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[MDB IGNORE] [IDB IGNORE] Maintrawrence #542
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* Updates icemoon_underground_lavaland.dmm (#84576) ## About The Pull Request Somebody pointed out that the Lavaland-on-Icebox ruin is basically a big square with a smaller square in the middle. I poked at it and found inspiration. I opted to lean more into an idea hinted at in a lore-note of the original ruin: the cult imprisoning The Last Drake brought about more creatures which they couldn't contain. Instead of just creatures though, I imagined the whole lavaland area as consequence of the occult. Their cult walls are broken by the rift from lavaland, the Necropolis' power corrupting and claiming it. The interior is mostly unchanged - just lavaland random gen, and the Prison in the middle. Breaking into it will release The Last Ash Drake. The entrances have more variety now, with one being controlled by legion and another entirely claimed by The Necropolis. Additionally, miners can simply dig through the ashen spikes that broke through during the ritual. - **Atmos interaction was tested as thoroughly as I could. Nothing occurs until a player causes it by breaking a wall/opening a door, the same as the current ruin** - Additionally created a mapfluff file for the ruin, with a cult outfit/corpse, legion that drops said corpse (because the cult got infected by them!), the lore notes, ~~and codeifies The Last Ash Drake rather than it being a mapedit~~ (NVM no more simplemobs can be coded). - Also renamed the map to Lavaland Incursion because that's so much cooler than Site ![image](https://github.com/tgstation/tgstation/assets/76465278/81851b8c-e328-4ac4-b221-26bcb1b890db) ## Why It's Good For The Game Ruins deserve love and care, including our big boxes. ## Changelog :cl: add: updated Icebox's lavaland ruin. The incursion grows... /:cl: * Updates icemoon_underground_lavaland.dmm --------- Co-authored-by: OrionTheFox <[email protected]>
…yrat-SS13#28624) * Adds a breathing sound while using internals of any kind (#84529) ## About The Pull Request Spess men will now hear their own breathing while using internals, most noticeable while on space. It's low enough that it shouldn't affect anything normally, and only the person with internals can hear it. If you have misophonia or for some other reason dislike the sound, it can also be toggled off in the game settings. ## Why It's Good For The Game It truly makes you FEEL like you're breathing via a mask connected with an oxygen tank. It also, potentially, can remind you that your internals are on when it's not needed. ## Changelog :cl: DATA_, with sounds made by Beebblie sound: You will now be able to hear your muffled breathing while using internals. This can be turned off in the game settings. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds a breathing sound while using internals of any kind --------- Co-authored-by: DATAxPUNGED <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
… photon cannon. (Skyrat-SS13#28625) * Adds a new anomaly core item to Illumination technology, the photon cannon. (#84368) ## About The Pull Request This PR adds a new gunkit to the **Illumination Applications** tech node acquired via BEPIS techs. For years, this funny little tech node has been one of the lamer results from the BEPIS tech pool, only offering constructable unique hardhats and access to a micro RLD. Well, lets just say, badda bing https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda The photon cannon is craftable via a lathed gunkit obtained from the security lathe, which fires 4 shots per recharge. Each shot, on direct contact with a mob, acts like a severity 3 flash. The shot also distinctly slows down after traveling, so you can more effectively gauge where it's going to stop moving, as when it reaches it's travel distance, it will perform a weaker AOE severity 1 flash. Direct hits will effect silicons, while the AOE flash will not. Direct hits only deal 5 ***STAMINA* damage. The Gunkit requires a flux anomaly core to be crafted, completing with the tesla gun in this respect. ## Why It's Good For The Game There's been some discussion about how we've hoping to offer higher power features and options to the game at large using anomaly cores, and flux anomalies are currently only used for guns, which is rather unfortunate. The bigger issue, I'd suppose, is that every gun that flux anomalies can produce are considered lethal, with the event horizon gun and tesla gun. And honestly, by comparison, the tesla is not lethal enough to use to any real effect, or practical enough to bother science enough for the core. The photon cannon, however, works as a rather effective crowd control weapon for breaching and incapacitating crewmates, making it ideal for wardens dealing with large tides of crewmates, officers breaking into bases, or ~~the captain trying to burn down your library dnd game, DOUGLAS~~ Overall, it's still a fairly low power weapon, and sits in a niche place somewhere between a dragNET, flashbang-loaded grenade launcher, the flash, and the ion-cannon, with it's versatility coming from core rarity and requiring a BEPIS tech. **I have since updated this PR so that this gun deals stamina damage instead of energy damage, and contact with the energy ball deals a short period of confusion.** ## Changelog :cl: add: The Illumination Applications technode now includes a gunkit for a new gun, the Photon Cannon. /:cl: * Adds a new anomaly core item to Illumination technology, the photon cannon. --------- Co-authored-by: ArcaneMusic <[email protected]>
* More techweb tweaks [NO GBP] (#84574) ## About The Pull Request More QoL tweaks and rebalance towards easier unlocking of high tier nodes by doing discount experiments. ## Why It's Good For The Game More ways to unlock desired nodes. ## Changelog :cl: balance: Techweb: High yield explosive is now a discount experiment for Exotic Ammo node, giving more free points balance: Techweb: Replaced the botany/xenobio discount experiments with a new mutant scan experiment for the Gene Engineering node balance: Techweb: Damaged mech scan is a discount experiment for tier 4 Mech Energy Guns node, giving twice more free points balance: Techweb: Added a new anomaly scan experiment that gives full discount for the Advanced Anomaly Shells, also moving the node to tier 5 balance: Techweb: Moved mech RCD to the Experimental Tools node balance: Techweb: Moved handcuffs to T2 security node, leaving only zipties in T1 balance: Techweb: Non-human Autopsy is a discount experiment instead of a required one now balance: Techweb: Parts scan experiments require 6 machines instead of 4 del: Techweb: Removed the New Toys node moving contents to sec and medbay trees qol: Made air horn craftable from a spraycan and a bikehorn qol: Techweb: Better wording on the slime scan experiment /:cl: * More techweb tweaks [NO GBP] * Update microfusion_techweb.dm --------- Co-authored-by: Andrew <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
…nkeys, corpse spawners, and fresh characters) (Skyrat-SS13#28582) * Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) * fix conflict --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
) * Mind links won't highlight your own messages (#84625) ## About The Pull Request Linked speech now prevents messages from highlighting if its a message you sent, or if you are the owner of said link. Also, linked speech messages are now marked as radio messages, for chat tab purposes. ## Why It's Good For The Game Because when you have your own name highlighted, it's annoying having every message with `[Shion Rosenthal's Slime Link]` highlighted, even if it's _my own_ message. ## Changelog :cl: qol: Linked speech now prevents messages from highlighting if its a message you sent, or if you are the owner of said link.. qol: Linked speech messages are now marked as radio messages, for chat tab purposes. /:cl: * Mind links won't highlight your own messages --------- Co-authored-by: Lucy <[email protected]>
* New Traitor mech: Justice. (#84097) ## About The Pull Request Adds new mech that can be created from emaged fabricator. To craft this mech you need: 1. Emag Fabricator to recive Justice disgine(done this, fabricator will emit a text and sound signal that can reveal you). 2. You need to craft it like any other mech but you also need 8 telecrystals to finish constraction. 3. To board a mech you need syndicate access (traitor can get it by purchasing an agent card). About Mech: Video: https://youtu.be/QwJfO_lbLK0 Text: Health 200 Damage 60 Only melee attacks(can't attach range weapons(can't attach anything in his arms at all)) Block chanse 60 Speed - in safty mode 2.5 in combat mode 4.5 Attack effects: In addition to damage, it has a 50 percent chance of cutting off an arm or leg (does not put you to sleep or give a knockdown effect when hit like regular combat mechs do). If a target in crit or stun makes a finishing attack instead of a regular attack, the mech says an epic phrase and after a second cuts off the target's head by dashing through the target. Special actions(can't be used if mech in safty mode): Invisability - Makes the mech invisible for 20 seconds. If the mech is pushed or collides with someone or if the pilot presses the invisibility button again, the mech will no longer be invisible and will go into a 5 second cooldown (the same will happen after 20 seconds). If you attack in invisibility, then instead of a normal attack the mech will make an AoE 3x3 attack 1 second after pressing (the attack will be accompanied by a sound and visual effect and for a second the mech will not be able to move, which gives enemies time to run away from the attack). Upon completion AoE attack, everyone( except peoples in crit and in stunned condition) in a 3x3 radius will receive 35 damage and a 25 chance of having one of their limbs cut off. Charge Attack - Mech makes a dash towards the cursor at a distance of up to 7 cells, breaking all obstacles in its path. If the obstacle is a living person (and he is not in crit and is not stunned) then he will receive 35 damage and a 25 chance of cutting off a limb. Cooldown 5 Seconds. P.S. Also added emag_act on fabricator so you can put any new secret traitor mechs on it. Also made the sounds of mech melee attacks to vars so that it would be more convenient to change them. Also fix a runtime error where if you set something in the mech's max_equip_by_category to 0, the mech UI panel doesn't load. ## Why It's Good For The Game Adds a traitor mech with fun and interesting mechanics. This is a new mech with new unique abilities that turns the battle with you into a boss fight. ## Changelog :cl: add: New traitor mech: Justice. Emag fabricator to get it. /:cl: --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * New Traitor mech: Justice. --------- Co-authored-by: Xackii <[email protected]> Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Portable atmos machines` circuitboards (#84201) ## About The Pull Request Made portable atmospheric machines buildable as any other machines. ![image](https://github.com/tgstation/tgstation/assets/3625094/57c09495-85f7-4417-a109-aedebc723048) ## Why It's Good For The Game These are simple machines that are limited by the map spawn amounts and cargo orders for no good reason. While much more complex machinery can be built. Also allows for the construction of pipe scrubber introduced in #84187 ## Changelog :cl: qol: portable scubber, pump and pipe scrubber are buildable as any other machines /:cl: * Portable atmos machines` circuitboards --------- Co-authored-by: Andrew <[email protected]>
…y cores and the supermatter. (Skyrat-SS13#28633) * You can now craft a singularity hammer using all nine anomaly cores and the supermatter. (#84194) ## About The Pull Request You can now craft a singularity hammer using all nine anomaly cores and the supermatter. ## Why It's Good For The Game ![Discord_Rvq2vyhZqR](https://github.com/tgstation/tgstation/assets/4081722/b0414950-86b2-4467-bafe-aeef9c44e7f7) Also ![Discord_ZaKC0N5uAj](https://github.com/tgstation/tgstation/assets/4081722/74740e71-52e5-47f7-9a44-0b3ccb7028b3) ## Changelog :cl: add: You can now craft a singularity hammer using all nine anomaly cores and the supermatter. /:cl: * You can now craft a singularity hammer using all nine anomaly cores and the supermatter. --------- Co-authored-by: Iamgoofball <[email protected]>
…8634) * Various minor fixes to bounty hunter shuttles (#84611) ## About The Pull Request Another continuation of fixing shuttle issues such as bad offsets on the camera console, ships not fitting in the camera console's view and ships flying the wrong way <details> <summary>Full changes</summary> - Fixed incorrect camera offsets on the following: hunter_space_cop.dmm, hunter_russian.dmm, hunter_bounty.dmm, hunter_psyker.dmm, hunter_mi13_foodtruck.dmm - Fixed the following shuttles flying in unexpected directions: hunter_space_cop.dmm, hunter_russian.dmm, hunter_bounty.dmm, hunter_psyker.dmm - Increased view_range on Psyker hunters' navigation console so the entire ship is in the console's view </details> ## Why It's Good For The Game Shuttles should fly in their intended direction and the ship should be centred in the camera view and fit the whole ship. ## Changelog :cl: qol: Increased view_range on the Psyker Bounty Hunters' Shuttle navigation console. fix: Fixed the shuttle navigation console camera eye being incorrectly offset on: the SpacePol van, the Russian bounty hunters, the default bounty hunters, the Psyker bounty hunters, and the MI13 Foodtruck. fix: Fixed the SpacePol van, Russian bounty hunters, default bounty hunters, and Psyker bounty hunters' shuttles all flying in incorrect directions. /:cl: * Various minor fixes to bounty hunter shuttles --------- Co-authored-by: aaaa1023 <[email protected]>
* Swap goodie case locked/unlocked textures (#84627) ## About The Pull Request I played a bit today, and got really confused as to why the goody case textures looked open when closed and closed when open again. Anyhow, this just swaps them back again. ![image](https://github.com/tgstation/tgstation/assets/42909981/7bd66798-9191-4029-9633-0968080dc861) Where `secure` is used when unlocked, and `secure_locked` is used when locked, such that its lock is open when it's actually open. ## Why It's Good For The Game It's unintuitive for the case to be locked when its lock is visibly open and unlocked when its lock is visibly closed. ## Changelog :cl: image: Goody case locked/unlocked sprites have been swapped again, having a gap for unlocked and no gap for locked. /:cl: * Swap goodie case locked/unlocked textures --------- Co-authored-by: _0Steven <[email protected]>
* Attempts to put out the CI fires (#84277) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/13398309/d58de3f2-5adc-48f0-b207-608499f04250) A lot of this all of a sudden, I am going to assume it's related to the recent spark changes, which are most likely causing (literal) fires in the testing area. Fixes tgstation/tgstation#84161 Fixes NovaSector/NovaSector#3123 I'm still testing this one with a few CI runs but the timelines match up with roughly around the time of the spark PR; it's most likely the culprit. EDIT: 8 CI runs so far and the issue has not come up, I am fairly confident it was the sparks + fuel puddle combination that was the problem. EDIT EDIT: Found one more issue with /datum/material/plasma that needs to be dealt with. EDIT EDIT EDIT: Issue resolved ## Why It's Good For The Game Save the burninating for in-game please! ## Changelog Not player facing * Attempts to put out the CI fires --------- Co-authored-by: Bloop <[email protected]>
…rat-SS13#28535) Moving some inventory-related procs to the right files. Co-authored-by: Ghom <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
…re Pens (Skyrat-SS13#28555) * Adds Xenobio (BZ) reinforced floor turfs to Xenobiology Secure Pens * fix --------- Co-authored-by: Ormebia <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
More fixes for teshari/vox
…yrat-SS13#28729) * Fixes an unrestricted airlock in metastation brig maints (#84753) ## About The Pull Request Fixes this ![image](https://github.com/tgstation/tgstation/assets/96586172/84d544fd-80d4-4050-8daa-e2d0ed044fc3) ## Changelog :cl: grungussuss fix: fixed an unrestricted airlock in metastation brig maints /:cl: * Fixes an unrestricted airlock in metastation brig maints --------- Co-authored-by: grungussuss <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
* exodrone sign part 2 (#84606) ## About The Pull Request Adds a sign for the exodrone rooms ## Why It's Good For The Game Sub-departments usually have signs to find them easier. Exodrone rooms are usually out of the way. i think 2 or 3 maps have them tucked away in maint. ## Changelog :cl: add:Exodrone signage /:cl: * exodrone sign part 2 --------- Co-authored-by: rageguy505 <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
…s to respond to (Skyrat-SS13#28734) * Adds a signal to the stamina crit status effect for listeners to respond to * Update status_procs.dm * Update stamcrit.dm --------- Co-authored-by: Xander3359 <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
* Lighter/zippo/cigarette sounds * Update cigs_lighters.dm * Delete modular_skyrat/master_files/sound/items/zippo_open.ogg --------- Co-authored-by: grungussuss <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
…nitpick (Skyrat-SS13#28749) * [NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#84777) ## About The Pull Request I've forgotten to fill the `loot_list` arg of the `skew_loot_weight` call, and I'm preventing the maintenance spawners from running the proc more times that necessary, also stopping the `no_decal` subtype from removing decals typepaths from the global `maintenance_loot` list. ## Why It's Good For The Game Pseudo-bugfixing. ## Changelog N/A * [NO GBP] Fixes the loot weight config + maintenance spawner nitpick --------- Co-authored-by: Ghom <[email protected]>
* Fix chem dispenser feedback (#84781) ## About The Pull Request When the beaker is full, chem dispenser thinks it should dispense 0 chemicals. If 0 chemicals should be dispensed, `cell.use` returns 0. The same value is returned when there isn't enough energy in the cell. Because of that, the dispenser was confused and gave off the wrong message. I added a check to fix that. Closes #84780. ## Why It's Good For The Game Bug bad ## Changelog :cl: fix: fixed dubious chem dispenser feedback when the beaker is full /:cl: * Fix chem dispenser feedback --------- Co-authored-by: zoomachina <[email protected]>
…28751) * Various minor fixes for the remaining shuttles (#84667) ## About The Pull Request Final part of the 5 part series of fixing all the shuttles. This one is mostly more of the same except that there were a few shuttles that had templates so they would show up in the shuttle manipulator but seemingly there is no actual map file for them. <details> <summary>Full changes</summary> - Fixed the following shuttles flying in unexpected directions: ferry_base.dmm*, ferry_meat.dmm, ferry_lighthouse.dmm, ert_bounty, cargo_kilo.dmm, cargo_pubby.dmm, cargo_delta.dmm - Fixed ert_bounty.dmm having incorrect offsets in its navigation console - Removed: the Northstar ferry template, Omegastation arrivals shuttle template, Donutstation cargo ferry template: I don't think any of these shuttles exist. I looked around in the map folder and couldn't find any of them. Trying to load one of them in the shuttle manipulator will just cause a runtime because it cant find a docking port. I don't know if I just missed these or if they don't exist, but it seems like the latter. *The ferry is kind of debateable on which direction it's supposed to fly because it has engines on both sides but i'm going with the side that has more engines being the "back" </details> ## Why It's Good For The Game All the shuttles should now fly in their intended directions and all the navigation consoles should all be centred so they're usable. The templates were removed because it doesn't really make sense to have entries in the shuttle manipulator for shuttles that don't exist and cannot be spawned. ## Changelog :cl: del: Removed the shuttle manipulator entries for the following shuttles: Northstar ferry, Omegastation arrivals shuttle, and Donutstation cargo ferry. (These shuttles didn't actually exist but they still had entries in the manipulator.) fix: Fixed the following shuttles flying in unexpected directions: Basic CC Ferry, Meat Ferry, Lighthouse Ferry, ERT bounty shuttle, Kilo cargo shuttle, Pubby cargo shuttle, and Delta cargo shuttle. fix: Fixed the ERT bounty shuttle having incorrect offsets in the shuttle navigation console. /:cl: * Various minor fixes for the remaining shuttles --------- Co-authored-by: aaaa1023 <[email protected]>
…3#28753) Update akh_frontier.dm
* Fixes Exosuit Stress Failure not working (#84776) ## About The Pull Request Closes #84762 It was missing total_requirement which defaulted to 0 and made it not generate properly. ## Changelog :cl: fix: Exosuit Stress Failure experiment now works /:cl: * Fixes Exosuit Stress Failure not working --------- Co-authored-by: SmArtKar <[email protected]> Co-authored-by: SpaceLoveSs13 <[email protected]>
…hing instead of pulling it (Skyrat-SS13#28754) * Living flesh now has a 30/70% chance to touch the targeted thing instead of pulling it (#84752) ## About The Pull Request Sister PR to #84749 Living flesh arms now have a 30% (70% if you have combat mode on) chance to touch the thing they're targeting instead of pulling it. You can end up punching a random person, or, to much more hilarious results, a heretic influence or the supermatter crystal. Additionally, adds a ``silent`` argument for ``swap_hand`` proc, false by default and will prevent failure message from appearing when trying to swap hands while dual wielding an item if true ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/44720187/aa7b5e13-7198-4c8b-8ecf-5e9ebf3403aa) It allows for absolutely hilarious situations which is perfect for the anecdote generator that SS13 is ## Changelog :cl: add: Living flesh arms have a chance to actually touch the thing they're targeting instead of pulling it. Careful with supermatter! /:cl: * Living flesh now has a 30/70% chance to touch the targeted thing instead of pulling it --------- Co-authored-by: SmArtKar <[email protected]>
RogueStationAI
requested review from
ORCACommander and
Kittayecat
as code owners
July 10, 2024 00:13
i'll deal with the linter bs tommorow |
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