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[MDB IGNORE] [IDB IGNORE] Maintrawrence #542

Merged
merged 1,539 commits into from
Jul 26, 2024
Merged

[MDB IGNORE] [IDB IGNORE] Maintrawrence #542

merged 1,539 commits into from
Jul 26, 2024

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SkyratBot and others added 30 commits July 4, 2024 20:54
* 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]>
SkyratBot and others added 20 commits July 9, 2024 18:51
…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]>
* 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]>
@ORCACommander
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i'll deal with the linter bs tommorow

@ORCACommander ORCACommander merged commit a6adb80 into master Jul 26, 2024
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