-
Notifications
You must be signed in to change notification settings - Fork 18
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Upstream #93
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Description This PR creates Loadout Groups specific to Cargo jobs, and provides a discount on all their loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Cargo Job related items are now part of a Cargo loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
# Description This PR creates Loadout Groups specific to Security jobs, and provides a discount on all security loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Security Job related items are now part of a Security loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
# Description This PR creates Loadout Groups specific to Service jobs, and provides a discount on all service loadout items in return for having the group limit behavior. Also adds significant discounts to all instruments for musicians in exchange for only being able to pick up to 3. --- # Changelog :cl: Mocho - add: Service Job related items are now part of a Service loadout group, and have all been significantly discounted. - tweak: Musicians now have significant discounts on all instruments in loadouts, but can only take a maximum of 3. Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> # Conflicts: # Resources/Prototypes/Loadouts/Jobs/service.yml
# Description This PR creates Loadout Groups specific to Engineering jobs, and provides a discount on all engineering loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Engineering Job related items are now part of a Engineering loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Ports the re update from delta and adds the Rcd and its ammo to the re machine along with jaws of life for more potential usage. Also moves the Re components to the Bottom of each yml item for items with the Re component placed in the middle likely from time and neglect, so it's consistent and less messy and better to understand. Also makes the cost of the naynoboards consistent with the other boards Expands the re machines catalog and adds it to alternate research tech as well as making it craft able via plasma glass, makes all Nanyo-boards the same cost as the ones from the hyper lathe updates such I think this would help those who wish to work on the re machine helps with future updates I need to flesh out too such as the other syndicate suits and items, adds a little more use and makes it consistent with another tech in nt's catalog. The Remechine has been neglected for a long time, and it seems that super parts are in the work here so ill likely make the suits and wait for the updates rather than making a super re-machine like planed. -- Media ![Screenshot 2024-09-11 114101](https://github.com/user-attachments/assets/b337ee2b-e851-40c4-9377-8ff17c932908) ![Screenshot 2024-09-11 114140](https://github.com/user-attachments/assets/3f75f8ca-ca04-4670-b254-cdd6b6f703be) ![Screenshot 2024-09-11 113137](https://github.com/user-attachments/assets/00b31c57-6d8d-46ba-8887-0e6e2a55269d) --- # Changelog :cl: - add: added rcds to the list of possible re and ported over the re update from delta - tweak: tweaked the costs of boards re-machine boards to be more consistent with their post hyper lathe update counter parts --------- Signed-off-by: Squishy77 <165165480+Squishy77@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> I changed the ethanol content of all of the drinks and base alcohols within the game based off of irl parallels and math for the sake of realism and because it bugged the shit out of me that it was so inconsistent. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - tweak: Ethanol Contents - fix: SnowWhite Recipe - tweak: Ethanol overdose changed from 15 to 45
# Description Cherry-picks DeltaV-Station/Delta-v#1130, DeltaV-Station/Delta-v#1361, and DeltaV-Station/Delta-v#1704. Credit to Colin-Tel. This was not tested, someone should test it first. # Changelog :cl: - add: Ported a number of jukebox songs from Delta-V. --------- Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Azzy <azzydev@icloud.com> Co-authored-by: Batuh1n <157067574+Batuh1n@users.noreply.github.com> Co-authored-by: Milon <plmilonpl@gmail.com>
# Description With Simple-Station/Einstein-Engines#858 (Make Height Sliders Affect Your Bloodstream Volume) being merged, it introduced variable blood volumes for differing sizes, whereas before everyone had the same blood volume (300u). Because Blood Deficiency subtracted a flat amount from the bloodstream, it resulted in an unintended consequence where small characters died very quickly due to blood loss, while large characters could live for hours. This makes the blood loss amount of Blood Deficiency a **percentage** of the entity's max blood volume, which means that the time to become low blood is now the same regardless of blood volume. # Changelog :cl: Skubman - fix: Blood Deficiency now makes you lose a consistent percentage of blood regardless of your blood volume, which is dictated by size. This makes the time to low blood and death consistent for every character of all sizes with this trait.
# Description Access wire is cool, this PR adds it back to airlocks --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/622d01ac-01e5-4290-af26-6175fa3eca6c </p> </details> --- # Changelog :cl: - add: Airlocks once again have access wires. Happy hacking!
# Description This PR creates Loadout Groups specific to Science jobs, and provides a discount on all science loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Science Job related items are now part of a Science loadout group, and have all been significantly discounted. - add: Added more clothing to the science section in loadouts. - tweak: Adjusted command loadout item pricing. - tweak: Added localization strings for the new loadout groups. --------- --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description This PR adds Bartender-Specific loadout item groups. Very simple, it removes some of the items from the Bartender's Locker, and replaces them with giving the bartender a choice of which "Bar Gun" he wishes to start with. Currently just the classic beanbag double barrel, but now the bartender can elect to spend some of his loadout points to instead start with a Mosin(Preloaded with Rubber bullets) Also while I was at it, I added missing localizations. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/ca51fc69-966e-429e-b035-9c6d4f6d2dc9) </p> </details> # Changelog :cl: - add: Added missing Localizations for Departments, Jobs, and Loadout Item Groups. - add: Bartender-Specific loadouts! Bartenders can now choose to spawn with either their classic shotgun, or a Mosin Nagant that comes preloaded with rubber bullets. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description Cherry-Picks space-wizards/space-station-14#28077 For our downstreams so that they don't get sandbox violation errors when attempting to compile with the Latest Dotnet 8 Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
# Description Changes the Loadouts to Lawyer's and Atmos very slightly, Lawyer's for the purpose of Simplicity and Atmos for preperation of a Backpack Unbloating. --- # TODO [X] do da thing --- <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --- # Changelog :cl: - tweak: Stuffed Lawyer's Pockets with Space Law guides! - remove: Took away Atmos backpacks as Starting equipment. --------- Signed-off-by: Miller <151492849+CilliePaint@users.noreply.github.com>
# Description "Walking by default" is now implemented as a client-side toggle in the settings. Also, fixed walking alerts being shitcode and not displaying the correct walking/running state. One issue still persists: if you press the "toggle walk" button while typing in the chat, it still resets the walking state to default. I don't know what causes it, probably the input field leaking button-up input events instead of marking them as handled. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/97d5b495-ea9b-4854-a6b0-84815ed5a332 </p> </details> # Changelog :cl: - add: You can now choose whether you want to walk or run by default in the settings. --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> # Conflicts: # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Shared/CCVar/CCVars.cs
# Description This PR implements a new Reagent Reaction that modifies a character's mood, done by raising a MoodEvent on that character. It also extends some of the functionality of the TraitSystem and MoodSystem so as to support a new serializable Drug Addiction mechanic. https://www.youtube.com/watch?v=8liPBsUtND4 ![image](https://github.com/user-attachments/assets/3962c492-7677-4007-bf31-23e74b2b7382) <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/207210d6-e573-46e2-beb4-fab83a83d8b4) ![image](https://github.com/user-attachments/assets/4e1277e1-a873-4185-98b3-39abe06a8235) ![image](https://github.com/user-attachments/assets/e1a6cefe-82ee-482c-ace1-9fb511385fe4) ![image](https://github.com/user-attachments/assets/454dafa2-ba9e-46a6-9ac0-15e2ed35c4f8) </p> </details> # Changelog :cl: - add: Drug Addictions! Drug addictions are long lasting Moodlet-Pairs. The first consisting of a temporary Mood bonus that is refreshed by consuming the drug, and the second consisting of an extremely long lasting mood penalty, which replaces the mood bonus should you go a long enough time between consuming the drug in question. - add: Nicotine Addiction has been added as a new minor negative trait. - add: Drugs/Reagents can now affect your character's Mood! Both with, and without Addiction. - add: TraitSystem has had functionality added for directly adding Moodlets to a character upon joining the round, such as drug addictions, or permanent mood modifications like Sanguine/Saturnine - add: Lotophagoi Oil now induces an extremely powerful drug addiction, providing an extremely large mood benefit for a short time. Which when it wears off, creates an equally extreme mood penalty that lasts for a very long time(or until you drink more Loto Oil).
# Description Fixes cleaning forensics off of an object being impossible unless it has a scent. Explained in the latest (to date) comment to #715. Also removes some unnecessarily duplicated code and inverts an if condition. # Changelog :cl: - fix: Soap once again can be used to clean evidence off.
# Description - Generalizes cocooning - Allows any mob to be cocooned - Cocoon bloodsucking moved to vampirism system - Any blood sucker can drink from cocoons - Vampirism no longer fails if bloodstream isn't normal blood, but gives a pop up - Vampirism `WebRequired` actually works in a way that makes sense - Adds cocooning and bloodsucker to all spider mobs + Arachnids resolves #978 --- # Changelog :cl: - tweak: All spiders, arachne, and arachnids can cocoon mobs, and drink their blood. --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com>
* fix orphaned storage grid pieces getting stuck to the cursor * instead of denying it, update it smartly # Description This cherry-picks space-wizards/space-station-14#27960 Which should fix our storage UI bugs. Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Spatison
approved these changes
Oct 19, 2024
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Ошибок нету, только перед мерджем надо вернуть переводы системе перерождения.
Потом буду делать больше переводов и верну их. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Описание PR
Он самый.
Изменения
🆑