: Protolathes/Circuit Imprinters/Techfabs with better parts should now print items faster again. /:cl:
…ion#84253) ## About The Pull Request Limbs with unique slowdown, such as that of mushies and zombies, won't affect it when they aren't actually using them. Hunger will now only slow you down in ground movement. ## Why It's Good For The Game Being hungry isn't meant to make you move slower while using a jetpack - that makes no sense. Similarly, mush or zombie or any limbs slow the zombie down despite not being used in nograv, which I think is silly. ## Changelog Limbslow not mentioned as its not very relevant to the average round :cl: fix: Fixed hunger affecting your speed in nograv /:cl:
…on#84288) ## About The Pull Request Adds crystallizer boards to delta and tram HFR project rooms ## Why It's Good For The Game Now that the crystallizer is locked behind required ordnance experiments, the crystallizer really doesn't get researched in many of the rounds. I've found that crystallizer is researched maybe one in every three rounds, even during 60+ pop rounds. This results in atmos techs breaking into ordnance and doing science's job for them on delta or tram for a tool that's available round start on every other station. Also brings delta and tram atmos a little more in line with the other stations while keeping some uniqueness and requiring the machines to be built. ## Changelog :cl: add: Crystallizer boards added to Delta and Tram HFR rooms /:cl:
## About The Pull Request When projectiles cross into an invalid turf (like crossing out of the bounds of the map), they are automatically qdel'd. If the projectile is hitscanning, the `Destroy()` will call `finalize_hitscan_and_generate_tracers()`. The projectile's `trajectory`, which points to the invalid turf that caused the deletion in the first place, is passed as the `ending_atom` of `get_line()`, which returns a list of turfs between the shooter and the point (turf) of termination. Since the ending turf is by necessity null at this point, a runtime occurs. Instead, we decrement the trajectory back a step (`-trajectory_multiplier`) so that it's pointing at a valid turf on `Destroy()`. ## Why It's Good For The Game We experienced this runtime on Paradise a lot and the log spam got kind of annoying. Since it's the same system, I figured I would PR it upstream as well.
## About The Pull Request 1. Techweb strings are now defined in `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev 2. All places that used those strings have been updated with the definitions as well. 3. `code/modules/research/ordnance/scipaper_partner.dm` had some old boosted ids, they have been updated as well along with their values. ## Why It's Good For The Game fixes tgstation#84153 - I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code. - As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased. ## Changelog :cl: ShizCalev, SpaceLove refactor: Techweb strings are defined now so to maintain modularity balance: Research papers will have less overall point generation. /:cl: --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
## About The Pull Request When a fuel tank leaks it makes a quiet "glug" sound. https://github.com/tgstation/tgstation/assets/51863163/21d5665e-c06c-49db-9c61-1479be0f0b7a ## Why It's Good For The Game I noticed that there was absolutely no fx associated with dragging a leaking tank which was very off putting to me so I thought a glug glug glug gas can sound would sound good. Maybe doesn't sound the best when dragging at max speed but it sounds funny anyways so. ## Changelog :cl: Melbert sound: Glug-glug sound when dragging a leaking gas tank /:cl:
## About The Pull Request Added Spess Knife (introduced in tgstation#75537) to the random mail for station engineers and clowns. ## Why It's Good For The Game It was added as a rare maintenance loot and barely been used. ## Changelog :cl: add: There is a chance that Spess Knife will be in a mail for engi and clowns /:cl:
## About The Pull Request So the 'large mushrooms' from lavalands contain sugar and ethanol in a ratio such that most of the ethanol instantly reacts with the sugar to form Fringe Weaver (an alcoholic beverage). ![image](https://github.com/tgstation/tgstation/assets/13398309/2a133bfe-5128-4f15-bd78-60e54a417817) ![yOMR4g9IHo](https://github.com/tgstation/tgstation/assets/13398309/d2f05386-e3a8-42b9-921d-ee63faa36b8b) This is not ideal and makes it impossible to extract any useable quantity of ethanol, so to solve this issue the sugar has been removed from large mushrooms and put into the fireblossoms instead (they had a similar quantity of nutriment). ## Why It's Good For The Game Makes ghetto chemistry more enjoyable in the lavalands. Sugar can still be acquired, just from a different kind of mushroom now. ## Changelog :cl: qol: polypore mycelium no longer contains sugar, preventing it from instantly creating fringe weaver beverage when ground up. qol: sugar may be acquired from grinding fireblossoms instead of polypore mycelium. /:cl:
## About The Pull Request Moves the abductor stinger to the new antag datum stinger var. ## Why It's Good For The Game Ugly collision between tgstation#84209 and tgstation#84180. I told myself I was gonna update one or the other after one got merged but forgot too. Whoops.
## About The Pull Request Removed tank dispenser UI, making the tanks dispense on left and right clicks instead. ![image](https://github.com/tgstation/tgstation/assets/3625094/a9c0c214-040e-42b2-bf3a-4b1b8bda4007) ## Why It's Good For The Game Less clicks. ## Changelog :cl: del: Removed tank dispenser UI to use left/right clicks instead /:cl: --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
…ale appropriately (tgstation#84360) ## About The Pull Request The value for base heating energy now utilizes a multiplier of the define for cell charge. Space heaters start with a larger cell due to the fact that their old cell was woefully underperforming with the new values. Also makes the improvised chem heater also use the define and not a hardcoded value. ## Why It's Good For The Game I tested the values, and while the cell definitely doesn't immediately deplete from the temperature adjustments anymore, it certainly still feels, at best, a lethargic adjustment. I suspect this may need a rework, but all I am interested in doing is getting it working right now. ## Changelog :cl: fix: Space heaters do not completely drain their starting cell while trying to change their room temperature by a few degrees. /:cl:
## About The Pull Request I made some changes to the lootpanel code (all that stuff you see if you alt click a tile) so they consistently update when stuff is moved in or out of them. ## Why It's Good For The Game Predictable behavior for UI elements for manipulation is good. ## Changelog :cl: Bisar qol: Loot panels should update more predictably and informatively now. code: Lootpanels have more consistent logic on when they automatically update. /:cl:
## About The Pull Request This pr just replaces the bedsheet bin `attackby(...)` with `item_interaction(...)`, adds usage screentips to bedsheet bins, adds more balloon alert feedback to failing to hide items in bedsheet bins, and added `silent = FALSE` to the `user.transferItemToLoc(tool, src)` calls' parameters such that putting items in isn't silent. Main thing to note is that we skip hiding items when in combat mode, such that you do not try to hide the item you are currently trying to beat up the bin with. Tiny second thing to note is that we explicitly `return .` in `add_context(...)` due to adjusting the value of `.`. ## Why It's Good For The Game Better to update `attackby(...)` to `item_interaction(...)`. I think item interactions being internally consistent is more intuitive; left click always being hiding feels nicer than left click being hiding _except_ for tools where it's right click. Then, I think hiding should be left click as "putting something in" is the primary item interaction we're expecting, parallel to tables or storage or racks or somesuch. Nice to have screentips. Nice to have more failure feedback. Nice when things aren't silent. ## Changelog :cl: code: Moved bedsheet bin interactions to the item interaction code. Please report any issues. qol: Made bedsheet bin tool interactions right click, such that left click is consistently for putting in items. qol: Added usage screentips to bedsheet bins. qol: Added more feedback to failing to hide items in bedsheet bins. sound: Made putting items in bedsheet bins not silent (If the items have associated pickup/drop sounds). /:cl:
…ursed individuals (tgstation#84485) ## About The Pull Request Title. Slightly rewrites cranial fissure weight code because I spent like 20 minutes trying to keep only one ..() and it seriously confused me. ## Why It's Good For The Game Frankly, masochism. Most times when you suffer a disembowelment, or a cranial fissure, by the time you get back up it's fixed. This is because they can only really happen in hardcrit. However, if you get disemboweled or suffer a cranial fissure while ALIVE, it can potentially make some very silly scenarios. Such as: Getting hit by his grace, walking away with a cranial fissure. Getting your lungs shot out, picking them up, and throwing them at a medical doctor to get them put back in. Also, it just feels weird to have these arbitrary restrictions in place from a character perspective. I get why on a balance perspective, but why can my guts only spill out in hardcirt? Realistically speaking, I could get shot by a sniper and just have my guts instantly spill out. ## Changelog :cl: add: Being cursed now enables disembowlements/cranial fissures outside of hardcrit /:cl:
## About The Pull Request Fixes and rewrites bola ensnaring so it works properly. Fixed cult bolas leaving in-hand sprite when they ensnare non-cult user. Fixes tgstation#83577 ## Why It's Good For The Game Bolas were one of the main ways of stopping hulked criminals when security officer was not equipped with lethal weaponry. This PR makes bola slowdown apply as it should be. Also while looking at bolas I've noticed cult bolas leave in-hand sprite when ensnaring non-cult user, so I've fixed that as well. Big thanks to @GoblinBackwards for figuring out what was wrong with bolas. ## Changelog :cl: MrDas fix: Bolas now slowdown properly. fix: Cult bolas no longer leave in-hand sprite when they ensnare to non-cult user. /:cl:
## About The Pull Request Adds a food truck. ![Food truck map](https://i.imgur.com/x1G3he9.png) ![People wearing stripy shirts get FREE tacos!](https://i.imgur.com/zcycyhi.png) Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one is pre-equipped with a cunning disguise. ## Why It's Good For The Game So the primary intent here is making a fugitive hunter team that operates stealthily instead of directly. They have less direct combat power than other hunters, but they have a few things that help them infiltrate the crew and assassinate the fugitives. All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo (20% chance to be a subtype), a random melee weapon (flash, e-dagger or combat knife), and a random low-level syndicate gadget (c4 brick, codespeak manual, freedom implant, etc), and a pair of zipties. Every agent also gets a agent ID. Shuttle is equipped with surgery tools (good for plastic surgery), clothing vendors (good for getting disguised), and a bunch of computers for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is provided, as is a single space suit. As an added bonus, you're opereating out of the back of an old food truck giving you bulletproof cover for your operations. Spare food is provided, a functional kitchen is not. ## Changelog :cl: add: Ghost role food truck merchants may occasionally turn up at the station. add: Adds a new fugitive hunter type, MI13 secret agents. /:cl: --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
## About The Pull Request There was a feedback that the new techweb made it harder to do science on ghost roles, namely Charlie station crew. This PR makes a few tweaks to oldstation to lower the bar on the experiments: - Added a pure N2O tank for easier BZ creation - Added one diamond to the ai sat to create artificial BS crystal - Added research console to ai sat with frontier app pre-installed - Added a gas compressor to Beta station atmos area Also moved the NTNet relay back to tcomms node as it requires tcomms parts. And moved chem pack/blood pack from tier 1 to tier 0 per players` request. Also fixed the dissection experiments giving the old amount of bonus points, before the recent point denomination. Made a few other minor changes to the map. ## Why It's Good For The Game Charlie is supposed to be friendly for the beginner players, yet the new experiments are hard to do with the limited resources on Charlie. ## Changelog :cl: qol: It is easier to do some required techweb experiments on Charlie station now fix: Fixed experimental dissection surgeries giving too many points balance: Techweb: Moved NTNet relay back to tcomms node balance: Techweb: Moved blood pack and chem pack to the starting node /:cl:
## About The Pull Request Fixes it for realsies. (testedstyle) ## Why It's Good For The Game Fixes it for real Ensured the power actually stays on. Here's a picture 30 minutes into a shift. ![image](https://github.com/tgstation/tgstation/assets/168238458/871ca264-633a-4c85-9c75-2b3fce1ca97d) Also decal fixes ## Changelog :cl: fix: fixed Birdshot bar and surrounding areas not properly connected to the power grid. /:cl:
## About The Pull Request Every R&D lab starts with a multitool and flatpacked flatpacker ## Why It's Good For The Game Makes it less tedious to do experiments and general machine construction in R&D, flatpacker is meant to be something used early into the shift so this brings it in line with that. Since it's locked behind experimental tools in the tech tree by the time research is done the need for convenience of a flatpacker is severely diminished. ![image](https://github.com/tgstation/tgstation/assets/36081010/cb684520-077e-4224-bc35-7b99d253d3b2) ## Changelog :cl: add: Added flatpacker & multitool to all R&D labs /:cl:
…gstation#84452) ## About The Pull Request Replaces the `/turf/open/floor/engine` turfs inside all stations' Xenobiology Secure Pens with the `/turf/open/floor/engine/xenobio` turf. This means that they now start full of BZ. This PR also moves or removes various items, tables, and other assorted things in the Secure Pens. This does NOT remove the alien egg spawn, nor does it remove any items which aren't easily replaced (e.g. Nanners). ## Why It's Good For The Game * Speeds up Xenobio, an infamously slow department * Xenobio can now focus on breeding slimes without having to constantly worry about feeding every one that they're not immediately using. * BZ Turfs, as opposed to cans, cannot be harvested without a scrubber setup. As such, it's harder for Cargo, Engineering, or Ordnance to immediately steal the BZ to use in their departments. * Adds functionality to a part of Xenobio that was otherwise either an abnormally big slime pen or a place to gawk at an alien as it kills you. This change is precedented, as this is already how Secure Pens on NorthStar are set up. While the push for departmental cooperation that led to the BZ tank's removal is admirable, I've never once seen Ordnance actually make BZ for Xenobio. As a Xenobiologist, I've asked before, and they've never done it. When Ordnance isn't occupied and I've attempted to make BZ myself, it either takes long enough that the station's already gone to shit, or somebody else takes over Xenobiology. This includes rounds where I have played an RD and announced my intent to return to Xenobio when I am done with Ordnance. As such, the BZ rarely, if ever, gets made, causing Xenobio, an already time-consuming, RNG-dependent, and frankly, dull department to be even more tedious and not worth the time. I used to semi-regularly make rainbows, while now I'm lucky to even occasionally get to tier 3 slimes on deadpop. Having to take care of every slime you need and kill every one you don't need often results in the Xenobiologist killing slimes that they could've evolved later, simply to not have to spend the space, food, and mental bandwidth on them. ## Changelog :cl:Sosmaster9000 add:BZ floor turfs in all current station's Xenobio Containment Pens. del:Various items (e.g. tables, operating tables, tools, metal sheets, and surgery tools) have been removed from the chambers. balance: Xenobiologists now have a BZ-filled containment pen. Don't breathe that! balance:Some items which either cannot be printed elsewhere or are part of game progression (e.g. teleporter endpoints and, of course, Nanners) have been moved. Alien Spawnpoints are in the same spot. /:cl:
…e areas. (tgstation#84425) ## About The Pull Request Removes the three random traitor posters from the walls in the cargo bay. They were here. ![evidence - exhibit a](https://i.imgur.com/NO47X3o.png) Puts in three random rolled-up traitor posters to replace them. You will need to break into the QM's office, the Vault, and the Brig's Evidence Storage to get them. ![where da posters are now](https://i.imgur.com/C6SwyPb.png) ## Why It's Good For The Game These posters nuke your mood if you're not an antagonist and currently not only do these posters blast cargo techs with them if they go into the warehouse, they also lower the mood of every non-antag who passes by arrivals because it doesn't use directionals so it's visible through walls. Also these posters are legitimate traitor gear, this makes them much more inconvenient to get and forces you to do an IC punishible crime if you really want free traitor items. ## Changelog :cl: fix: Removed three traitor posters from Cargo Warehouse's walls. (Metastation) balance: Added one traitor poster each to the QM's Office, Vault and Evidence Storage to compensate. (Metastation) /:cl:
## About The Pull Request tgstation#84509 tgstation#84557 Removed Trichromatic Larynx per @Mothblocks decision that it looks uggo. Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Stoner has been un-locked and replaces TL in the above's recipe. Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Fixed mending touch being bad ## Why It's Good For The Game > Removed Trichromatic Larynx per @Mothblocks decision that it looks uggo. They say it looks ugly and bad. It also works like poop. So away it goes! > Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Removed color, but replaced with something just as neat. > Stoner has been un-locked and replaces TL in the above's recipe. No reason to lock it as far as I know. > Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Bugge ## Changelog :cl: del: Removed Trichromatic Larynx per @Mothblocks decision that it looks uggo. del: Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. add: Stoner has been un-locked and replaces TL in the above's recipe. fix: Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. fix: Fixed mending touch being bad /:cl:
) ## About The Pull Request This PR ensures that all Nanotrasen installations are compliant with the Title 18 U.S Code 1801 "Video Voyeurism Prevention Act" by removing all cameras from bathrooms and showers. ## Why It's Good For The Game We could get seriously sued if anyone reports this to the feds. Jokes aside, I think its better to have these areas unmonitored, to make them an area more suited for evil behavior. An area inbetween the untamed danger zone of maintenance and the relative safety of a public hallway. Somewhere where you can get a little privacy or jump someone if you don't have maintenance access. It's not like these bathrooms are getting used for pooping. Also, I just found it really weird that our bathrooms all have security cameras in them. ## Changelog :cl: Rhials balance: All cameras in bathrooms and showers have been removed. /:cl:
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