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02-10 merge #102

Merged
merged 46 commits into from
Oct 2, 2023
Merged

02-10 merge #102

merged 46 commits into from
Oct 2, 2023

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Iajret
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@Iajret Iajret commented Oct 2, 2023

07e7b7f

Paxilmaniac and others added 30 commits October 2, 2023 23:10
…ff (#24018)

* man i wish i could test tts content (clueless)

* adds an examine so people can actually figure it out
* Holster upgrade, badassery for everyone (#78642)

## About The Pull Request
Holsters now can be attached to _almost_ any clothing in the suit slot
(jackets, hazard vests, etc.)

Holsters now can hold Captain Antique gun and HoS gun (they are designed
to look like handguns, are normal-sized and can be fitted in the
backpack which is more convenient than a holster)

SecTech now has 4 energy holsters (which can only house medium-sized
energy/laser weaponry) in the premium section.
## Why It's Good For The Game
Holsters being possible to attach to the suits makes them more
convenient to use for those who have their belt slot occupied and don't
have armour while still wanting to have a badass holster. It won't be a
storage abuse as it is still more convenient and stealthy to keep guns
in the backpack (holsters can only hold normal-sized guns).

Captain Antique gun and HoS gun were the only normal-sized guns which
were left over from the holsters. Now Captains and HoSs can spin their
cool guns in their hands.

SecTech having holsters (can only house 1 gun) let Security more easier
access to more badass gear if they really want to. It won't change a lot
as they would've kept their gun on the armour anyway (which holster can
be clipped on).
## Changelog
:cl: DrDiasyl aka DrTuxedo
balance: Holsters can now be clipped to any suit, and house Captain
antique gun and HoS gun. You now can buy holsters from the SecTech
premium section.
/:cl:

* Holster upgrade, badassery for everyone

---------

Co-authored-by: DrTuxedo <[email protected]>
* Feature: bitrunner, a new supply role (READY)

* Delete bepis.dm

* Conflicts

* Update dynamic_rulesets_midround.dm

* Fixing this invalid icon file path

It was trying to use the aesthetics one

* Bepis is dead

* New digi sprites courtesy of CandleJaxx!!

Now in the correct branch!

* Fixing merge conflict

* bitrunning hotfixes [NO GBP]

* Modular health adjustments

* Revert "Modular health adjustments"

This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.

* Modular health adjustments

Only this one should be necessary

* The screenshot test

* Bitrunner den for voidraptor (FOR #23865) (#23891)

* no shower in sight

* lets bitrunners actually get to their room and spawn there

* New digi sprites courtesy of CandleJaxx!!

* Revert "New digi sprites courtesy of CandleJaxx!!"

This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.

---------

Co-authored-by: Giz <[email protected]>

* Removes bitrunning unit tests (#78607)

## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.

The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A

* Update birdshot.dmm

* Tweaks the BEPIS category of the bitrunning order console

* Adds back the flashdark that we had skyrat edited in

* Update tgstation.dme

* Fixes Voidraptor bitrunning den not being connected to the powergrid

---------

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: Giz <[email protected]>
Co-authored-by: Paxilmaniac <[email protected]>
Co-authored-by: Profakos <[email protected]>
Co-authored-by: GoldenAlpharex <[email protected]>
* fixes the tendril blessing (respawning)

* Updates this var to be clearer that we are dealing with the ckey here

---------

Co-authored-by: Giz <[email protected]>
…ze usages + misc improvements (#24027)

* Moves gauze removal signals to gauze destroy, removing weird seep_gauze usages + misc improvements (#78570)

## About The Pull Request

Title.
## Why It's Good For The Game
Gauze removal was handled by using seep_gauze(9999) instead of just
deleting it, which was really fucking weird??

This makes behavior more sensical and modular (you can remove gauze
without using seep_gauze now).
## Changelog
:cl:
code: Gauze removal is now handled by the gauze's destroy instead of
seep_gauze
/:cl:

* Moves gauze removal signals to gauze destroy, removing weird seep_gauze usages + misc improvements

* tgeag vavt jawrjweeat gtyo wuoio

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: SkyratBot <[email protected]>
Co-authored-by: Bloop <[email protected]>
…(#23968)

* Fixes missing grinder in Birdshot's Virology department (#78631)

## About The Pull Request
See, it's right there.

![image](https://github.com/tgstation/tgstation/assets/7019927/6696f699-cba4-48d8-8ebf-840b17e1427e)

Someone had intended to remap all of Virology but it went stale and they
haven't seemed to pick it back up yet, so I might as well fix this while
we wait on it.

## Why It's Good For The Game
Virologists need this for their job and were getting annoyed that they
had to co-opt Chemistry's grinder.

## Changelog
:cl: Vekter
fix: Fixes the missing grinder in Birdshot's Virology department
/:cl:

* Fixes missing grinder in Birdshot's Virology department

---------

Co-authored-by: Vekter <[email protected]>
Co-authored-by: Giz <[email protected]>
Bitrunning "Clown Planet" Mission Fix

Co-authored-by: Singul0 <[email protected]>
Co-authored-by: Giz <[email protected]>
* Basic blob mobs

* Update blackmesa.dmm

* Modular update

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: Giz <[email protected]>
bitrunning hotfix 2 [NO GBP]

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: Giz <[email protected]>
[no gbp] Restores player blob mob attack speeds

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: Giz <[email protected]>
* Increases codeside roundstart Cyborg slots to 3.

* Update cyborg.dm

---------

Co-authored-by: Timberpoes <[email protected]>
Co-authored-by: Bloop <[email protected]>
…mine blocks out starting job information [MDB IGNORE] (#23990)

* Fix roundstart crewmembers not getting their radio hint message / Examine blocks out starting job information

* Update job.dm

* Fixing the modular stuff

This really needs to be refactored to be less edits in the future...

---------

Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: Bloop <[email protected]>
… [MDB IGNORE] (#24033)

* Removes all spawn locations of the awakened plush except the bus ruin (#78559)

It's supposed to be a coderbus easter egg, stop putting it elsewhere. I
want it to stay rare enough that it confuses people when it makes it to
the station.

The secure closet had it on the loot table and due to how that's coded
it has to have something replace the slot (or rework the loot spawning
code there) so I put a live bomb in the slot instead.

:cl: ninjanomnom
del: An easter egg plushie that was spawning where it shouldn't has been
brought back home.
add: The secure closet can now spawn live gibtonite, enjoy your free
bomb.
/:cl:

* Removes all spawn locations of the awakened plush except the bus ruin

---------

Co-authored-by: Emmett Gaines <[email protected]>
…] (#24042)

* Fixes runtime when baking foods that don't have reagents. (#78675)

## About The Pull Request
Fixes #78672

Not all baked foods have reagents
![Screenshot
(313)](https://github.com/tgstation/tgstation/assets/110812394/c2b2440a-f94e-42c7-9524-7316714aef2e)

but when it does then we can clear them and transfer reagents from the
original object to the final baked product

## Changelog
:cl:
fix: Aloe and other baked foods that don't have reagents can be baked
again without turning to ash
/:cl:

---------

Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>

* Fixes runtime when baking foods that don't have reagents.

---------

Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* No Nunsense (#78616)

## About The Pull Request

(EDITED: Added the suit to chaplain vendor and edited the suit sprite
slightly, naming it religious habit instead of nun robe.
On the nun modesty scale of 1 being a streetwalker in a veil and 10
being mother superior Inviolata the battleship, the old nun suit was a
10, the new outfit pre-edit a 5, and post edit a 7, plus gender neutral
so opening up for more characters. Overall a worthy tradeoff.)

Adds new Chaplain outfit to Autodrobe & Chaplain vendor

## Why It's Good For The Game

Alternative drip for chaplains (nuns) that looks better on some
character due to
* Slimmer
* More black
* Blacks blue shaded not red so better compliment color for some
accessories / skin colors

Why not replace old nun suit? I like the old one too, but its chonky and
lots of white areas so don't always fit.
Why autodrobe? Bit more options for religious costumes in there doesn't
hurt.

![Nunsense](https://github.com/tgstation/tgstation/assets/110836368/6f0f3846-527d-4f08-bf42-2268db351c16)

![habit](https://github.com/tgstation/tgstation/assets/110836368/e35b03d0-260e-40ea-9e0a-461e2761dcac)
(the lower image is post-edit)

## Changelog
:cl:
image: new chaplain outfit
/:cl:

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* No Nunsense

---------

Co-authored-by: NPC1314 <[email protected]>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* another one of you ceo types

* readds them
* [NO GBP] simplifying fishing line shitcode. (#78358)

## About The Pull Request
This should also fix the hooked item exploit for real now, but to avoid
further goofs, I'm keeping this as a draft until I finish running the
game locally.

## Why It's Good For The Game
Closes #78357.

## Changelog

:cl:
fix: Actually fixed the hooked item exploit.
/:cl:

* [NO GBP] simplifying fishing line shitcode.

---------

Co-authored-by: Ghom <[email protected]>
…24037)

* TGUI panel font setting overrides applies to all text (#78621)

## About The Pull Request

Fixes #65747

Title summarizes all. Achieved by injecting a new style sheet with a
pretty aggressive rule that overrides all text. Please let me know if
what I am doing is valid and legal, tbh I have no idea what I was
reading most of the time and what I did feels very cursed
## Why It's Good For The Game

Accessibility, being able to consistently use your chosen font is
important.
## Changelog
:cl:
qol: Font settings in the chat panel applies to all text now.
/:cl:

* TGUI panel font setting overrides applies to all text

---------

Co-authored-by: distributivgesetz <[email protected]>
* Refactors Supermatter Spiders into Basic Mobs (#78653)

## About The Pull Request

Short n' simple, just refactors these nasty buggers to be basic mobs.
Dirt-cheap AI for an admin-only spawn.
## Why It's Good For The Game

Smarter AI, less wack code, better implementation of certain aspects,
etc.

Also fixed a bug where these guys could be causing runtimes since they
would qdel mobs with a client by just adding a quick ghostize (the mob
will have had `death()` called on it already by that point so nothing
should realistically change anyways)
## Changelog
:cl:
refactor: Supermatter Spiders have been refactored into basic mobs, on
the extremely off chance you spot one and also notice any weird bugs
regarding it, please report it.
/:cl:

* Refactors Supermatter Spiders into Basic Mobs

---------

Co-authored-by: san7890 <[email protected]>
…ORE] (#24039)

* Adds warden to default required enemies for dynamic rulesets (#78610)

## About The Pull Request

The parent/default for rulesets had all the other metaprotected roles
except warden. Adds warden to the list as I suspect this was an
oversight.

## Why It's Good For The Game

It's an edge case, but if you're using the default required enemies for
some reason, you probably should count the other guy with access to all
the guns too.

## Changelog

:cl:
fix: Added warden to list of default required enemies for rulesets.
/:cl:

* Adds warden to default required enemies for dynamic rulesets

---------

Co-authored-by: Higgin <[email protected]>
…dition) [MDB IGNORE] (#24038)

* ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition) (#78500)

## About The Pull Request

**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.

![image](https://github.com/tgstation/tgstation/assets/41715314/ff9bf038-524d-44fc-81bb-c6ff97fef6dd)
This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:

### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.

The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.

### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**

Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.

All purchases are treated as private and must be opened by the recipient
like private orders.

### 3. Selling High

It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.

**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**

Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors

**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**

**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**

Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.

### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.

**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
  <summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.

So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.

Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.

When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.

In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>

## Why It's Good For The Game

This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.

**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why

**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.

Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.

## Changelog
:cl:
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/:cl:

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition)

---------

Co-authored-by: ArcaneMusic <[email protected]>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
…ne drawing time, Codex Cicatrix is easier and roundstart knowledge [MDB IGNORE] (#24043)

* Heretic Rebalance -  Main Knowledge gives free Side points, reduced rune drawing time, Codex Cicatrix is easier and roundstart knowledge

* Update code/modules/antagonists/heretic/heretic_antag.dm

---------

Co-authored-by: carlarctg <[email protected]>
Co-authored-by: Pinta <[email protected]>
* retvrn

* ok fine i guess you can have 135 health

---------

Co-authored-by: Hatterhat <[email protected]>
hasta la vista baby hasta la vista baby

Co-authored-by: Hatterhat <[email protected]>
… [MDB IGNORE] (#24049)

* Security Officers can now Download the Plexagon Crew Manifest PDA App (#78678)

## About The Pull Request

Despite starting with the Plexagon app, security officers did not have
sufficient access to actually download the app onto new machines. Now
they do.
## Why It's Good For The Game

Its weird and unintuitive to start with an app but not be able to
download it if you have to get a new PDA.
## Changelog
:cl:
fix: Security officers can now download the crew manifest PDA app that
they start with.
/:cl:

* Security Officers can now Download the Plexagon Crew Manifest PDA App

---------

Co-authored-by: GPeckman <[email protected]>
* interface item

* the surprise tool

* research

* lore

* Update rsd_interface.dm

* Update modular_skyrat/modules/modular_implants/code/soulcatcher/handheld_soulcatcher.dm

Co-authored-by: Bloop <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: Bloop <[email protected]>
* the goods

* Update scryer.dm

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Update scryer.dm

* Update scryer.dm

* Apply suggestions from code review

* Update modular_skyrat/modules/modular_implants/code/nifsofts/scryer.dm

* Apply suggestions from code review

* pain

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Update modular_skyrat/modules/modular_implants/code/nifsofts/scryer.dm

---------

Co-authored-by: Bloop <[email protected]>
* vacancy

* more code :3

* ui

* research

* Update nif_research.dm

* Update SoulcatcherUser.js

* a suggestion from a wise rat

* lore :3

* final touches

* sprites

* fixes an issue

* Update games.dm

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Update attachable_soulcatcher.dm

---------

Co-authored-by: Bloop <[email protected]>
vinylspiders and others added 15 commits October 2, 2023 23:10
…44) (#24032)

Adds user feedback for going over order limits in cargo console (#76344)

This'll prevent weird "above the max by accident" cases, and also uses
defines instead of hardcoded stuff. This code is often duped, wish we
had a better way of handling it.

Oh also removes a few safety copies before for loops that aren't
actually needed (for x in list copies the list)

Better UX, slightly saner code

Co-authored-by: LemonInTheDark <[email protected]>
… [MDB IGNORE] (#24031)

* Gives sci departmental order consoles access to canstiers & materials

* Update department_order.dm

* Update department_order.dm

* Update department_order.dm

* Revert "Update department_order.dm"

This reverts commit 7eb517ae2b11e81c9f9171a52df537101b9b658d.

* Revert "Update department_order.dm"

This reverts commit ef1a18e4925ddca3e0b6e6b04e8211d1bc012d83.

* Update department_order.dm

---------

Co-authored-by: nikothedude <[email protected]>
Co-authored-by: Bloop <[email protected]>
… (#24052)

* The fishing portal generator expansion (plus skill-chip) (#78203)

## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

:cl:
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/:cl:

* The fishing portal generator expansion (plus skill-chip)

---------

Co-authored-by: Ghom <[email protected]>
* Grand Ritual Finale: An end to death (#78497)

## About The Pull Request

Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

![dreamseeker_7SwMsSrnt1](https://github.com/tgstation/tgstation/assets/7483112/5b794bcc-fcba-46b5-b228-e95aa685942d)
Here's a gif sped up for example purposes.

You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.

Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`

shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)

## Why It's Good For The Game

This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.

## Changelog

:cl:
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/:cl:

* Grand Ritual Finale: An end to death

---------

Co-authored-by: Jacquerel <[email protected]>
…B IGNORE] (#24055)

* Revert font scaling in TGUI chat back to its prior implementation (#78708)

## About The Pull Request

I tried to fix an issue that wasn't even an issue, and then I made it
worse. That's pretty much a classic for me.

Implementation for font sizes should be the same as before
tgstation/tgstation#78621
## Why It's Good For The Game

Fixes #78692
## Changelog
:cl: distributivgesetz
fix: Font scaling in TGUI chat has been reverted to its original
implementation.
/:cl:

* Revert font scaling in TGUI chat back to its prior implementation

---------

Co-authored-by: distributivgesetz <[email protected]>
* Update energy_gun.dm

* upstream to downstream again

* Create 2023-09.yml
* quick refactor

* wew

* Update hypnosis.dm

* Update hypnosis.dm

* Update hypnosis.dm

* Update hypnosis.dm

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: Bloop <[email protected]>
* Removes duplicate icons from belt.dmi (#78693)

Fix bug and whatever

![Screenshot_8](https://github.com/tgstation/tgstation/assets/38563876/d9712152-9f13-43e4-8fd8-bee56c19a66f)

* Removes duplicate icons from belt.dmi

---------

Co-authored-by: Mickyan <[email protected]>
* Pulls over some changes I made on wallening (#78690)

## About The Pull Request

Uses junctions for smoothing, rather then base dirs Also adds a
macro/vars for setting base_pixel_z/w, suprise tool which will help us
later

* Pulls over some changes I made on wallening

---------

Co-authored-by: LemonInTheDark <[email protected]>
* Fixes Listening Post Door (#78682)

## About The Pull Request
Moves the door on the listening post where the comms agent spawns to the
doorway, and puts an access helper on the door.

![image](https://github.com/tgstation/tgstation/assets/86125936/b8a136c4-ce2f-4e19-a124-13c488091b81)
## Why It's Good For The Game
Puts the door where the door needs to be, and gives it proper access
requirements.
## Changelog
:cl:
fix: fixed misplaced door on syndicate listening post
/:cl:

* Fixes Listening Post Door

---------

Co-authored-by: Ical <[email protected]>
…IGNORE] (#24064)

* [no gbp] Reduces click cooldown of more primarily player-controlled mobs (#78686)

## About The Pull Request

Fixes #78679
We made a change to synchronise mob attack speed when controlled by
players and when controlled by AI but this ended up reducing the attack
speed of a few mobs which are primarily controlled by players. This
wasn't meant to be a balance change, so we should revert it for those
mobs.
People can use it as a balance lever later if they want (preferably
after Swing Combat is merged).

## Changelog

:cl:
fix: Spiders, Morphs, Fire Sharks, and Regal Rats no longer have a
reduced click speed.
/:cl:

* [no gbp] Reduces click cooldown of more primarily player-controlled mobs

---------

Co-authored-by: Jacquerel <[email protected]>
* adds boxes of bandages, and bandages to go in them (#78406)

## About The Pull Request
have you ever walked into medbay, picked up a suture, and asked yourself
"how do i know how to stitch myself up?"
do you long for the simplicity of a bandage that can be popped on, no
thought required?
well, look no further! now introducing, the DeForest First Aid Bandage!

![image](https://github.com/tgstation/tgstation/assets/110322848/bb737393-0e2b-4773-a673-ab784a409bed)
each box of bandages holds five each, which are all one time use items.
using one heals up to 25 brute damage from a single part of the body.
boxes of bandages will drain much faster than sutures, and are much less
precise for healing specific increments of damage, but heal more in
exchange. they are also worse at stopping blood loss, but not completely
useless for it.

they can be found in a handful of places:
(some) high value medkits
in paramedic's pockets
some medbay lobbies
some cargo holds
all sec infirmaries
in goodies on the cargo console
maint loot
and nanomeds!

i considered making these replace brute kits, but those are used in a
lot of old references, so it felt a bit passe. so i made a new item that
is a bit more balanced, so they can be mapped in and added to vendors
without much worry.
## Why It's Good For The Game
cute item, heals the people who wouldn't really be going into medbay
anyways, and is fairly flavorful. if it's a bit too strong as is i can
tweak the number, but the goal is to not be powerful enough to outshine
sutures, while still offering somewhat effective healing for rough
housing assistants and antags
## Changelog
:cl:
add: adds boxes of bandages, a quick healing item
/:cl:

* adds boxes of bandages, and bandages to go in them

* Update medical_boxes.dm

* Update VoidRaptor.dmm

---------

Co-authored-by: Lamb <[email protected]>
Co-authored-by: lessthanthree <[email protected]>
* Tweaks railings to stand and look taller (#78598)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/41715314/e905463f-6b83-4ff2-b265-7029d542301a)

This Pull request updates the sprites used by railings, including both
directional, corner, outer corner, and rail ending sprites.
Additionally, I've placed railings on the GAME_PLANE_UPPER plane, so
that visually it looks like railings in front of a player can physically
stand in front of the player.

## Why It's Good For The Game

This ports the railing sprites I did for The Wallening (tm) onto live,
providing a 3/4ths perspective sprite, in addition to the fact that
it'll help sell the height of objects by layering in a more satisfying
way.

Not to mention, I just think they're way better than current railings,
where are both ancient and super flat sprites.

## Changelog

:cl:
image: Railings have had a visual update.
/:cl:

* Tweaks railings to stand and look taller

---------

Co-authored-by: ArcaneMusic <[email protected]>
@Iajret
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Iajret commented Oct 2, 2023

sooqa bitrunners ya hate cyberpunk

@Iajret Iajret merged commit 7410332 into Fluffy-Frontier:master Oct 2, 2023
21 checks passed
@Iajret Iajret deleted the 0210merge branch October 11, 2023 11:59
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