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midnight maint #541
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midnight maint #541
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## About The Pull Request `move_on_shuttle` was a variable that existed on `/mob` despite only ever being used by cameras. This PR downgrades the variable to only exist on `/mob/camera` types, but have the only thing that variable do is add a trait that blocks movement on shuttles if not allowed. This allows us to check the variable without casting to camera, which is what some code was un-necessarily doing. This also retainst the ability to add the trait later on to different mobs who we may not want to be on shuttles that aren't `/mob/camera`. ## Why It's Good For The Game There's no point for this variable to live on `/mob` if all it can do is clog up the VV screen, especially if the current utilization for it is only cameras. Let's move it off `/mob` and turn it into a trait so it still has the similar utilization on a global level without typecasting - as well as make it actually work since needless typecasting was introducing a minor bug ## Changelog Irrelevant. --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
…drone is seperated from the node (#83309) ## About The Pull Request NODE Drones now have higher move resistance (MOVE_FORCE_EXTREMELY_STRONG), preventing them from being bumped off the node, pulled away, or lifted away by a fulton extraction kit. As an extra layer of assurance, the NODE Drone will depart from the site if it is moved off of its vent. ## Why It's Good For The Game Closes #83164. I'm pretty sure these things shouldn't really be ever moving off of their vents. ## Changelog :cl: Rhials fix: You can no longer force NODE Drones off of ore vents. That includes using fulton packs! fix: When a NODE Drone is forcibly separated from its vent, it will fly away. /:cl:
…drone is seperated from the node
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Renames the gripping gloves to Enhanced Retrieval gloves ## Why It's Good For The Game These gloves in fact do nothing for your grip, they actually only let you tackle things, alternate name suggestions are welcome. ## Changelog :cl: oranges spellcheck: Gripper gloves are now Enhanced Retrieval gloves /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
…esearch node. (#83508) ## About The Pull Request ### New fish #### anxious zipzap An incredibly anxiety-ridden and electroreceptive fish. Worried about the walls of its tank closing in constantly. Both literally and as a general metaphorical unease about life's direction. It produces electricity, and HATES being with any other fish. One other zipzap is allowed at most. ![image](https://github.com/tgstation/tgstation/assets/40974010/6a1a31f3-1c84-4b5e-b8ca-652c5007813a) #### monocloning jumpercable A surprisingly useful if nasty looking creation from the syndicate fish labs. Drop one in a tank, and watch it self-feed and multiply. Generates more and more power as a growing swarm! A far better option for power generation than the zipzap, but it's a syndicate fish. Get an emag or get very lucky! ![image](https://github.com/tgstation/tgstation/assets/40974010/7f4aaf32-919c-40d9-890f-72ea9f91ac3c) Working spacebase example ![image](https://github.com/tgstation/tgstation/assets/40974010/8eeaaf18-c0ab-48a5-8ada-e0eb7f118dd9) ### Aquarium type Bioelectricity Generator! It boosts the power of electroreceptive fish to very dangerous levels! But, uh, you put a tesla coil, and voila! Free power! ...Free power if you keep the fish fed! More fish, more power! ![image](https://github.com/tgstation/tgstation/assets/40974010/e6abcd5b-93df-4ffc-ac6a-78585fd4a6c6) You can convert an aquarium into a bioelectricity generator by researching the new node, "Marine Utility", from bio processing. Then you build the biogen upgrade kit and apply it to an already existing aquarium. ### Fish Traits #### Electrogenesis Trait turns the fish into a shock weapon while it's alive, and every time it feeds, it releases a weak tesla bolt to anyone close to the tank. #### Anxiety anxious fish die when any other fish are in the tank. Please keep them alone :[ ## Why It's Good For The Game Fish are great, but fish don't have anything to give back to the station, right? Well, there's some small stuff, but I wanted to add a bit of functionality towards being able to benefit from having fish. The anxiety trait with the zipzap gives spessmen a bit of a challenge. You can settle for one fish generating power per tank and do a multi-tank generation setup, or you can do some crossbreeding to make a fish WITH electroreceptive but WITHOUT anxiety. Neat! ## Changelog :cl: add: New fish, the anxious zipzap add: New syndicate fish, the monocloning jumpercable add: New aquarium, the bioelectricity generator fix: Mixotrophic fish now properly lack food requirements /:cl:
## About The Pull Request Adds a new station trait: Station-Wide Background Checks! It does two things: 1. Blocks most crew-side antagonists. No traitors, changelings, spies, heretics, etc. You won't be able to fully trust your crew though, as Space changelings, Paradox Clones, Obsesseds and Blob Infected are excempted crew-antags since a background check doesn't really help here. Other antagonists still spawn: pirates, revenants, blobs, aliens, nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put threat somewhere... 2. Reduces dynamics threat slightly, configurable per server, but defaults to 15. It is essentially the first "dynamic gamemode". ## Why It's Good For The Game Blocking crew antagonists changes the shifts dynamic, similair to old warops. Security can "trust" crew to not be antagonists, and instead can focus more on petty crimes and hunting down external threats. Due to the increased chance of external threats and reduced chance of internal threats, the crew can focus its defenses outwards. Don't worry about your coworker killing you (intentionally/probably), but do worry a lot more about the pirates trying to break through your hull, or alien nests growing in virology. I've also reduced total threat count slightly because the idea of 90 threat being dumped into ghost spawns kinda terrifies me and I do want people to be able to let their guard down a slight bit. It can be reduced/disabled for servers that already tend to lower threats. I think it's a lot of fun to change the paranoia dynamic, and a fun deviation from a normal round of spaceman13. ## Changelog :cl: add: Station-Wide Background Checks (station trait, rare): Disables crew antagonists, but get a lot more non-crew antagonists /:cl: I want to do more like these (this was just an example I threw into discord to annoy @ Mothblocks but I realized I kinda liked), and this is a good opportunity to gather community feedback and see how it plays! --------- Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
## About The Pull Request - Presumably due to being spawned off-station on (I believe) the centcomm Z-level, Minebots ordered via points and that are delivered by the shuttle are stuck with their AI in the idle state. Rather than override a bunch of base-level AI code, I made clicking on them set their status to active. Right-clicking will set this without opening the bot's UI, while left-clicking will do both. Examine text now gives users a hint about this. - Removed text about feeding the mining bot ore to befriend it, as this functionality was removed in an earlier PR. ## Why It's Good For The Game Bugfix. ## Changelog :cl: fix: Minebots purchased via mining points are no longer stuck in idle mode. Clicking on them will activate their AI. spellcheck: Removed the examine text about feeding ore to minebots; this functionality was removed already. /:cl:
## About The Pull Request This PR fixes 2 spots where there are tiles lacking distro pipes. <img width="256" alt="broken" src="https://github.com/tgstation/tgstation/assets/80724828/897b3ac8-3505-44f5-9b80-5f43bfd019f4"><br> <img width="128" alt="broke2" src="https://github.com/tgstation/tgstation/assets/80724828/d5d33535-1832-4e93-8d01-dd87f64703ed"> ## Why It's Good For The Game Fixes a obvious bug with Tramstation. ## Changelog :cl: fix: [Tramstation] Departures and under east tram distro/waste pipes now properly connected /:cl:
Fixes #83575 Kinda my fault, I looked at tgstation/tgstation#83450, thought the railing code was weird and then forgot or something. I've reverted the changes and instead changed the map to not spawn walls on railings, which I probably should've done when I made the area :cl: fix: Fixes railings being invisible fix: Snow walls dont spawn on railings anymore in icebox /:cl:
## About The Pull Request ![cargoupdated4ithink](https://github.com/tgstation/tgstation/assets/133079191/7648a08a-4453-41b6-8da0-4775c6b3d1db) Changes the layout and design of meta cargo. Swaps the position of the QM office and warehouse and expands the cargo bay, leaving mining and the drone bay unchanged. It does shift the vault area and disposals and upper cargo maints by one tile for a little more room in the QM's office and cargo bay, but otherwise unnoticeable. Removes the existing crate return flaps in lieu of a chute in the main cargo lobby. ## Why It's Good For The Game Meta Cargo got it's last update around 4 years ago, and it's starting to show it's clunkiness in comparison to other maps like Wawastation, Delta, or Icebox. The cargo bay felt a little cramped and the QM's office felt kind of tacked on at the bottom and was sort of misshapen to fit the entrance of lower left maintenance into the cargo bay. In comparison to other maps, It felt very out of place, so my goal was to open up the space and have more space for cargo work and whatever else. This also gives them a closer proximity to the Vault, and provides somewhat easier access into and escape from their office via maintenance. Also just adds a tad bit of flavor. ## Changelog :cl: add: Changes the layout of MetaStation's cargo to fit with new Nanotrasen guidelines. /:cl:
…83550 [MIRROR] Replaces `move_on_shuttle` with a trait
…83309 [MIRROR] Increases move resistance on NODE Drones, adds handling for when the drone is seperated from the node
[BOUNTY] Adds cyborg botany module
…83555 [MIRROR] Called Gripper gloves - have nothing to do with gripping
…83508 [MIRROR] Fish update just dropped. New fish, aquarium type, two traits and a research node.
…83307 [MIRROR] STATION TRAIT GAMEMODE: Station-Wide Background Checks
…83482 [MIRROR] Fixes Minebots ordered through cargo being stuck in idle mode
) * Restrict AI floor bolt external manipulation (#83463) ## About The Pull Request My delayed reaction to #68451 **When an AI is alive, on main power, and not SSD its bolts cannot be raised or lowered externally thus returning some small amount of autonomy to everyone's favorite brain in a box.** I tested to be sure this change does not interfere with (de)construction or other tool actions besides their "must be anchored" requirements. Should maintainers wish I can adjust the check to allow external lowering, but not raising, of the bolts anytime to satisfy those scenarios. I decided to include "is on backup power (incapacitated)" in the check as a middle ground so when moving an AI from a bombed sat or the like anyone who is now used to being able to wrench for a rescue is not caught off guard since AI gets a harsh penalty for moving bolts on backup power (most likely overlooked in the original PR). This also means if you really want to move an active AI Core against its will you still have a path forward aside from _convincing_ the AI to raise them voluntarily. ## Why It's Good For The Game IMO this sort of check should have been included in the original changes, or at least made to post the anchor status message to the AI's chat rather than a balloon they are likely to miss. An incapacitated AI is much more likely to be watching their core. In the grand scheme this changes very little for anyone out to get an AI since they will most likely just card or smash it to death anyway. It's mostly just good for a little silicon piece of mind. ## Changelog :cl: balance: When an AI is alive, on main power, and not SSD its bolts cannot be raised or lowered externally. /:cl: * Restrict AI floor bolt external manipulation --------- Co-authored-by: Wayland-Smithy <[email protected]>
) * Improves the NTSS Independence's medical bay (#83569) ## About The Pull Request Makes some minor changes to the NTSS Independence, mostly regarding the medical area, listed below: Cryogenics thermomachine is now rotated properly Cryogenics now has a mannitol pill bottle like other cryo rooms The sleeper is now fully upgraded There is now a full advanced surgery toolset, a health analyzer, and a compact defibrillator in the surgery corner The medical kiosk has been replaced with a second stasis bed The basic medibot has been turned into a much better medibot One of the vibebots has been removed due to their effects conflicting with one another ## Why It's Good For The Game The ship is the most expensive in the game, it's supposed to have a robust medical area. Lukewarm cryo cells and a 'bring-your-own-equipment' type operating area just don't cut it for the cost. ## Changelog :cl: fix: The NTSS Independence cryogenics thermomachine is now properly hooked up to the cryo loop. qol: The NTSS Independence's medical bay has received improvements. The medibot and the sleeper are upgraded, and advanced surgery equipment has been added. /:cl: * Improves the NTSS Independence's medical bay --------- Co-authored-by: norsvenska <[email protected]>
) * Makes disease airborne spread more realistic (#83423) ## About The Pull Request 1. Rather than checking every life tick to try to spread via air, it checks every breath tick. IE, every 8 seconds. 2. Wearing a mask now protects you from catching airborne diseases, rather than only protecting you from spreading it. 3. Wearing a mask is no longer guaranteed effective (unless on internals), it now scales based on BIO armor. This is doubly effectively for people wearing a mask to stop spreading to others vs wearing a mask to block spreading to them. ## Why It's Good For The Game Wearing any kind of mask means airborne viruses will never spread, but also wearing any kind of mask on the opposite end is pointless unless on internals. Kinda silly. This PR unifies those behaviors. Wearing a mask to stop spread is still rewarded, as BIO armor is doubly effective at stopping a spread attempt as blocking a spread attempt. Ultimately the goal of this is to give players a realistic way to protect themselves against airborne transmission vectors besides staying on internals 100% of the time. ## Changelog :cl: Melbert balance: Wearing a mask can now prevent you from being spread airborne diseases. Prior, it only stopped you from spreading it yourself. balance: Wearing a mask no longer 100% guarantees you don't spread viruses to others people - it now scales on the masks BIO armor. Get a sterile mask from Medical for max safety. balance: Wearing a mask to stop you from spreading to other people is doubly effective than wearing a mask to prevent spread to yourself - Mask up for the greater good! balance: Passive airborne virus spread attempts are now done every time you breathe (every eight seconds), rather than every two seconds. The chance of spread is the same, though - it has been scaled up to accommodate. code: Cleaned up a fair bid of airborne-transmission-code. Report any oddities. /:cl: * Makes disease airborne spread more realistic --------- Co-authored-by: MrMelbert <[email protected]>
…ates (Skyrat-SS13#27951) * Pillow now consumes stamina in both unwielded and wielded states (#83444) ## About The Pull Request There was some issue about players being kept in stamcrit via stamina damage refreshing the timer. @ Watermelon914 has confirmed that refresh mechanic is ok but only with stamina weapon with limited charges, pillow does not have charges in its unwielded state so I have added some. Now there is a limited amount of hits you can make before being stam crit yourself. Self damage for wielded state have also been increased to create a trade off between dealing more damage and how much self damage you take. ## Why It's Good For The Game ## Changelog :cl: balance: Attack with a pillow now consumes 5 stamina regardless of wielded or not. /:cl: * Pillow now consumes stamina in both unwielded and wielded states --------- Co-authored-by: FinancialGoose <[email protected]>
…7952) * Fix not being able to stop looking vertically (#83503) ## About The Pull Request This fixes a bug with the look down/up verbs where you are not able to *stop* looking unless you're on a tile where you're able to *start* looking. ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/16826524/6cafddbb-2f52-47d5-839e-dfac1595521d) ## Changelog :cl: fix: you are now able to cancel the look up/down verbs from anywhere /:cl: * Fix not being able to stop looking vertically --------- Co-authored-by: Echriser <[email protected]>
…3#27953) * fix: allow giant spiders aggressively grab again (#83531) ## About The Pull Request Remove check that restricted non-carbon mobs from upgrading grab, using `max_grab` instead which exists for this purpose All mobs now have `max_grab` set to `GRAB_PASSIVE` by default, overrided where required. Giant spiders can now agressively grab, which makes `ambush` spider playable again (i hope). closes #83485 ## Why It's Good For The Game Ambush spider works as intended, as it has `STRONG_GRABBER` trait, but effectively it didn't work, as spiders couldn't grab agressively. ## Changelog :cl: fix: ambush spider (should instantly agressive grab) and other giant spiders can now agressively grab /:cl: * fix: allow giant spiders aggressively grab again --------- Co-authored-by: Gaxeer <[email protected]>
…ation pets (Skyrat-SS13#27955) * Adds an ion storm law that affects the humanity status of station pets (#83527) ## About The Pull Request Adds a few laws that basically do this: ![image](https://github.com/tgstation/tgstation/assets/7019927/a4700192-a6d1-4ae7-a232-cef730410848) Has a chance to select a concept that is related to other lawsets, just in case. ## Why It's Good For The Game I think it is funny when the AI has to care about the station pets. I have added the AI law "POLY IS HUMAN" in the past to relative hilarity, especially when Poly decides to give the AI an order. The other pets aren't likely to do this, but it's still cute to make the AI care about the existence of lower lifeforms. ## Changelog :cl: Vekter add: Adds an ion law possibility that changes the human status of station pets. /:cl: * Adds an ion storm law that affects the humanity status of station pets --------- Co-authored-by: Vekter <[email protected]>
* Minor code clean-up for Cryo (#83477) ## About The Pull Request - Converts `attackby()` to `item_interaction_with()` - Prevents abstract/hologram beaker interactions with Cryo - Cryo respects `NO_DEBRIS_AFTER_DECONSTRUCTION` by properly removing the mobs visual contents flag & related traits inside `handle_deconstruct()` instead of `on_deconstruction()` - Uses `CHEMICAL_VOLUME_ROUNDING` define for rounding reagent volumes. Everything else is just shuffling code around ## Changelog :cl: fix: Cryo tube respects `NO_DEBRIS_AFTER_DECONSTRUCTION` for the occupants visual contents flags & traits & won't allow hologram/abstract item interactions code: Cryo has improved attack chain & uses defines for reagent volume rounding /:cl: * Minor code clean-up for Cryo --------- Co-authored-by: SyncIt21 <[email protected]>
* Refactored ghetto chem separator (#83275) ## About The Pull Request This completely reworks how ghetto chem separator works & brings more depth & immersion to it. To understand the new system let's compare it with the current one **Old System** 1. You insert a beaker containing the reagents you want to separate. 2. You use a lighter/whatever to light a flame, Flame has _magic & unrealistic_ properties such as - It will never heat the beaker above 100k - It doesn't burn oxygen or use fuel source to sustain it - Distillation rate is a constant 5u/s. It doesn't increase as the solution boils hotter 3. The apparatus sorts the reagents alphabetically? & transfers the 1st reagent from sorted list to the target beaker. It does not care if each individual reagent has their boiling points & how to separate them based on that etc. It's just bland overall **New System** 1. You insert a beaker containing the reagents you want to separate, just lke the old system 2. You use a lighter/whatever to light a flame just like the old system, however flame behaves in a more realistic fashion as follows - It will heat the beaker all the way to 1000k if you let it run long enough - It now burns oxygen & uses a fuel source(a secondary beaker which you must insert containing flamable reagents like oil, welding fuel etc). When oxygen is the fuel source no O2 gas is required - Distillation rate starts at 2u/s & increases with rising temps - Intensity of the flame depends on the quality of reagents used as fuel, Oil has best flammable quality & will heat the beaker faster, other reagents mixed in various proportions can produce better quality flames which you can understand by examining the aparatus - The flame intensity can be adjusted via the burner knob setting 3. Each reagent now has their _boiling computed_ computed from their mass allowing for realistic interactions, like having to control the temp's just right to separate your required reagent 4. Temps automatically cooldown and you can install a condenser to Facilitate faster cooling Here's the demo video explaining everything https://github.com/tgstation/tgstation/assets/110812394/ba591859-3fff-4d06-90f8-024c7266f830 ## Changelog :cl: refactor: ghetto chem separator has been reworked from scratch. See PR 83275 for details qol: adds examines & screentips for ghetto chem separator /:cl: * Refactored ghetto chem separator --------- Co-authored-by: SyncIt21 <[email protected]>
* Biogen refactor + fixes [no gbp] (#83589) ## About The Pull Request They were using a nested uselocalstate which I naively converted to usestate This gave it the treatment(tm) which means just simplifying it by not creating a component which maps new items inside of itself I also fixed the layout shift caused by buttons / pricing ![image](https://github.com/tgstation/tgstation/assets/42397676/f8f99d68-4d50-4d73-a266-020487e6764b) ## Why It's Good For The Game Fixes #83571 ## Changelog :cl: fix: Fixed the biogenerator's tabs /:cl: * Biogen refactor + fixes [no gbp] --------- Co-authored-by: Jeremiah <[email protected]>
* Update medical.dm * Automatic changelog for PR #1 [ci skip] * Update kahraman_industries.dm * Delete html/changelogs/AutoChangeLog-pr-1.yml --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Useroth <[email protected]>
* Fixes being permanently attached to tram (#83606) ## About The Pull Request Verifies transport contents at time of tram departure, removing any invalid movables Fixes tgstation/tgstation#77722 ## Why It's Good For The Game Movables no longer get invisibly, permanently attached to the tram in rare event transport moves before contents are updated. ## Changelog :cl: LT3 fix: Fixed bug where players could be invisibly attached to the tram forever /:cl: * Fixes being permanently attached to tram --------- Co-authored-by: lessthanthree <[email protected]>
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