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[MDB IGNORE][IDB Ignore] Igor throw the third maint! #535
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… tails. [MDB IGNORE] (Skyrat-SS13#25768) * Does it work? Who knows. * Mirror of tgstation/tgstation/#81492 * hmmm * is this it? * Oh, also synth stuff * Catching up with some disarm refactors. * tg's #81400 * Oh right, this * This should cut it --------- Co-authored-by: Useroth <[email protected]>
Update verbs.dm
…rames with brute force to break them (Skyrat-SS13#26596) * Comprehensive frame refactor to fix being unable to thwack frames with brute force to break them (#81477) * There we go? --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Useroth <[email protected]>
* Removes a double space from health analyzer (#81589) ## About The Pull Request Fixes the message saying someone is deaf having 2 spaces in it. ## Why It's Good For The Game minor typo. ## Changelog :cl: spellcheck: Removed a double space in health analyzer's message telling you someone is deaf. /:cl: --------- Co-authored-by: san7890 <the@ san7890.com> * Removes a double space from health analyzer --------- Co-authored-by: John Willard <[email protected]> Co-authored-by: san7890 <the@ san7890.com>
…SS13#26557) * General maintenance for all things boulder related. (#81358) ## About The Pull Request **1. Qol** - Adds screen tips & examines for screwdriver & crowbar acts on BRM, Refinery & Smelter - Adds examines to display number of boulders stored inside a refinery & maximum number of boulders it can hold. Right click screentip to remove boulders - Adds examines to display maximum number of boulders than can be teleported by a BRM & screentips for interacting with wires - More audio & visual feedback for refinery processing. If a boulder requires multiple steps you will get a balloon alert saying "crushing" for refineries & "smelting" for smelters along with a sound per process tick(which is every 2 seconds so no need for cooldown) giving you a better idea of what's happening in the pipeline - BRM now will display all lights when the "Automatic boulder retrieval" is on & turn off the lights when disabled along with examines giving you a visual indicator of its state **2. Code Improvements** - Splits types of boulders into its own file `boulder_types.dm` for easy maintainability - Moves beacon for refinery machines into its own file `boulder_processing/beacon.dm` for easy maintainability - Moves the cooldown for processing a boulder `processing_cooldown` into the refinery machine itself. Since 100's of boulders can be created per round this var can take up memory quickly so by moving them into the refinery machine it gives us some savings - Compressed & merged procs such as `create_mineral_contents()` , `flavour_boulder()` etc with the vent code. These procs were only used by the vent 1 time & by merging the code we removed if conditions to check if a parent vent was passed or not(since now that's always the case). Helped in removing boilder plate code **3. Fixes** - **Fixes vents always spawning "Small size boulders" & not medium, nor large boulders.** Once a vent generates a boulder it calls `flavour_boulder()` https://github.com/tgstation/tgstation/blob/084f56938c0169aeeee0b5f41453f31d072f3f67/code/game/objects/structures/lavaland/ore_vent.dm#L385 however this proc also accepts 2 more params `size` which would always default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused in the proc https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L219 Therefore vents would always generate small boulders giving us no varity. Now the boulder size is set depending on the vent size & durability for each boulder is set to a random value between 2 & the boulder max size giving us the flavour we actually wanted - **Fixes "Expanded Gulag boulders" using "normal gulag material list" when setting its custom materials.** If you look at the `add_gulag_minerals()` proc it always picks from the `gulag_minerals` list & accepts no params https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L235-L236 So when we try to pass params to this proc which in reality doesn't accept any we were wasting our time doing this https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L274 And for our case `expanded_gulag_minerals` list was simply unused because our proc doesn't care about it and it went back to just using `gulag_minerals` list thus ignoring our list https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L282 As i said in the "Code Improvement` section when i moved boulder types into it's own unique file this was fixed & now expanded gulag boulders actually has a chance to spawn with bluespace crystals inside them - **Fixes manual tapping of ore vents by hand not using a cooldown** `produce_boulder()` accepts a cooldown var for when you need to manually tap the vent by hand. https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L374 This var was always set to FALSE because we never passed `TRUE` into it. Not once here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L124 Nor here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L131 Now we just pass `TRUE` so tapping these vents by hand have a cooldown - **Fixes BRM off icon state never being used** When the room ran out of power it would still look on. Now we use that state correctly - **Fixes Automatic Boulder Retrieval by the BRM not actually being automatic** You must have noticed that once you do "Right click" and wait for all the boulders it can teleport (determined by `boulder_processing_max`) to be teleported it stops permanently after that. Even if more boulders get generated it won't do anything, You have to again "Right click" & retoggle automatic boulder retrieval on again, thus forcing someone to stand there & monitor the BRM Now once you set Automatic Boulder Retrieval on you can leave & forget. It will teleport boulders as & when available thus enabling automation properly. - **Fixes boulders ejected from refineries via right click from getting teleported back into the machines loc** Fixes tgstation/tgstation#78524 (comment). The problem is refinery machines & the BRM keep track of all the boulders that entered into it via the `boulders_contained` list. Now we directly check `contents` for boulders so we don't have to maintain 2 seperate lists to keep track of boulders. It also now uses `processed_by` var of boulders to ensure refinerries don't retake in the same boulder it just processed. Not sure where exactly the problem got fixed but implementing these 2 measures fixed it regardless. - **Fixes boulders with 0 durability[a.k.a steps] from getting ejected out** Fixes tgstation/tgstation#78524 (comment). So inside `process()` we constantly decrease the durability of the boulder till it becomes 0. https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L159 When it reaches 0 it calls `breakdown_boulder()` https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L164-L165 This proc has a chance to reject the boulder if it could not process any materials https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L219-L222 **"Without resetting its durability"** over here https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L241 So it ends up rejecting a "0" or worse -1 durability boulder. Now we set the durability in `remove_boulder()` so regardless of what circumstances the boulder is ejected it always gets a positive durability - **Fixes BRM & Refinery from rapidly spitting out boulders in their loc which causes lag in the long terms** Fixes #81404. Basically even if there is 1 boulder sitting at a BRM's loc or an refineries loc. Operations are haulted i.e. the BRM will not teleport any more boulders & the refinery will keep their already processed boulders inside till their locs are cleared from boulders. This prevents large number of boulders from pilling up in long rounds - **[Priority : High] Fixes refineries incorrectly removing materials from processed boulders** Fixes #81109. This bug is quite serious because it can't literarily affect any random item with custom materials in game. This one line of code over here can break the entire material economy as we know it https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L217 **"DONT DO THIS"**. The `custom_materials` list is a **"read only"** list & if you ever want to change it call the `set_custom_materials()` proc with your new values but do not edit this list manually as it is done here. All lists related to materials are cached by the `SSmaterials` subsystem. List values are cached & shared across multiple objects so when you edit those values like here, you might end up effecting an item/multiple items in some random corner of the map that shares this list. This also causes boulders with empty list of materials to get spawned at random so yeah again plzz don't do this **4. Refactors** - Repathes `obj/machinery/boulder_processing/brm` -> just `obj/machinery/brm`. Even though semantically it looks nice that the brm is a subtype of `obj/machinery/boulder_processing` from a code & operation perspective they have 0 similarities. 1) The BRM does not accept boulders feed into it from a conveyer belt unlike a refinery but instead picks boulders from `SSore` subsystem & put it on the conveyer belt. This means procs for accepting boulders such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc have no use in the BRM. Their just code clutter at this point 2) The BRM overrides `process()` & does not call its parent proc making that code wasted 3) It has no use for silo materials & mining points making those vars go to waste With so much wasted code its better to just let go off all of it & just make it a basic instance of `obj/machinery` making maintainence easy - BRM now teleports boulders in a batch (batch size determined by `boulders_processing_max` max value from upgraded parts is 7) with a boulder appearing every 1.5 seconds rather than spawning all at once. After a batch is processed it has a cooldown of 3 seconds before repeating the process if automatic boulder retrieval is on. This stops the conveyer belt from getting crowded with boulders and makes the refining process more efficient. With this BRM wires are removed because only it had only 1 wire responsible for toggling boulder retrieval but now since this process is automatic, we have true control over the timing of boulders spawned & don't want to leave it in the hands of players ## Changelog :cl: qol: adds examines & screentips for crowbar, screwdriver acts to BRM & refinery machines qol: adds examines about the number of boulders stored & processed to BRM & refinery machines qol: BRM now has its lights turn on/off depending on wether automatic boulder retrieval is on/off for visual clarity along with examines qol: refinery machines now display ballon alerts & plays sounds more frequently when processing boulders for better feedback fix: vents now spawn boulders of all sizes & not just small ones fix: expanded gulag boulders now have correct materials in them. fix: manual tapping of vents now has a cooldown applied as intended. fix: BRM has its light turned off when area power goes off fix: boulders ejected from refineries by hand no longer teleport all over the place occasionally. fix: refineries no longer eject boulders with 0 durability fix: Boulders & refineries no longer pile up on top of BRM's & refineries in long rounds. Their locs have to be clear of boulders before they spit out more boulders to prevent a large pile of boulders from causing lag fix: sheets ejected from lathes no longer get rejected when inserted back which could happen at random, no more boulders with empty materials code: splits boulder types into its own file along with other items code: merges & autodocs procs, vars related to boulders refactor: repaths BRM to a simpler subtype refactor: BRM now spawns boulders in batches(batch size can be increased with upgraded parts) with a boulder appearing every second. After a batch is processed a 3 second cooldown is applied to stop the conveyer belt from clogging up, With this BRM wires are removed as there is no need for timers to be attached to wires which intefers without our batch processing timings. /:cl: --------- Co-authored-by: Ghom <[email protected]> * [NO GBP]Some BRM Fixes (#81551) ## About The Pull Request - The time from which the boulder is picked to when it's teleported onto the conveyer belt is 1.5 seconds. During that time the boulder could get deleted due to many factors and we lose our materials. No one like's that that so now both steps are combined into 1 proc so we no longer loose boulders during teleportation. - Batch processing cooldown was not working when `boulder_processing_max` is > 1. Now it does ## Changelog :cl: fix: boulders are no longer lost when teleported by the BRM fix: batch processing cooldown works when teleporting multiple boulders /:cl: * Path replacements in maps --------- Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: Ghom <[email protected]> Co-authored-by: Useroth <[email protected]>
…13#26600) * Removes some easily accessible sources of Mythril (#81595) ## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information tgstation/tgstation#75199 (comment) ![image](https://github.com/tgstation/tgstation/assets/51863163/e5d3b569-4d29-4cd5-bb1e-36f94cbbea84) With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog :cl: Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /:cl: --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com> * Removes some easily accessible sources of Mythril --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
) * Improves the ForceEvent TGUI Search Function (#81541) ## About The Pull Request Fixes the search logic about checking for nulls, mostly to prevent it from being broken if something else is wrong. ## Why It's Good For The Game Less bugs, more reliable in the case of errors. ## Changelog :cl: fix: ForceEvent tgui panel search is more reliable. /:cl: * Improves the ForceEvent TGUI Search Function --------- Co-authored-by: nevimer <[email protected]>
Removes holographic monkey species Co-authored-by: John Willard <[email protected]>
…26606) * Fixes CI runtime/race condition with forensics (#81610) ## About The Pull Request Just a quick fix for the following CI runtime, and additionally passes through the rest of this file's weakref instances for any other potential bugs. ![image](https://github.com/tgstation/tgstation/assets/13398309/a58be18a-21e4-40b2-92e0-1a961108c939) ## Why It's Good For The Game Bugfix ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@ san7890.com> * Fixes CI runtime/race condition with forensics --------- Co-authored-by: Bloop <[email protected]> Co-authored-by: san7890 <the@ san7890.com>
…13#26602) Make Chefs show up as service on the crew monitor (#81597) One of the cooks will always be 'promoted' to chef, which has a different trim assignment. Because the crew monitor didn't account for this in its display priorities, anyone with a card using its trim would be displayed as a having departmentless job. Adding its trim assignment name to the list like departmental security fixes this. I put it above cook as it's kind of the head cook. It was mildly annoying. :cl: fix: Chefs (not to be confused with cooks) actually display as being a part of service on the crew monitor. /:cl: Co-authored-by: _0Steven <[email protected]>
…ost on Metastation (Skyrat-SS13#26554) [NO GBP] Removes a double newscaster from the arrivals sec post on Metastation (#81523) ## About The Pull Request This fixes a double newscaster in meta arrivals sec post. ![image](https://github.com/tgstation/tgstation/assets/28870487/fed928fe-20c3-4404-9d7a-ea499d4f3729) I got really confused when I saw this in-game, because I thought I had fixed it already. I looked into it but apparently I just moved an intercom and just didn't fix this in #77706? I literally have the double newscaster in the pic, but I guess I just forgot to also fix that?? I'm tagging this as no GBP because I cannot believe I missed this and it should have been fixed in the first PR. Anyways its gone now! ![image](https://github.com/tgstation/tgstation/assets/28870487/a21d26f3-53a2-4585-881f-18ba53980f6b) Say, aren't wallmounts supposed to fall down when not supported by a tile...? ## Why It's Good For The Game There needs to be 1 not 2 of them there man. ## Changelog :cl: Rhials fix: Removes the double-newscaster from the arrivals sec post. /:cl: Co-authored-by: Rhials <[email protected]> Co-authored-by: Pinta <[email protected]> Co-authored-by: Useroth <[email protected]>
…13#26504) * Painkillers now actually induce analgesic effects (#81335) This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers (+ tenacity trauma) apply said trait. This prevents various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. Gives more of an incentive to actually use reagents such as morphine or miner's salve. :cl: add: Painkillers (i.e morphine, miner's salve) now actually induce analgesic effects, preventing various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. add: The tenacity trauma (traumatic neuropathy) also applies analgesic effects. refactor: Simplified code related to reagents adding traits. /:cl: * Oho, fixed. --------- Co-authored-by: Lucy <[email protected]> Co-authored-by: Useroth <[email protected]> Co-authored-by: Pinta <[email protected]>
* Adds COMPONENT_LIVING_BLOCK_SHOCK (#81774) ## About The Pull Request What it says on the tin--this adds a way for things listening to `COMSIG_LIVING_BLOCK_SHOCK` to return a cancellation signal. Refactored silicon mobs to use it. Before when you wanted to prevent a shock from going through, the only option was to create snowflake checks for whatever special mob you were working with and overriding their `electrocute_act()`. This will allow for more control without having to resort to dealing with mob code directly, or worry about inheritance. ## Why It's Good For The Game `electrocute_act()` can be a bit unwieldy to work with sometimes when you want to add custom behavior, and this will give users more control and options. ## Changelog Nothing immediately player facing --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Adds COMPONENT_LIVING_BLOCK_SHOCK --------- Co-authored-by: Bloop <[email protected]> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
… chameleon skin and adds a new ability! "Darkness Adaptation" (Skyrat-SS13#26727) * Rebalances and adds more ambush-style cling abilities, buffs chameleon skin and adds a new ability! "Darkness Adaptation" (#81373) ## About The Pull Request This PR adds a new ambush ability to changelings, "Darkness Adaptation" and tweaks the balance of "Chameleon Skin". The new cling ability, "Darkness Adaptation". makes your character translucent and slightly dark while also giving the ability to see slightly better into dark than normally (30% better). While this ability is active, flash protection is lowered by one. Buffs "Chameleon Skin" by reducing the DNA cost to 1 from 2, and sped up the time it takes to go full invisible by 2.5x and zero instability cost Below is the picture of the translucency through normal non-night-vision vision: (note: this is using extremely dark armor already) ![gambar](https://github.com/tgstation/tgstation/assets/127663818/1f708705-abfc-48e8-a5a2-08a2cb985935) Below is the picture of the translucency through the poor night-vision that the ability gives you: ![gambar](https://github.com/tgstation/tgstation/assets/127663818/500169e3-7048-46aa-b33f-0b6d55373886) ## Why It's Good For The Game This ability was added in Skyrat-SS13#11148 back in 2015 and hasn't been touched for 9 years. The original ability just gave you the _extremely_ situational "chameleon skin" mutation (one that is accessible to the crew through genetics already). for a whopping **2 mutation points** cost. The mutation makes you invisible after half a minute or so of standing still and is immediately broken the second you move or get pushed. Compared to other similarly costed powers you get for 2 mutation points, this is by far the worst bang for your buck by a large margin. Needless to say, considering with how power-crept everything else in the game is after all these years. this ability that hasn't been touched for ages have fell into disuse to the point of uselessness, especially with the heavy cost it that came with it. This PR buffs that ability by making it cheaper, in line with the cost of other less powerful abilities that clings have. and made it 2.5x faster to turn invisible. The PR also adds another ambush-oriented ability, "Darkness adaptation". The ability allows your character to become translucent and slightly dark while also giving the ability to see slightly better into dark than normally (30% better); with the downside of your eyes being slightly worse than before. This ability follows the general spirit of clings, an stealth-generalist oriented antag that you never know when they would strike (disguises already have this effect, but them being far more able to jump you in maint even more so.). and encourages more creative strategy than just your average murderbone. A Perfect force multiplier for maint combat and maint ambushes. Also synergises well with augmented sight, and the blackish cling armor. Don't worry if you think the new ability, combined with the faster cham skin would make you invisible to the naked eye. The mutation cancels out the translucency of the adaptation. ## Changelog :cl: add: Adds a new changeling ability, "Darkness Adaptation". Making you more translucent, especially in darkness and allowing you to see slightly better in the dark balance: The changeling power "Chameleon Skin" has been buffed, Reduces the cost to 1 and sped up the time it takes to turn invisible /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Rebalances and adds more ambush-style cling abilities, buffs chameleon skin and adds a new ability! "Darkness Adaptation" --------- Co-authored-by: Singul0 <[email protected]> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Pete's corpse no longer eats vines (#81752) ## About The Pull Request Pete can no longer eat vines while dead. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/28870487/b3156bf2-386d-427f-91b8-61a4dfe83424) This should probably not be happening even though it was funny to watch. ## Changelog :cl: fix: Pete can no longer eat vines while dead. /:cl: * Pete's corpse no longer eats vines --------- Co-authored-by: Rhials <[email protected]>
…3#26717) * Fishes love kronkaine + Examining fishing spots. (#81519) ## About The Pull Request Food items with kronkaine in it now count as great baits (this is the case of the "all-natural" bait from that overpriced cargo pack I'm converting into a less expensive goodie in another PR) Sufficiently high fishing skill (and the relative skillchip) allows you to list fishes in a fishing spot by examining it twice. ## Why It's Good For The Game Little fishing things off the top of my head before I move on bigger stuff. ## Changelog :cl: add: Fishes love kronkaine. qol: Examining a fishing spot twice with sufficiently high fishing skill (or the skillchip) will get you a list of fishes that can be caught. /:cl: --------- Co-authored-by: san7890 <the@ san7890.com> * Fishes love kronkaine + Examining fishing spots. --------- Co-authored-by: Ghom <[email protected]> Co-authored-by: san7890 <the@ san7890.com>
* Medical/improvised gauze icons (#81802) ## About The Pull Request Adds icons for stacks of medical gauze and improvised gauze, so that they can be differentiated from stacks of cloth. Currently all 3 look the same. Medical gauze is blue tinted like the medical tape, improvised gauze is grey and a smaller size than medical gauze. Both have attachment clips at the edge of the roll. ![image](https://github.com/tgstation/tgstation/assets/83487515/47bcd42e-7270-498e-aacb-15d5a39fd432) ## Why It's Good For The Game Easier to tell three different items apart at a glance. ## Changelog :cl: LT3 image: medical and improvised gauze are visibly different from cloth /:cl: * Medical/improvised gauze icons --------- Co-authored-by: lessthanthree <[email protected]>
* New clown shoes: Moffers (#81796) ## About The Pull Request Adds a new set of clown shoes to the autodrobe under the contraband list that are moth themed. The shoes look like little moth heads on the ends and make moth screaming noises when you take a step. It came to me in a dream and I made this PR in an hour so please be nice to me. ## Why It's Good For The Game Buying meown shoes has been a staple for certain fun loving players and clowns alike on TG. Adding an extra pair of basically the moth version of them can add extra gimmick shenanigans for clowns to baffle onlookers and elicit a giggle from local assistants. Since autodrobes must be hacked to gain these moffer slippers, with an inventory amount of 1 maximum per autodrobe, they should be somewhat of a rarity that adds a little spice to a round. https://github.com/tgstation/tgstation/assets/105574010/5099d088-d760-4b2a-823a-03bf9b342da9 ![Screenshot 2024-03-02 160533](https://github.com/tgstation/tgstation/assets/105574010/5bff7747-72d3-45dc-8994-64a001320d8b) ![Screenshot 2024-03-02 170927](https://github.com/tgstation/tgstation/assets/105574010/d691af0c-9d19-4a78-993a-213ee6bb37dd) Most importantly: Moth ## Changelog :cl: add: Added new clown shoes "moffers" add: Added moffers to the contraband list of the autodrobe /:cl: * New clown shoes: Moffers --------- Co-authored-by: ValuedEmployee <[email protected]>
…eathmatch does this now (Skyrat-SS13#26746) * [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783) ## About The Pull Request this is very much a code thing im not sure what i would say this just adds an extra variable also should be no sideeffects this is handled by turf reservations also virtual domains (fixes #81779) ## Why It's Good For The Game ![2024-03-02 11_28_18-Window](https://github.com/tgstation/tgstation/assets/70376633/85d094d3-c877-418f-bec9-af2f16736352) this would formerly breach to space ## Changelog :cl: fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to space) /:cl: * [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now --------- Co-authored-by: jimmyl <[email protected]>
* moon smile effect durations fix (#81794) ## About The Pull Request Moon smile's durations had some syntax issues, causing their durations to be much lower than intended, and sanity having very low impact on it. Also adds a use of SANITY_MAXIMUM define, so that the calculation will still work if this value is ever changed. ## Why It's Good For The Game The moon did not smile. It was frowning. Frowning because it was bugged :( But with this fix it can smile again :) ## Changelog :cl: fix: fixed some issues when calculating the duration of moon smile's effects /:cl: * moon smile effect durations fix --------- Co-authored-by: ViktorKoL <[email protected]>
) * fixes extra prob() in living flesh Life proc (#81784) ## About The Pull Request SRT_PROB is prob() already, removed extra in `/mob/living/basic/living_limb_flesh/Life` ## Why It's Good For The Game in this commit tgstation/tgstation@913802c in this pr tgstation/tgstation#79149 the author did it by accident, I think. Because It is very low chance ## Changelog :cl: fix: fixed the chances of living flesh actions /:cl: * fixes extra prob() in living flesh Life proc --------- Co-authored-by: Rerik007 <[email protected]>
…kyrat-SS13#26749) * Added a new moth customisation set to the character setup (#81718) ## About The Pull Request This PR adds a new moth customisation set and makes it available in the character setup menu. Introducing, the lightbearer moth! ![image](https://github.com/tgstation/tgstation/assets/161269765/d683fe9c-1dea-44bd-b378-09ae57bbb839) ![image](https://github.com/tgstation/tgstation/assets/161269765/4750affe-4f95-4199-abe7-82da500e0dff) Setup menu preview: ![image](https://github.com/tgstation/tgstation/assets/161269765/deb27899-6f6e-471e-bd76-f27470845bb0) ![image](https://github.com/tgstation/tgstation/assets/161269765/e9463543-87cd-4e44-9997-840f3169c735) ![image](https://github.com/tgstation/tgstation/assets/161269765/4c492e1b-cb66-436f-95c4-e44ddf7d6f29) ## Why It's Good For The Game Adds more variety to moth customisation! ## Changelog :cl: add: added the lightbearer moth set, available in the character setup. image: added icons for the lightbearer set; new moth wings, antennae and markings. /:cl: * Added a new moth customisation set to the character setup --------- Co-authored-by: Dali <[email protected]>
RogueStationAI
requested review from
ORCACommander and
Kittayecat
as code owners
March 5, 2024 20:50
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