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обновка #147
Commits on Jun 27, 2024
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[NO GBP] Pen size hotfix (tgstation#84343)
## 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:
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Fixes head protector modules doing...nothing (tgstation#84346)
## 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:
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Fix carbons deathgasping twice (tgstation#84347)
## 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:
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Fixes Pathfinder module AGAIN, General JPS Tweak (tgstation#84348)
## 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:
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Protolathe printing speed is affected by parts again (tgstation#84349)
## 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:
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Fixed limb slowdown and hunger affecting your speed in nograv (tgstat…
…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:
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Adds crystallizer boards to delta and tram HFR project rooms (tgstati…
…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:
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Fixes runtime with out of bounds hitscan projectiles (tgstation#84192)
## 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.
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Techweb nodes DEFINED & bug fix (tgstation#84177)
## 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>
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Adds a glug sound to welding fuel tank leaks (tgstation#84146)
## 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:
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Spess Knife as a random mail item for engi and clown (tgstation#84173)
## 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:
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Moves sugar from polypore mycelium to fireblossoms (tgstation#84300)
## 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:
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Moves abductor antag stinger to the datum (tgstation#84296)
## 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.
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Removed tank dispenser UI (tgstation#84313)
## 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>
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Space Heaters no longer deplete their starting cell instantly, and sc…
…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:
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New Microscope UI (tgstation#84298)
## About The Pull Request Continuing the QoL things for Cytology, updated Microscope UI to be more user-friendly. ![image](https://github.com/tgstation/tgstation/assets/3625094/c1740cd9-1371-4e15-b658-4dd468e45b7a) Before: ![image](https://github.com/tgstation/tgstation/assets/3625094/e67f147a-07b9-45b6-b4ad-886227bc8132) Plus some maintenance in micro organism code and QOL things for microscope (removing sample with right click, dish swapping, balloon alerts). ## Why It's Good For The Game The UX for cytology got better. ## Changelog :cl: qol: Updated Microscope UI qol: Microscope is easier to use - you can remove dish with right click and swap dishes /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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General maintenance for Flat Packer (tgstation#84256)
## About The Pull Request **1. Qol** - Adds examines, screen tips for screwdriver & crowbar acts for flat packer - Adds examines, balloon alerts for when a flat packed box can't be deployed (Closes tgstation#84188) - Adds screen tip for flatpack cart - Flatpack shows the progress bar animation on its icon during printing to let us know that it's doing some work - Eject button on flat packer UI is disabled when no circuit board is inserted - Ejecting the board will place it in your hand, use ctrl click shortcut to eject board **2. Code Improvements** - Improved `analyze_cost()`. It only creates a temporary `null_comp` if the materials are not available on the techweb saving us from some extra gc work whenever this proc is called - Merged `start_build()` with `ui_act()` to save us an extra proc call - Improved `ui_data()` to compute no data when no circuit board is inserted - Just re arranged code everywhere to make it look clean in my opinion atleast **3. Fixes** - Inserting different materials will display the correct colour insertion animation(as was implemented in tgstation#81692) - Opening the panel of a flat packer with a screwdriver now has an open icon state - You can deconstruct a flat packer with a crowbar after opening its maintenance panel - Fixes tgstation#84150. Flat packed boxes now have density & won't deploy on a turf that is blocked by dense objects. - Correct cost of the design scaled with `creation_coefficiency` is displayed in the UI - No hologram & abstract item interactions with the flat packer & the flatpack box. You can also hit them with objects like a flatpack box, screwdriver, crowbar etc when in combat mode ## Changelog :cl: qol: adds examines, screentips & balloon alerts for flatpacker, flatpack box & cart qol: adds correct material colour insertion animation for flat packer, continuous progress bar animation during printing qol: flat packer has a separate icon when you open its maintenance panel, eject button is disabled when no board is inserted qol: ejecting the board will place it in your hand, use ctrl click shortcut to eject board from flatpacker fix: you cannot deploy a flat packed box on a turf that has dense objects(like other flat packed boxes & such) fix: you cannot insert hologram/abstract items into a flat packer or flatpack cart, also can hit them with any objects when in combat mode fix: you can deconstruct a flat packer with a crowbar after opening its maintenance panel fix: correct cost of the design scaled with `creation_coefficiency` is displayed in the UI code: overall improved code quality of all things flat pack related /:cl:
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Xenobio Slime Extract Nerfs (tgstation#84314)
Oil, Adamantine, Orange, and Gold slime extracts require 15 units of liquid plasma (up from 1 unit) to activate their plasma reaction. Yellow requires 15 units of blood to activate a blood reaction (up from 1 unit). Gold slime extracts spawn 4 hostile mobs (down from 5) during a plasma reaction. Yellow slime extracts have an EMP range of 5 (down from 7) during a blood reaction. Oil slime extracts have a 1,2,4 explosion range (down from 1,3,6). All of this is to compensate for xenobio effectively being sped up by 3x from a previous PR i made. Adamantine golem shells require 3 (up from 1) adamantine sheets to make. (tgstation#84278) ## About The Pull Request In the comments of the previous PR, a rather good point was made about how spamable a certain few of the extracts were, and i've taken the liberty of making a few nerfs to compensate. ## Why It's Good For The Game Increasing the plasma cost of certain slime extracts to fifteen likely won't slow anyone down from using them, but it does ensure the user will drain their plasma supply quickly and limit how many slime cores they can use. Of course, restocking plasma isn't super difficult in xenobiology alone but it WILL ensure both downtime between assaults as the user will seek out a grinder for liquid plasma and force the user to spend time stocking up on plasma in the first place. If that wasn't enough, i took the liberty of nerfing Gold, and Oil plasma reactions, also after some thinking, Yellow blood reactions. We also don't want golem armies (as fun as that was to fight). Having an abundance of monster parties, explosive grenades, or emp grenades is likely frustrating to deal with, so more nerfs were necessary. ## Changelog :cl: balance: Due to selective breeding of slimes, some species require roughly 3x more plasma than normal to activate a plasma reaction. Slime extracts affected are: Oil, Adamantine, Orange, and Gold. Yellow slimes require 3x more blood to activate a blood reaction. balance: Oil slime extracts have become less potent during a plasma reaction due to selective breeding conditions. balance: Gold slime extracts give rise to one less monster during a plasma reaction due to selective breeding conditions. balance: Yellow slime extracts have become less potent during a blood reaction due to selective breeding conditions. balance: Adamantine golem shells require 3 sheets rather than 1, due to unknown circumstances. /:cl:
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Birdshot Service Fixes (tgstation#84387)
## About The Pull Request it fixes stuff ## Why It's Good For The Game it fixes stuff ## Changelog Fixing an oversight to the bars power. removed a botched door access to a public facing fridge. Cleaned up some decal mess I personally noticed. Added some food to the kitchen and a produce console. :cl: fix: Fixed disconnected APC on birdshot and other minor service fixes. /:cl:
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Commits on Jun 28, 2024
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Ashwalkers now start out in their proper faction; Lavaland mobs also …
…have this if ashwalkers don't attack them (tgstation#84127) ## About The Pull Request Ashwalkers and the various denizens of lavaland are meant to be offshoots of whatever horrible gestalt consciousness encourages the growth of necropolis tendrils. As such, I made some changes to their factions and faction logic; ashwalkers are now in their own faction instead of FACTION_NEUTRAL (this seems like a fix); as well, lavaland mobs besides raptors now also have FACTION_ASHWALKER alongside FACTION_MINING; they will be on the same side as ashwalkers as long as ashwalkers don't attack them. As a result, ashwalkers are a more serious threat to miners if they manage to flee into a crowd of legion, goliath, watchers, or what-have you. But by the same token, if ashwalkers take to attacking the mobs in order to feed their nest, it'll be the current behavior, where the mobs attack the ashwalkers on sight. This has no effect on the megafauna of the area. They still have their own set of factions, and they are NOT allied with ashwalkers. As a result of this, ashwalkers who tame pets can order these pets to attack people/things in the neutral faction, which will probably primarily be miners, unless a method for them to attack the station is introduced down the line. ## Why It's Good For The Game Ashwalkers and lavaland fauna are meant to be part of the same loose entity that's creating the tendrils and all the other messed up shit going on down there. Ashwalkers are still sentient, however, and can choose to break away from this connection to feed their own nest. This change brings their mechanics in line with the lore, and also makes them a slightly more serious threat to miners; miners are still likely to dogwalk them after that tipping point of points where they have 12 lux pens and a PKA with a full set of mods. ## Changelog :cl: Bisar add: Ashwalkers now start out allied to lavaland fauna (except for raptors). Attacking the fauna will break this alliance with the attacked beast and any who witness it. fix: Ashwalkers are now actually in the ashwalker faction, instead of the neutral one. /:cl:
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Voltaic Combat Cybernetic Heart. (tgstation#84174)
## About The Pull Request Introduces the first anomalocked organ, a heart that makes you immune to shocks and emps, while granting you the tenacity trait when you fall into crit. https://github.com/tgstation/tgstation/assets/102721711/b602dbb0-52ae-4b18-b3bc-9d19258ec3f8 ## Why It's Good For The Game You can find my player_dev_project on the tg discord. https://discord.com/channels/326822144233439242/1249735775734468619 Essentially, this exists as an item to justify a heavy investment into cybernetics and augmentations. EMP is far too common to justify using them in a combat scenario, nukies have lessened this issue with their shield module, and the crew can now do so through late tech anomaly research. *Features* - locked behind anomaly tech (duh), you need a refined flux core combined with the shell. - Can be manually installed, it will however fuck you up if you do so. - provides total immunity to shocks and emps. - Increases your passive blood regeneration. - Recharges any electrical devices on your person (stabilized yellow slime). - If you fall into crit, grants the tenacity (you can keep fighting while you are in crit basically) and no damage slowdown trait for 30 seconds, you will also keep on regenerating health, it won't heal past crit treshold however, (5 minutes cooldown). - If removed through surgery or evisceration, it gets vaporized while releasing a Tesla shock. ## Changelog :cl: add: A new Anomaly organ has been introduced, The Voltaic Combat Cyberheart! /:cl:
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Fixes dorm and bathroom airlock buttons on Birdshot (tgstation#84369)
## About The Pull Request There were some missing vars on the buttons in the dorms and bathrooms on Birdshot, making the buttons not generate properly, hence them not working. Fixes tgstation#84357. ## Why It's Good For The Game The least we can give the inhabitants of this screaming metal deathtrap is some privacy. ## Changelog :cl: Vekter fix: Fixes the door-bolting buttons in the dorms and bathrooms on Birdshot. /:cl:
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Fixes pipe visibility in Northstar ordnance lab (tgstation#84370)
## About The Pull Request There was clearly some confusion about what this specific scrubber was hooked up to in the ordnance lab, so I moved the pipes up a layer to make it easier to understand. ![image](https://github.com/tgstation/tgstation/assets/7019927/f2b32c37-b816-4487-abd7-a673fac5d010) Fixes tgstation#84336. ## Why It's Good For The Game Consistency/visibility good. ## Changelog :cl: Vekter fix: Fixed the visibility of a pipe in Northstar's ordnance lab /:cl:
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You can access your inventory when lying down (tgstation#84380)
## About The Pull Request - Fixes tgstation#84373 ## Changelog :cl: fix: you can access your inventory when lying down /:cl:
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Removes a bush from the wall on tramstation (tgstation#84378)
## About The Pull Request Removes a bush that is clipping inside a wall on Tramstation in the maintenance above the morgue. ## Why It's Good For The Game it's probably an oversight that was missed because maintenance doesn't exist until the map is loaded so it's only noticeable in game and not in the map editor. ## Changelog :cl: fix: Removed a bush trapped inside a wall above morgue on Tramstation /:cl:
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Lavaland mobs are friendly now to Lavaland elite (tgstation#84377)
## About The Pull Request Lavaland mobs are friendly now to Lavaland elite ## Why It's Good For The Game Someone forgot that recreating the list in subtypes OVERRIDES previous list, so lavaland elite are only at Faction_Boss faction ## Changelog :cl: fix: Lavaland elite are at lavaland fauna faction now /:cl:
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[no gbp] small fixes to qm room (tgstation#84376)
## About The Pull Request im actually kind of embarassed by this point (adds a keycard auth and fixes a blastdoor which got fucked after the original pr? who did that hahaha) ## Why It's Good For The Game needs fixing ## Changelog :cl: fix: added a keycard auth to QM room /:cl:
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Fix active turfs in icebox listening post ruin (tgstation#84372)
## About The Pull Request Replaces snowed over platings in icebox comms agent post with a new standard air subtype Why is it snowed over when it's freezing temperature? No idea, but the turfs next to it are standard air and the room is atmos piped into a standard temperature atmos section, so I guess its just for aesthetic ## Why It's Good For The Game Acting turfs are not nice, neither are too many var edits in maps ## Changelog :cl: Thlumyn fix: fixed active turfs in icebox listening post /:cl:
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Add pouring sounds to pouring reagents (tgstation#84371)
## About The Pull Request Adds liquid sloshing sound when pouring reagents between containers. Not sure if this is loud enough tho gimme feedback ## Why It's Good For The Game More sound cues are pretty good when youre pouring reagents https://github.com/tgstation/tgstation/assets/92416224/174a07cf-439b-47a3-b1fe-6eda3fcec32e ## Changelog :cl: sound: added liquid pouring sounds to pouring of any reagents /:cl: --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
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firefighter firesuits no longer hide the gloves you are wearing. (tgs…
…tation#84391) ## About The Pull Request As it says in the title. Fixes tgstation#84389 ## Why It's Good For The Game The sprite does not actually cover the gloves, nor does the suit cover your hands. This is an inheritance problem. Simple fix.
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Fixes Bitrunner lacking job-based bounties (tgstation#84367)
## About The Pull Request Fixes tgstation#84283 by just adding actual bounties for Bitrunner, giving them something more interesting to do than random bounties for jobs they don't have access to. These bounties revolve around optionally turning in the special rewards from each of the bitrunning domains (a bike horn, the abductor plush, beach ball, etc) for a credit reward. I considered the idea of making each one drop a specific bounty chit that you turned in for a reward, but at that point it's just "paying you per domain" and I'm not sure how that would balance with economy. This is more just meant to be a framework for others to add things that might be a little more interesting. This also adds a special drop from the Pizzeria domain because I thought it was funny.
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First Genetics Content in 5 Years (Adds new positive mutations!) (tgs…
…tation#83652) ## About The Pull Request Sister PR to tgstation#83439, that needs to be merged before this. Adds a plethora of new positive mutations to the game! Mutations now have a variable that directly adds and removes traits instead of manually doing so for idk Tripled cryobeam range. Made the mushroom hallucinogen's code more readable. - Adrenaline Rush Trigger your body's adrenaline response, granting you 10 * P units of pump-up, synaptizine, and determination. After 25 seconds, you crash, recieving 7 * S units of tiring and dizzying solution. Can be Energized, Powered, and Synchronized. - Mending Touch Transfer injuries from the target to yourself! Heal 35 * P damage, recieving up to 35 * S damage in turn. Transfers moderate wounds, fire stacks, and attempts to parallel limb-to-limb damage. Has bonuses for pacifist players. Can be Energized, Powered, and Synchronized. - Elastic Arms Your arms become floppy and you can interact with things as if you were adjacent to them from one tile further! Does not work through walls or dense objects, and you become unable to lift huge items, pull large corpses, and you get chunky fingers. Split temperature adaptation into three: - Cold Adaptation Gain cold immunity, gain ice slip immunity! - Heat Adaptation Gain heat and ash storm immunity - Thermal Adaptation Resist both cold and heat, but no extra fancies. The sprite is green now! Pressure Adapt has a purple sprite. You can mix the cold mutations with Fiery Sweat to make these new ones: - Cindikinesis Instead of summoning snow, you can now summon... ash. Wow. Very cool. - Pyrokinesis You can fire fire now! Fires beams of heat that, unlike the temperature gun, actually ignite on hit. Higher instability cost than its sister mutation. The changes have been themed primarily around classic superhero gimmicks. Genetics feels like a natural spawning point for superheroes, and its mutations show this via the good ol' 'radiation made me fire eye lasers' hero backstory. Adding more ways to be a superhero is fun. Also, added two new speech mutations: - Trichromatic Larynx Every word you say is now either red, green, or blue! - Heckacious Larynx (Trichromatic Larynx x Wacky) You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly wacky. Don't give it to the clown. Unlocked the Elvis mutation as well. ## Why It's Good For The Game > Adds a plethora of new positive mutations to the game! Genetics is in desperate need of new content, all it's had for years is a slow gutting and removal of the few things it does have. Hulk is, being real, stupid, dumb, stagnated, and overpowered, but it's been begrudgingly accepted because genetics is quite literally just, nothing without it. I'm here to add the somethings to genetics and add some more variety (and no i'm not touching hulk) > Mutations now have a variable that directly adds and removes traits instead of manually doing so for every mutation. Less stupid > Tripled cryobeam range. Shit joke mutation is now long-range shit joke mutation! > Made the mushroom hallucinogen's code more readable. Slightly OOS because I was going to add color blind mutations but decided not to creep. This piece o shit code has been hurting my head for years and now that I've finally understood it I want to make sure others don't go through that pani. > - Adrenaline Rush A quick burst of some mild chemicals at the cost of eventual nausea, sounds like a fair trade to me! If you're already on the ground, this isn't going to do anything. > - Mending Touch Healing is something that's lacking from the mutations, and this puts a fun spin on it, making the caster a damage pincushion as they heal and absorb damage. > - Elastic Arms Classic superhero power, very funny, lots of silly and sandbox potential. Has innate drawbacks because 1. thematic and 2. it's pretty strong > Split temperature adaptation into three: They combine into the same thing it used to be, so don't freak out. This just adds some separation between the immune types, for things like themed superheroes. > - Cold Adaptation Perhaps mildly concerning, but I think this might be a fun spin on it? TODO: make hiking boots effect? > - Heat Adaptation Nothing to say. It's cool. > - Thermal Adaptation Nothing wrong with this mutation so it stays in > You can mix the cold mutations with Fiery Sweat to make these new ones: How can we have frozone and not, uh human torch or something. why are there no heavy hitter fire superheroes in marvel or dc??? > - Cindikinesis Can't really summon an equivalent to snow that's actually useful, so here's this instead. Clown might like it, or maybe the chemist. > - Pyrokinesis The ignition effect is fairly weak and mostly a deterrent. I think this is the most dangerous ranged mutation in the game, which is kinda sad. > - Trichromatic Larynx Colors are fun! We have speech mutations that change words but none that change their color. Though, to be fair, this was mostly added for the mutation below's combination. > - Heckacious Larynx (Trichromatic Larynx x Wacky) I felt that Wacky wasn't nearly wacky enough. It just made your speech comic sans. That's great and all, but. It's not much? This will be a truly clownly mutation, the Genetics equivalent of a HONK mech. I made it a combination mutation specifically to restrain its power level. > Unlocked the Elvis mutation as well. Was there a reason to lock this? ## Changelog :cl: add: Added tons of new mutations to Genetics, alongside some recipes! add: Thermal Adaptation has been made a combination mutation from the stronger but narrower Cold and Heat adaptations. balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause spread on contact. image: Added some neat new sprites for the new mutations, and added a greyscale version of the magic hand sprites. code: Infinitesmally improved mutation code. /:cl:
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Fixes broken soup autowiki icons for soups that don't have unique spr…
…ites (tgstation#84297) Fixes tgstation#80024 🆑 ShizCalev fix: The soups wiki page no longer has error icons for soups that don't have unique sprites. /🆑
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Fixes sentience helmet monkeys being notified about being able to ven…
…tcrawl (tgstation#84275) 🆑 ShizCalev fix: Monkeys that become sentient through the sentience helmet will no longer be notified that they can ventcrawl. /🆑 Fixes tgstation#84259
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Fixes portaturrets going invisible when they're unwrenched. (tgstatio…
…n#84281) tgstation#79377 had things backwards, the actual issue was that the cover's type was being passed instead of the parent turret's type. Fixes tgstation#83821 🆑 ShizCalev fix: Portaturrets no longer go invisible when unwrenched from the ground. /🆑
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Inducers accept megacells now. (tgstation#84395)
They still allow regular cells. Tested in-game, works fine. Fixes: tgstation#84388 ## About The Pull Request Due to an oversight in the code, megacells were installed in inducers but inducers wouldn't accept them to be installed in the first place. ## Why It's Good For The Game Fixes an oversight. (bug) ## Changelog :cl: fix: Inducers now accept megacells AND regular cells. /:cl:
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Fixes airlock cyclelink examine message (tgstation#84344)
Fixes tgstation#84330 🆑 ShizCalev fix: Airlocks will now correctly said what other airlock they are cyclelinked with. /🆑
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Holodeck closet & crate items are marked as holograms (tgstation#84326)
## About The Pull Request - Fixes tgstation#83834 - Fixes tgstation#74765 When a holographic closet/crate is opened for the 1st time all their items are marked as holograms & get deleted when the simulation is changed ## Changelog :cl: fix: Holodeck closet & crate items are marked as holograms as well fix: Holodeck closet & crate items delete themselves when the program is changed /:cl:
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Moves tool use back higher in the chain, but makes it so tool acts ar…
…e only called on non-combat-mode (tgstation#84083) ## About The Pull Request ### Dilemma So we've been running into a dilemma recently as we move more and more items over (tgstation#84070, tgstation#83910) Some things like modsuits, tables, washing machines, storage items want to do their tool acts before their item interactions In the past this was perfectly fine, because it was `tool_act` -> `attack`, but now it's a problem, because it's `item_interaction` -> `tool_act` -> `attack`. Rather than resort to snowflaking, my idea is that we can move tools back up the chain so deconstruction and other similar effects are handled first, before anything else like putting the tool onto the table. ### So why does it require non-combat-mode? A large amount of tool acts early return if the user's on combat mode to allow the user to smack the thing instead of using the tool on it. So I've decided to walk back on what I said like a week ago and make this standardized behavior. ### Misc Reintroducing `tool_act` as a proc that exist means that atoms can easily hook certain interactions that must happen very high in the click chain, such as doing something that block storage insertion. Moves some of the behaviors I put on the (admittedly rather hacky) new proc to that. (Also cleaned up a bit of lockbox and medbot code) ## Changelog :cl: Melbert fix: Fixed modsuit interactions slightly. No longer requires combat mode to use tools on it, plasma core works as intended as well. (Using combat mode, however, will make you insert the item) refactor: Refactored lockboxes refactor: Refactored medbot skin application /:cl:
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Balances Changeling chemical regeneration depending on if they are on…
… fire or not (tgstation#84084) ## About The Pull Request Changelings now regenerate chemicals even slower than before when on fire, but even faster than before when not on fire. ## Why It's Good For The Game Changelings should be scared of fire. Changelings should be REALLY scared of fire. It makes them more related to the Thing, which is objectively more cool than the Prototype copy it is right now. Changelings should be stronger when hiding and weaker when on combat in my opinion, and making them weaker to fire incentivizes lings to stalk from the shadows than to try to take the entire crew by themselves. They still can if they horded enough chemicals to survive the slaughter, but it is very unlikely they will win. ## Changelog :cl: balance: Changelings regenerate chemicals faster when not on fire balance: Changelings regenerate chemicals slower when on fire /:cl:
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Dental Implant surgery no longer restarts itself for every pill you i…
…mplant (tgstation#84273) ## About The Pull Request Currently, the "Dental Implant" surgery requires you to restart the operation after implanting only one pill, which is an annoying inconvenience. Implanting 5 pills before PR: https://github.com/tgstation/tgstation/assets/97645027/d9bb74b6-7c7f-4b62-8b3d-4fe4b616dc2e This PR aims to fix this problem by making the "Implant pill" portion of the surgery repeatable by introducing a new step. After you implant a pill, you can either search their mouth with your hands for another tooth to implant, or use a cautery to finalize the surgery! Implanting 5 pills after PR: https://github.com/tgstation/tgstation/assets/97645027/ead38fb5-8ddc-463a-80c5-089434950646 ## Why It's Good For The Game If you're going through the trouble with another person to implant pills into your teeth, you'll likely want more then one pill implanted. Aside from making the surgery more consistent with other repeatable surgeries, this makes the entire process less tedious to go through for the surgeon. ## Changelog :cl: qol: The "Dental Implant" surgery no longer forces itself to restart after implanting one pill. Now implanting pills in the surgery has another step to either search the patient's mouth for another tooth to implant, or cauterization to end the surgery. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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Prettified storage UI (tgstation#84160)
## About The Pull Request This PR rewrites some storage UI code to make it compose itself from multiple elements (corners and row connectors) and allow it to be affected by player's preferred UI theme. Also resprites it and adds variations for all themes. Midnight (Default UI theme, the example doesn't show it very well but the cells are rather transparent) ![image](https://github.com/tgstation/tgstation/assets/44720187/62c54417-ee38-4000-bea2-a8fab3b935c4) Some examples of other themes. (Shows transparency much better) ![изображение](https://github.com/tgstation/tgstation/assets/44720187/9323dab9-d127-4f51-9ea0-7057bb7e022c) ![изображение](https://github.com/tgstation/tgstation/assets/44720187/368e775a-6644-4372-b66a-0e33f790b7bf) ## Why It's Good For The Game Storage UI is ancient and doesn't look very good, nor fit the modern UI in general. ## Changelog :cl: code: Rewrote a portion of storage UI code to allow it to be influenced by UI style. image: Prettified storage UI and made it affected by UI theme. /:cl: --------- Co-authored-by: san7890 <the@san7890.com>
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[NO GBP] Symptom mood oversight fix (tgstation#84384)
## About The Pull Request fixes an oversight I made in tgstation#83459 which left the mood penalties unchanged on the downside of buffs to mood for overcoming bad viruses - they were supposed to be equal on both sides of neutral sanity (which for your average spaceman is, fittingly, 'unstable' or 'disturbed') ## Why It's Good For The Game might arguably be a balance change and wasn't what I originally tested on, but it wasn't intended for them to be unequal. testing/observation since says this will probably have a slight but appreciable penalty on being in low mood for recovering from viruses, but they're so much easier to cure otherwise now that it's likely to be negligible. encouraging people to take care of themselves is good. ## Changelog :cl: fix: Mood buffs/penalties are now properly equal on both positive/negative sides. /:cl:
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Fixes deaf mobs hearing ship/area ambience (tgstation#84207)
Fixes tgstation#65618 🆑 ShizCalev fix: Deafened mobs will no longer hear the station's ambient sounds. fix: Fixed ambient sounds resetting their loop when entering different bodies (ie admin ghosting, being moved to other mobs, ect.) /🆑
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Adjustments to athletics experience gain (tgstation#84258)
## About The Pull Request Punching bags are now an actually reasonably alternative to the workout machines for gaining athletics experience. They should be roughly equivalent for stamina drain to experience gained. Boxing in of itself is now a much better method of gaining athletics experience. This encourages you to actually spar with people to train. ## Why It's Good For The Game The punching bag is the single worst method in the game for getting fit. The reason is likely that the math was never actually checked for experience per stamina spent. While technically, it is possible to earn this experience faster in a small window of time than the machine, you are always still limited by your stamina drain. The rewards are effectively dreadful for using the punching bag. Boxing in of itself didn't give very good rewards despite being the focus of Athletics. Now, getting punched by a boxer and punching a boxer give pretty reasonable amounts of experience. Since it only matters for boxing, it isn't exactly a Monk 2.0 scenario :U ## Changelog :cl: qol: Punching bags are now a equal method of training to the fitness machinery. qol: Boxing grants more experience overall for participation. /:cl:
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Fixes toggling ship ambience not doing anything until you enter an ar…
…ea with a different kind of ambient sound (tgstation#84204) 🆑 ShizCalev fix: Toggling ambient ship sounds will now instantly turn it on/off. /🆑
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Adjusts outlines on Ripley and Ripley-based mechs (tgstation#84206)
## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/44720187/a31d4fe9-7970-4525-b00b-53401bfdbcf9) ## Why It's Good For The Game All other mechs have consistent outlines, while ripley-based ones don't. I'm assuming this was an issue with the original ripley sprite that was inherited by its recolors. ## Changelog :cl: image: Ripley and Ripley-based mechs now have consistent outlines /:cl:
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Fixes peg limbs not behaving as inorganic limbs should (tgstation#84394)
## About The Pull Request Fixes peg limbs being husked, makes them no longer get wounds (aside from dislocations), and makes them able to be disabled at high damage like prosthetic limbs ## Why It's Good For The Game Peg legs should probably not bleed when cut ## Changelog :cl: fix: peg legs can't bleed /:cl:
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Commits on Jun 29, 2024
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[NO GBP] Fixes critical storage issues (tgstation#84449)
## About The Pull Request Closes tgstation#84447 Closes tgstation#84445 Fixes incorrect assoc list deletion, storage deletion order and some math oopsies ## Changelog :cl: fix: Storage no longer deletes all of its viewers upon being deleted fix: Storage UI now renders properly /:cl:
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fixes cyborgs and monkeys not being able to buckle to chairs (tgstati…
…on#84113) ## About The Pull Request closes tgstation#84047 ## Changelog :cl: fix: fixed cyborgs and monkeys not being able to buckle to chairs /:cl: --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
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Fix being unable to add a flux core to new the combat heart cybernetic (
tgstation#84420) ## About The Pull Request Fix being unable to add a flux core to new the combat heart cybernetic ## Why It's Good For The Game bugfix ## Changelog :cl: fix: Fix being unable to add a flux core to new the combat heart cybernetic /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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Syndicate jaws of life are now jaws of death (tgstation#84421)
## About The Pull Request Syndicate jaws of life are now jaws of death! Made its desc. more descriptive, stating that its faster. ## Why It's Good For The Game Funny name. Better desc. ## Changelog :cl: spellcheck: Syndicate jaws of life are now jaws of death! spellcheck: Made its desc. more descriptive, stating that its faster. /:cl:
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Canister shielding fixes (tgstation#84397)
## About The Pull Request Fixes canister shielding turning off in unpowered areas if there is 0 energy consumed from the cell. Fixes canister appearance not updating when shields turn off from lack of energy. ## Why It's Good For The Game Canister shields shouldn't be turning themselves off if they aren't using power. ## Changelog :cl: fix: Fixed gas canister shields turning themselves off in unpowered areas when they weren't drawing any cell power. /:cl:
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Fixes magazine overflow and russian roulette starting with 6(7) bulle…
…ts (tgstation#84247) ## About The Pull Request Box magazine code started from ``.len`` instead of ``.len + 1`` when refilling mags which would be fine if BYOND's ``to`` didn't include the last number. Unfortunately, it does, and if the mag has bullets when its refilled it will have one over the limit. Russian revolver code had a type typo where ammo was added in nonexistent ``/obj/item/ammo_box/magazine/internal/rus357``'s ``Initialize`` instead of ``/obj/item/ammo_box/magazine/internal/cylinder/rus357``. It was pretty clearly was meant to start with a single bullet instead of 6, but neither removing existing ammo nor adding new was implemented properly. I stuff it with 5 blanks instead of making it empty because this will at least allow it to click with current guncode instead of bashing yourself over the head without any feedback, until I rework it. Related to tgstation#84057 but doesn't close it. ## Why It's Good For The Game Overflow could happen on chaplain's revolver when pray-reloading, giving them one more shot than intended. Russian revolver is still broken, just slightly less as it now can at least tell you that you failed at killing yourself. ## Changelog :cl: fix: Guns no longer can be overfilled by 1 bullet fix: Russian revolvers now spawn with only 1 live round as originally intended, and click when firing a blank. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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Lathe sounds (tgstation#84081)
## About The Pull Request Adds a looping sound during printing items on: - Autolathe - Techfabs - Exosuit fabricator <details> <summary>~~Demo~~ [OUTDATED]</summary> https://github.com/tgstation/tgstation/assets/96586172/15f89efc-7bbf-4228-a38a-48e78bad5f1a </details> <details> <summary>~~Demo~~ [AFTER REVIEW]</summary> https://github.com/tgstation/tgstation/assets/96586172/1e6fb486-90d7-4e6e-a4cb-e26a1af1a018 </details> ## Why It's Good For The Game Printing items being noisy is more realistic and gives feedback to the player when it's finished or busy. ## Changelog :cl: grungussuss , Kayozz sound: exosuit fabricators, Autolathes and Techfabs will now produce sounds when printing items /:cl:
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Cult Vs. Heretic: 7 Months Later Edition (tgstation#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens. ![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb) The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool
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Cigarettes and vapes are no longer subtypes of masks. (tgstation#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like tgstation#82870. ## Why It's Good For The Game This should fix tgstation#82870, with about no side-effect aside them no longer being edible by moths 🤢.
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fixes firebot access (tgstation#84416)
## About The Pull Request fixes tgstation#84415
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Correct the name of this request console on metastation (tgstation#84436
) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/96586172/b8cc6ed1-ab28-4364-80cb-4df45f709794) ## Why It's Good For The Game ## Changelog :cl: grungususs fix: fixed the name of a request console in the medical sec outpost on metastation /:cl:
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Fixes a bunch of small issues on various Whiteships (tgstation#84404)
## About The Pull Request A lot of White ships in the game had minor issues like the camera eye being way offset in the shuttle navigation console or the ship just flying backwards through space. I also caught a few active turfs on shuttle engine plating. <details> <summary>Full changes</summary> - Fixed camera offset issues on: whiteship_birdshot.dmm, whiteship_donut.dmm, whiteship_personalshuttle.dmm, whiteship_pubby.dmm, whiteship_obelisk.dmm, whiteship_tram.dmm, whiteship_kilo.dmm, whiteship_cere.dmm - Fixed whiteship_pubby.dmm, whiteship_kilo.dmm flying in the wrong direction - Removed use of /turf/closed/wall/mineral/titanium/overspace on whiteship_birdshot.dmm: These aren't used on any other whiteship so I assume it was used incorrectly here. - Fixed spelling of "aggressive" in shuttle manipulator for Birdshot's Whiteship. - Replaced platings that were active turfs with their airless variants on: whiteship_obelisk.dmm, whiteship_personalshuttle.dmm, whiteship_kilo.dmm - Added an autodoc comment to x_offset and y_offset for shuttles. - Fixed whiteship_birdshot.dmm not being able to spawn. </details> ## Why It's Good For The Game makes the shuttle navigation console easier to use if you can actually see the ship, also ships drifting sideways through hyperspace is funny but (probably) unintended. ## Changelog :cl: fix: Fixed the camera offset for the navigation console on a handful of Whiteships. fix: Fixed the Pubby Whiteship drifting sideways through hyperspace when in flight. fix: Fixed the Kilo Whiteship flying backwards through hyperspace when in flight. fix: The Birdshot Whiteship should actually be able to spawn now. spellcheck: fixed spelling of "aggressive" in the shuttle manipulator description for the Birdshot Whiteship. /:cl:
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Blood filter surgery update (tgstation#84431)
## About The Pull Request Updates the blood filter surgery step to be less chat and sound spammy, only going 'ping' when it's completed filtering blood as the text message implies. During the filter running process instead the sound is a softer hum. ## Why It's Good For The Game We have progress bars above our head and cogwheels to other viewers. We don't need two text log lines and a 'ping' every time it runs the filter loop. It should only say completed and ping when it's actually completed. ## Changelog :cl: LT3 code: Blood filter only pings and says finished when it's actually finished /:cl:
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Fixes two miswritten words in the heretic lore (tgstation#84428)
## About The Pull Request Fixes two typos in the heretic lore ## Why It's Good For The Game Gud espeling ## Changelog :cl: spellcheck: Fixed two typos in the heretic lore /:cl: Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
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Commits on Jun 30, 2024
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Humanizing monkeys removes undergarments (tgstation#84439)
## About The Pull Request Humanizing a monkey doesn't result in someone with trans thigh-highs and a bra ## Why It's Good For The Game It is kinda weird and bad for immersion. Humans can just get it back from dressers anyways. ## Changelog :cl: Melbert add: Humanizing a monkey removes undergarments such as socks /:cl:
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[NO GBP]Supermatter zap power generation takes perspective of the mac…
…hines subsystem. (tgstation#84011) ## About The Pull Request The power generation of supermatter zaps will scale by the perceived time passage of the machines subsystem, rather than the world. This will prevent the supermatter from outputting a higher power in the machines subsystem perspective when the machines subsystem lag than what the supermatter is reporting. Also removes the delta time limit. Testmerge this first, because I suck at testing lag. ## Why It's Good For The Game This will make the power transmission from what NT CIMS report more accurate regardless of SSmachines lag, which should reduce confusion. The vast, vast majority of power consumption scales by the machines tick rate, so it doesn't make sense to let the supermatter be more effective for power due to machines lag. Actually makes it possible to balance supermatter power generation and makes it far more meaningful without having to worry about lag. Also subsystems taking minutes to fire because a meteor is moving through space is getting normalized, so lets just remove the delta time cap for the supermatter zaps. I think people will care more about the power generation than the 1 in a million chance someone decides to remove the grounding rods and let themselves get zapped after atmos slept for an hour. ## Changelog :cl: code: Supermatter zap power generation takes perspective of the machines subsystem. /:cl:
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Vent-spawned wendigos no longer create one-way portals (tgstation#84230)
## About The Pull Request Creates a vent-specific wendigo subtype that will not spawn a portal upon death ## Why It's Good For The Game Fixes tgstation#84119 ## Changelog :cl: fix: Vent-born wendigos no longer create one-way portals /:cl:
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Uses ancient dark-mapper knowledge to correctly fix all science burn …
…chambers' power (tgstation#84374) Closes tgstation#84266 Fixes tgstation#83505 🆑 ShizCalev fix: The power for all science burn chambers across all maps now works properly. /🆑 This is specifically what the areastring var is meant for. Tramstation had it correct already, so didn't have to fix it on that map.
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Fix annoying bug where window isn't refocusing after closing TGUI (tg…
…station#84448) ## About The Pull Request Fix annoying bug where window isn't refocusing after closing TGUI caused by https://github.com/tgstation/tgstation/pull/82569/files#diff-4803ac36597c090dd92f3be66038bc14f9bcdf9c0b8c9422001636acfc38b333R52-R53 Fixes: tgstation#84446 ## Why It's Good For The Game Fixes annoying bug ## Changelog :cl: fix: Game not refocusing after closing a TGUI /:cl:
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[no gbp] arrivals gets fire alarms on wawastation (tgstation#84410)
## About The Pull Request fixes tgstation#84409 ## Changelog :cl: fix: wawastation arrivals has firealarms so you may now leave /:cl:
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[Free GBP] Removes unneeded cordons from deathmatch maps. (tgstation#…
…84468) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/53197594/010710f9-41e1-4aa8-9797-e93e2730a8e8) I'm mostly selling my time for easy GBP that doesn't require coding. Removing the cordons from four deathmatch maps (OSHA, Metabrig, ragecage & underground arena) , since they're automatically added. ![image](https://github.com/tgstation/tgstation/assets/53197594/21a40055-ebfc-4cf4-9c57-2d4472b7d08c) ## Why It's Good For The Game There's no need for a double layer of cordons on the maps, makes them take up less space and such? ## Changelog :cl: del: Removed cordons on deathmatch maps, since they're autoadded now. /:cl:
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Custom sprites for relics (tgstation#84464)
## About The Pull Request These items never had sprites of their own, they just reused sprites of seemingly random assemblies as placeholders since they were added 9 and a half years ago. So now they do. New sprites are based heavily on the placeholders and designed to look like crude gadgets jury-rigged out of common items in maints. Old: ![the old sprites](https://i.imgur.com/66BkgVe.png) New: ![the new sprites](https://i.imgur.com/802n1qn.png) ## Why It's Good For The Game This looks better I believe. ## Changelog :cl: image: Relics ("strange objects") now have unique sprites. /:cl:
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Two atmos related if statement fixes (tgstation#84131)
## About The Pull Request Fixes two if statements. ## Why It's Good For The Game Canisters are no longer falsely said to be compromised when they have zero damage. ![canisterfix](https://github.com/tgstation/tgstation/assets/98193039/d78c328e-32fa-4a72-b17d-9a08799e4c68) The reaction of zauker in the Supermatter has been broken for ages. Things working correctly is good. (gas_percentage scales from 0 to 1 and prob() expects a number from 0-100) ## Changelog :cl: Chestlet fix: Nanotrasen sent us a batch of faulty canisters. They've been recalled and replaced with less faulty canisters. fix: Zauker SM interaction works correctly now. /:cl:
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removes a few (hopefully) unused globals (tgstation#84473)
## About The Pull Request removes a few (hopefully) unused globals ## Why It's Good For The Game these are just clutter ## Changelog N/A
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Makes windoors stay open for longer (tgstation#84456)
## About The Pull Request Changed windoors to close in 8 seconds instead of 5. Changed secure windoors to close in 5 seconds instead of 2. ## Why It's Good For The Game These windoors close too fast and a lot of players get frustrated from not having enough time to do their stuff before they close. ## Changelog :cl: grungussuss qol: Windoors now stay open for 8 seconds instead of 5 qol: Secure windoors now stay open for 5 seconds instead of 2 /:cl:
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Gives captain's spare safe its own texture instead of being crunched …
…up piss safe (tgstation#84462) ## About The Pull Request Current captain's spare safe is just yellow colored scaled down normal safe which looks **really** bad. So I decided to give its own texture. ![image](https://github.com/tgstation/tgstation/assets/44720187/3db60a75-4e85-4c84-924f-5db5e0f7a68f) Updated version: ![изображение](https://github.com/tgstation/tgstation/assets/44720187/f2c61493-1e24-4041-902f-5ca7f5117073) ## Why It's Good For The Game Crunchy recolors don't look very nice. ## Changelog :cl: image: Captain's spare safe received a new texture /:cl:
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Better Shieldgen Lighting (tgstation#84407)
## About The Pull Request Shield walls should not be flat white 3 tile lights. it looks bad. Instead, we'll make em blue, slightly dim on their own but stronger with friends. Also we'll make em lightly emissive, as a joke. Shield generators should also light up when active, to match their animation. ## Why It's Good For The Game Wallening upstreaming of something I thought looked nice. ![image](https://github.com/tgstation/tgstation/assets/58055496/e1b048ee-a827-4603-89e5-ecdcc555f03d) ## Changelog :cl: add: Shield generators and shield gen walls now glow a light blue. Pretty! /:cl:
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Moved loose tiles and wallframes to crafting (tgstation#84210)
## About The Pull Request There were some tiles and wallframes in lathe designs, while most of these are already in the crafting menu. Moved all of them into the crafting menu to avoid confusion, when you can't find some wallframe in the menu because it must be built in lathe. Made the light tile craftable in menu, instead of slap-crafting, and made the circuit tiles use similar recipe (since they both are emissive tiles). And the circuit tiles can now be cycled in-hand: ![image](https://github.com/tgstation/tgstation/assets/3625094/c7caa5fb-54dd-44d7-8f71-cd02ad740eee) ## Why It's Good For The Game Centralized place for tiles and wallframes. ## Changelog :cl: qol: Made light tiles available in the crafting menu qol: Circuit tile variants can be cycled in-hand add: Moved loose tiles and wall frames from lathe designs to other tiles and frames in the crafting menu /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
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Better UI for heretic research (tgstation#84363)
## About The Pull Request A redo of tgstation#82679. A new UI for heretic research that organizes the nodes into tiers and gives them icons. This is done by a few new variables for the knowledge datum, which hold the level it should be located at, and the icon it should have. If not specified, an icon is automatically generated for summons, spells, eldritch marks and ascensions. You may also only specify some of the parameters, in which case the rest is generated automatically. Also three notable related changes: - fixes a typo where the eldritch flask texture's state was called "eldrich_flask" - moves the code responsible for granting the ascension achievements into the parent path, the children simply hold a new variable to store the achievement to be granted. (apart from on its own being a good refactor, this also makes it possible to generate the ascension icons by taking the achievement sprites) - DmIcon now takes any type for the `movement` argument and casts it into boolean on its own, so that we can pass it `BooleanLike` ### Screenshots: ![image](https://github.com/tgstation/tgstation/assets/44502667/ed20dfb4-8152-419b-8f41-eaae3097271e) ![image](https://github.com/tgstation/tgstation/assets/44502667/a7746d1c-f4d7-4d55-8151-0419362d8386) ![image](https://github.com/tgstation/tgstation/assets/44502667/1b86296b-4f8c-4276-b38b-6e4d06e59c1c) ### Older design screenshots (for older comment context): ![image](https://github.com/tgstation/tgstation/assets/44502667/46bebb6b-9666-470c-9a88-9b914568ca0d) ![image](https://github.com/tgstation/tgstation/assets/44502667/5ca35f31-b12c-4a58-810a-70ec2887317a) ![image](https://github.com/tgstation/tgstation/assets/44502667/569c2655-1ee8-4696-baaa-ca6fc3c29348) ## Why It's Good For The Game Pretty UI is good. Makes the research interface less confusing by at least showing what nodes are more advanced, and will lead to ascension, and giving a rough idea of the relationship of the paths. ## Changelog :cl: add: Added a new UI for heretic research. /:cl:
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Fixes blood loss being able to knock you unconscious even at high blo…
…od amount (tgstation#84476) ## About The Pull Request tgstation#83874 made small mistake, tying maximum oxyloss to current blood level and not missing percent, causing you to get 80 oxyloss when you have 80% of blood. Should be fixed now. Also, moved `seconds_per_tick` outside of rounding. Also also, fixed comment because 230 is not 50% of 560. ## Why It's Good For The Game missing one drop of blood should not kill you. ## Changelog :cl: fix: fixed blood loss knocking you down at somewhat safe (~80%) blood levels /:cl:
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Slime extracts can now be ground once again (tgstation#84482)
## About The Pull Request Slime extracts now have reagents by default and lose them when used instead of only acquiring them **upon** being blended. Closes tgstation#84444 ## Changelog :cl: fix: You can grind slime extracts in reagent grinders once more. /:cl:
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Kills spooky_meteor.dmi, updates the meteor variant contained within. (…
…tgstation#84477) ## About The Pull Request The bloody thing has been jumpscaring and haunting me every time I opened the folder. ![image](https://github.com/tgstation/tgstation/assets/122572637/381a1863-8cde-4a36-b0fa-eda7b9581090) So alas, I decided to excorsise at least bit of the soul out of it, and merge it into one dmi with the other meteors. ![image](https://github.com/tgstation/tgstation/assets/122572637/99c8a297-79c8-4b95-a20a-f169947736e3) ## Why It's Good For The Game Updates ages old sprite, turns two .dmi's covering the same thing into one. ## Changelog :cl: image: updated halloween metoer sprites. /:cl:
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Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (…
…tgstation#84469) ## About The Pull Request Gives the Detective a roundstart skillchip which allows them to unlock the hidden potential of their tastebuds. With this, they can identify chemicals by taste, and even identify bloodtypes in the same way. ## Why It's Good For The Game ![IMG_4060](https://github.com/tgstation/tgstation/assets/66052067/c5c45939-9484-48aa-8488-86798c3c16ed) I've been watching a lot of detective stuff and I think it's really funny how often they stick their fingers into random goo/blood and taste/smell it. The idea of a detective chugging a glass of unidentified liquid to identify that there's a lethal chem mix in there is equally funny to me. Imagine you're recovering from a mugging in the medbay and the detective comes in, takes a blood sample from you, and downs it in one go. ## Changelog :cl: Wallem add: The detective now starts with the DET.ekt Skillchip, which allows them to identify chemicals and bloodtypes by taste. /:cl:
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Fixes The Arcade Machine Telling You That You Don't Have Enough MP To…
… Counterattack When You Try To Heavy Attack With Insufficient MP (tgstation#84461) ## About The Pull Request This PR fixes the arcade machine tell you that you don't have enough MP to counterattack when using the heavy attack option. Before: <img src="https://i.ibb.co/QMYTzv4/Gaming-Before.png"> After: <img src="https://i.ibb.co/5WMDC9D/Gaming-After.png"> ## Why It's Good For The Game I like the arcade. I don't like bugs. ## Changelog Not worth space in CL very small change.
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Pyrokinesis bolts no longer have infinite range and hotspots (tgstati…
…on#84484) ## About The Pull Request Closes tgstation#84483 Original author forgot to call the parent proc which was supposed to send a comsig and delete the projectile. ## Changelog :cl: fix: Pyrokinesis bolts no longer have infinite range and create trails of fiery doom. /:cl:
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Reduces amount of visual noise on ID cards (tgstation#84442)
## About The Pull Request Our current ID textures feel incredibly cluttered so I reduced the amount of visual noise on them, and updated the battlecruiser card while at it. ![image](https://github.com/tgstation/tgstation/assets/44720187/4238bc96-1e36-40b2-811a-74b6db420445) ## Why It's Good For The Game Current IDs are very noisy, battlecruiser card is outdated and hueshifting on the centcomm card is reversed ## Changelog :cl: image: Decluttered card textures /:cl:
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Fixes a few minor issues on various Pirate Shuttles and one Syndicate…
… Battlecruiser shuttle. (tgstation#84451) ## About The Pull Request More minor issues such as shuttles flying the wrong direction, camera eyes being off centre, and the occasional active turf. <details> <summary>Full changes</summary> - Fixed the Battlecruiser corvette, Silverscale shuttle, and Greytide pirate shuttle flying in the wrong direction - Fixed camera eye being offset incorrectly on: Battlecruiser corvette, Flying Dutchman, Ex-Interdyne pirate shuttle, Greytide pirate shuttle, IRS pirate shuttle, and Geode pirate shuttle. - Removed a random sideways thruster on the Silverscale pirate shuttle - Increased the viewrange in the navigation console on: Silverscale shuttle, Flying Dutchman, Greytide shuttle, IRS shuttle. - Fixed a few active turfs on: IRS pirate shuttle, Geode pirate shuttle. </details> ## Why It's Good For The Game Shuttles should fly in their expected direction, and should be relatively centred on the navigation camera. The viewrange was increased on a few of the pirate shuttles because you couldn't really see much area around them or the shuttle just didn't fit in the default viewrange. ## Changelog :cl: qol: Increased the viewrange in the navigation camera console on the following shuttles: Silverscale pirate shuttle, the Flying Dutchman pirate shuttle, the IRS pirate shuttle, and the Greytide pirate shuttle. fix: Fixed the Battlecruiser corvette, Silverscale pirate shuttle, and the Greytide pirate shuttle flying in incorrect directions in hyperspace. fix: Fixed the Navigation console camera eye on various pirate ships being off centre. /:cl:
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Small Wawastation area and disposals fixes (tgstation#84457)
## About The Pull Request makes some quick small fixes to Wawa ![image](https://github.com/tgstation/tgstation/assets/79304582/17d0ea9c-ad43-4894-b571-961f85d69662) missplaced disposals ![image](https://github.com/tgstation/tgstation/assets/79304582/2dfb1c8c-b162-4efb-93e2-83a010fbaa34) zoning errors ![image](https://github.com/tgstation/tgstation/assets/79304582/144b1a01-17de-41dc-a7e7-18d4dc51085e) zoning errors ## Why It's Good For The Game just small fixes ## Changelog :cl: fix: fixed Wawastation areas fix: fixed wawastation disposals /:cl:
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fixes brig timer ui (tgstation#84429)
## About The Pull Request fixes tgstation#84424, a bug caused by tgstation#83520 ## Changelog :cl: fix: brig cell timer ui works properly now /:cl: Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
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Ancient and recent mecha bug fixes (tgstation#84171)
## About The Pull Request Mecha guns actually utilize random spread while firing if ``randomspread = TRUE``. Currently every weapon that isn't the shotguns are always pinpoint even if they would have variance. Makes bumpsmash and melee attacks in a mech use the same cooldown. The actual speed between bumpsmash melees are the same as before (once every 0.3 seconds) and click melee is the same as well (once every second). However, if you do one or the other, it will put you on cooldown for both. The reason for this is that they're literally just calling the same proc but not respecting each others cooldowns. So we've consolidated this into one cooldown with varying cooldown timers. I don't even think this is the most elegant solution, but I'm not going to make any radical changes of the structure of the code. Fuck that. **Edit** I forgot to mention this but you have to be in combat mode to bumpsmash as a consequence of the above changes. You're fucking welcome. Separates out mecha_melee_attack proc on the ``/obj/`` level to instead only ``/obj/structure`` and ``/obj/machinery``, which is the only things we should be attacking in the /obj/ list. I don't even want to know what mechs have been able to punch while this wasn't the case. Probably nothing they should have. ## Why It's Good For The Game Mechs are a fucking diabolical nightmare of procs and some truly ancient code. Over time, things have gotten worse, as we have no one really actively maintaining some of this consistently. One of these bugs is literally day of mech implementation. I shit you not. ## Changelog :cl: fix: Mecha weaponry is capable, for the first time ever, of experiencing recoil. This was an intended mechanic, I promise. The code just literally never worked. fix: Mecha bump melee attacks and click melee attacks are now on the same cooldown, but have varying cooldown timers. You will always bump attack faster than you will click. fix: You must be in combat mode to punch objects and to bumpsmash into objects. fix: Stops mecha being able to punch literally any object and damage them. code: Tidies up some of the autodoc comments for mech weapons. /:cl:
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Heretic spell invocations now use one dead language per path (tgstati…
…on#84068) ## About The Pull Request Heretic invocations are now translations of their spell name/older invocation into a dead language, one per path. Base spells use Ancient Greek, because it's ancient and sounds cool. Ash spells use Old Norse, because both myths are linked to ash. Flesh spells use Latin, as a nod to Roman hedonism. Void spells use Pali, as a nod to Buddhism and its philosophy of nothingness. Blade spells use Aramaic, due to its relation with the city of Damascus. Rust spells use Old Slavic, which was recommended to me by a slavic linguist friend of mine but the jerk didn't say why. Cosmos spells use Sumerian, as both are 'primordial' Lock spells use Egyptian, as both relate to secrets and mysteries. Moon spells use Ancient Hebrew, due to the culture's strong relation with the moon. These language picks are mostly just to be cute. The main intention of the PR is to replace the awful convention of 'spell name but the vowels are replaced with an apostrophe for some reason'. The secondary intention is to have each path's spell invocations be visibly different from eachother, and from wizardly spells, befitting their status as being from different entities. ## Why It's Good For The Game Our current spell invocations are an affront, not just to the eyes, but the ears as well with TTS garbling all the invocations because they hide every vowel. They're also conceptually lame. Giving each path a unique invocation language or pattern will go some ways to distinguishing each of them in active gameplay and in flavor. If someone wants to add new spells they can just make some shit up that sounds similar to the spell invocations I translated - historical accuracy isn't really the focus here more than getting the 'feel' of each language across. ## Changelog :cl: spellcheck: Heretic spell invocations now use one dead language per path. Altered a few invocation types. /:cl: --------- Co-authored-by: dj-34 <dj-34@bk.ru>
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Bounty Hunters have personalized arrival announcements (tgstation#84148)
## About The Pull Request Fugitive Hunters now have a personalized message for when they arrive, replacing the generic "Unidentified ship detected near the station" message. Spacepol: ![image](https://github.com/tgstation/tgstation/assets/28870487/d00fef5b-f2eb-4dea-baa6-f102546b11b9) Russians: ![image](https://github.com/tgstation/tgstation/assets/28870487/74aa6f82-5741-4bc8-81be-18da75d35697) Bounty Hunters: ![image](https://github.com/tgstation/tgstation/assets/28870487/015d4741-5367-4d98-8e10-de513c4654ce) Psykers: ![image](https://github.com/tgstation/tgstation/assets/28870487/23754b72-7932-42d6-a3d8-2335e7238c0d) I swear, someday I'll datumize these backstories like we did for pirates. Maybe after this PR is resolved. ## Why It's Good For The Game Added flavor is nice. It also gives the crew a cue on how to react to the hunters, seeing as some hunters are received far more cooperatively than others (looking at you, SpacePol). The generic message used to be a fakeout for pirates, but now that THEY have personalized messages, it doesn't really need to be like that anymore. ## Changelog :cl: add: Bounty Hunter teams now have personalized announcements for when they are spawned in. /:cl:
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Genetics coats can hold genetics scanners (tgstation#84441)
## About The Pull Request Genetics labcoats and winter coats can hold their handheld ## Why It's Good For The Game I guess it just makes sense, like health analyzers fit in labcoats ## Changelog :cl: Melbert qol: Handheld Genetic Scanners fit in Geneticist equipment suit storage /:cl:
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station side raptor tweaks (tgstation#84306)
## About The Pull Request nerfs on station raptors. now raptors will freak out if hit by an energy gun of any kind, or if they recieve any form of stamina damage (for example from a baton) and will knock their rider off rendering them disabled for a few seconds. im open to other suggestions and feedback ## Why It's Good For The Game i was a bit saddened to learn these are still being brought up station and some being abused for on-station combat as meatshields. they were primarily balanced around the lavaland tower defense minigames which might make them too tanky of a vehicle on station and unfair for whoever has to deal with them. this pr hopefully restores them to only serve their original purpose, which was to be super nieche mining tools ## Changelog :cl: balance: raptors will now knock off their rider and disable them if hit by any energy projectiles or if they recieve any stamina damage /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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Commits on Jul 1, 2024
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tgui: Power monitor refactor, tgui-core bump (tgstation#84486)
## About The Pull Request Refactors the power monitor UI to prevent layout shift and losing headers as you scroll. Also bumps tgui-core version to latest, since there's been some changes there (Style's requests) ![I4KAjHYS4i](https://github.com/tgstation/tgstation/assets/42397676/7c7a5cdd-39a3-4492-83d3-0311c6a24720) ## Why It's Good For The Game Neater UI for power monitor ## Changelog :cl: fix: Fixed some UI bugs in the power monitor screen. /:cl:
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Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (tgstat…
…ion#84402) ## About The Pull Request [Implements a new cardinal only bitmask smoothing mode](tgstation@d565564) The icon cutter supports generating cardinal only dmis, we should support using them. This is fairly trivial, just involves skipping a step to handle diagonals. While I'm here, makes adding new smoothing modes easier by creating a "using smoothing" group define [Removes undef for smoothing junctions](tgstation@4c0a4d6) It is useful to be able to reference these in the general codebase, they should not be considered scoped to just icon smoothing [Fixes a copypasta issue breaking burn states for asteroid snow](tgstation@a41b31d) [Removes SMOOTH_BROKEN_TURF and SMOOTH_BURNT_TURF](tgstation@8a9a340) Bitflags should not be this specific, this should be a var on /turf/open, so that's what I'm making it. ## Why It's Good For The Game Upstreams a bit of wallening work, cleans up the codebase some ## Changelog :cl: fix: Some varieties of snow now visually melt properly again when burned /:cl:
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Makes extinguisher has_reagent check subtypes (tgstation#84403)
## About The Pull Request Fixes tgstation#84140 ## Why It's Good For The Game I like spraying cultists with the power of jesus christ ## Changelog :cl: lorwp fix: extinguishers now can be filled with subtypes of water again (Namely, holy water) /:cl:
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Add pickup and placing sound for beakers (tgstation#84401)
## About The Pull Request Add a pickup and drop sound for beakers ## Why It's Good For The Game More sound cues is nice https://github.com/tgstation/tgstation/assets/92416224/2fc6b2a7-366b-4281-aa2e-c67ee872eba1 ## Changelog :cl: sound: added pickup and drop sound for beakers /:cl:
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Fix /datum/weakref appearing when linking airlock heretic portals (tg…
…station#84465) ## About The Pull Request Fix /datum/weakref appearing when linking airlock heretic portals ## Why It's Good For The Game buggo impropero ## Changelog :cl: fix: Fix /datum/weakref appearing when linking airlock heretic portals /:cl:
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Seedlings are now properly apart of the "Plant" faction (tgstation#84488
) Adds seedlings to the "Plant" faction. ## About The Pull Request Recently encountered what appeared to be a pretty big oversight on the coder's part. I can't recall what round i discovered this on. Tested the code on my own private server, as always. Seedlings (and evil seedlings) both didn't get added to the "Plant" faction, which causes plant-based monsters such as Killer Tomatoes to attack and kill them. Kinda counter productive during a potential botanist antagonist round where you try to call forth an army of killer tomatoes to attack people entering botany, only for the killer tomatoes to go after your seedlings instead. ## Why It's Good For The Game Doesn't make sense to have plant-based monsters attack other plant-based monsters. Will likely take people by surprise (like it did me) when they try to use killer tomatoes as backup only to kill their seedlings instead. ## Changelog :cl: fix: Hostile plant monsters (EX: Killer Tomatoes) no longer act hostile toward Seedlings. /:cl:
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buffs portable air scrubbers (tgstation#84412)
## About The Pull Request the normal portable air scrubber now scrubs all unblocked tiles in a 3x3 radius + has the same volume as an actual canister (instead of half) https://github.com/tgstation/tgstation/assets/70376633/2d44760a-f826-495f-9f2b-5c9d37fc3d77 also gives it a description and essentially basically pastes the normal scrubber proc into this ones proc ## Why It's Good For The Game portable air scrubbers cannot even scrub up one opened canister right now which kinda sucks and makes repairing the air horrible if scrubbers are off/nonfunctional/sabotaged/welded/etc. with a 3x3 scrub radius and the same volume as a normal canister we can expect it to contain smaller to medium gas spills within a reasonable time unlike right now where it takes ages for it to do its thing large gas spills still may need to warrant the huge air scrubber (unchanged) ## Changelog :cl: balance: portable air scrubbers scrub in a 3x3 square + hold as much gas as a canister /:cl:
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Storing supermatter sliver in a specialized container no longer dusts…
… you (tgstation#84492) ## About The Pull Request Melee attack chain rework strikes again. Closes tgstation#84398 Moved interaction logic into tongues and allowed them to actually handle attack code beyond dusting people. ## Changelog :cl: fix: You no longer get dusted upon trying to store your supermatter sliver. /:cl:
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Fixes Hand of Midas not working in melee range (tgstation#84491)
## About The Pull Request Closes tgstation#84351 Hand of Midas has been exclusively using ``ranged_interact_with_atom_secondary`` which, as you can tell, only works at range. I changed some code so it now also utilizes normal ``interact_with_atom_secondary`` ## Changelog :cl: fix: Hand of Midas now works point-blank. /:cl:
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Moving some inventory-related procs to the right files. (tgstation#84438
) ## About The Pull Request Back from a long break. I've just remembered about this small issue that's been nagging me on and off. carbon/human inventory procs should be in their respective folders, as well as mob ones being in inventory.dm instead of the general pile of procs from mob.dm ## Why It's Good For The Game Very minor code improvement PR. ## Changelog N/A
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Fulton animation is no longer sideways and it does not sleep for 32 s…
…econds before returning item_interaction results (tgstation#84487) ## About The Pull Request Living being attached to fultons are now forced upright so that the animation works properly, plus it looks like people are being attached by their back. Adjusted the layers a bit for that, plus moved the animation into a callback so it doesn't force item_interaction to wait until it finishes. ## Why It's Good For The Game Proper animation and code quality, I don't know what exactly a 32 second delay could mess up but it doesn't seem very good. ## Changelog :cl: fix: Fulton animation is no longer sideways. code: Fulton code no longer forces attack chain to wait for 32 seconds. /:cl:
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Ambience Buzz Handling Changes + Ambience buzz requires enviorment po…
…wer (tgstation#84479) ## About The Pull Request Partial port of DaedalusDock/daedalusdock#996 - Fixes ambience prefrence inconsistancy issues with Observers unable to turn off the ambience buzz. - Ambience buzz requires a working, existing, charged APC with power to the enviorment. - Moves ``update_ambience_area()`` and ``refresh_looping_ambience()`` into ``code\controllers\subsystem\ambience.dm`` for better organization. ## Why It's Good For The Game Mostly to tackle a prefrence bug where ghosts are unable to turn off ambience buzz. But this also includes ambience buzz requiring a powered area. Makes the station feel more dead when there's no enviorment power. There should also be no buzzing inside space. ## Changelog :cl: Kapu (ported by StrangeWeirdKitten) fix: Ambience buzz will now respect ship ambience prefrences for observers. sound: Ambience buzz requires APC enviorment power to function /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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Unit tests for stuff accidentally placed in space by mappers (tgstati…
…on#84453) This unit test detects all turfs & other movables that aren't in a lit area (ie area/space/nearspace) on station zlevels The grep detects movables placed on shuttles that do not have the correct area assigned, which caused those atoms to break off of the shuttle & literally get launched into random parts of space (usually on station z-levels; the only reason I found this issue was cause the unit test was detecting random shit ending up on station maps lol) Minor fix for the mapload_space_verification unit test - it was falsely detecting turfs that shuttle grids (that were template_noop) were parked ontop of, which aren't effected by the shuttle in any way. This allowed the following fix Fixed a number of shuttles having atoms in /area/template_noop areas. Atoms in these areas are treated as not actually part of the shuttle itself & were launched off into random space tiles across all z-levels via dump_in_space(). Corrected those grids to have the correct area, and as such, shuttles now stay together properly. :cl: ShizCalev fix: Fixed a number of shuttles having parts (such as lattices) completely disappearing. fix: Fixed the ceilings above shuttles on station maps being full-bright. fix: Fixed lattices sometimes appearing at random locations in space on station maps. fix: Cleaned up a number of accidentally placed objects in space across all station maps. fix: Fixed a false positive with the mapload_space_verification unit test failing on turfs that weren't actually part of shuttles. code: Added a unit test that automatically finds all base space turfs with objects on them, as well as non-space turfs that are set to space areas (meaning that these squares weren't lit properly.) /:cl: Shuttle Ceiling Fix: Before ![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8) Fixed ![Screenshot 2024-06-30 231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c) Shuttle Fix: Before ![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172) Fixed (look at the lattices in the middle. the stuff in the shuttle are randomized / not part of this) ![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)
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Facehuggers dont sleep people + muzzle code exorcism (tgstation#83721)
## About The Pull Request Facehuggers dont make people fall asleep, instead making them unable if on (already was in), and muffling speech Xenomorphs still have decent tools to stun people in melee thats stuff for another pr muzzle is now an element and also just makes you talk like word word word -> mmmmf mmmf mf COMPLETELY evaporates BLOCKS_SPEECH flag ## Why It's Good For The Game Being instantly sent to sleep by a facehugger thrown the hunter that materialized from a vent then getting dragged to their goon cave where you spend 2 minutes to get gibbed so someone else but you can play antag is just extremely unfun This should allow you to survive if youre quick enough after getting hugged instead of being forced to get gibbed, allowing cooler xenomorph combat (you could try fistfighting the dude or something idk)
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adds swapping pens in PDAs (tgstation#84437)
## About The Pull Request Added the ability to swap items in PDAs <details> <summary>Videos</summary> https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2 </details> ## Why It's Good For The Game You can quickly change items stored in the PDA slots without doing unnecessary actions (pulling the pen out of the PDA, removing it, and inserting another pen) ## Changelog :cl: qol: you can now swap pens in pdas /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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Improve light switch deconstruction (tgstation#84433)
## About The Pull Request So a friend asked me how to deconstruct light switches, which prompted me to give the code a lookover as to why it wasn't intuitive. Apparently the screentips are wrong, there is no examine hint otherwise, it uses right click instead of left click, and even in the case that you right click with a screwdriver it still hits it in addition to deconstructing it. So in this pr we just, move it from `attackby_secondary(...)` to `screwdriver_act(...)` to fix the hitting, invert a statement to fix the screentips, add an examine to hint at unscrewing, make it use `use_tool(...)` which adds sounds and a short deconstruction delay, add visible messages like the intercom, and make it use `deconstruct(TRUE)` as it's disassembled. This feels more coherent overall. ## Why It's Good For The Game Makes deconstructing light switches less jank. Functional screentips and helpful examines are nice. ## Changelog :cl: code: Deconstructing light switches now uses the proper tool action and tool usage code, please report any issues. fix: Attempting to deconstruct a light switch by unscrewing it no longer makes you hit it even on a success. sound: Deconstructing a light switch actually plays tool usage and deconstruction sounds. qol: Deconstructing light switches is now a left click with a screwdriver parallel to other unscrewing actions. fix: Screentips for deconstructing a light switch no longer show up on every item EXCEPT screwdrivers. qol: Added an examine hint denoting light switches are screwed to the wall. qol: Added visible messages for someone deconstructing a light switch parallel to deconstructing intercoms. /:cl:
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Commits on Jul 2, 2024
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Little fix to lootpanels so they update consistently (tgstation#84513)
## 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:
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Bedsheet bin interaction improvements (tgstation#84510)
## 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:
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Enables disemboweling/cranial fissures when outside of hardcrit for c…
…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:
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Various bola fixes (tgstation#84418)
## 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:
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Adds Perfectly Ordinary Food Truck (tgstation#84144)
## 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>
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Oldstation (Charlie) experiments tweaks [NO GBP] (tgstation#84379)
## 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:
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[NO GBP] BirdShot Service Fix 2 (tgstation#84417)
## 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:
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Gives R&D a flatpacked flatpacker on all maps (tgstation#84423)
## 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:
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Adds Xenobio (BZ) reinforced floor turfs to Xenobiology Secure Pens (t…
…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:
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Removes traitor posters from Metastation's walls, moved them to secur…
…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:
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Fixed various issues with the genetics powers PR (tgstation#84515)
## 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:
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Removes all security cameras from bathrooms and showers (tgstation#84426
) ## 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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Merge branch 'master' of https://github.com/tgstation/tgstation
Huz2e committedJul 2, 2024 Configuration menu - View commit details
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Commits on Jul 3, 2024
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