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02-10 merge #102
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02-10 merge #102
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…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]>
hair this adds hair
* 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]>
…926) crowd control Co-authored-by: Hatterhat <[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]>
…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]>
sooqa bitrunners ya hate cyberpunk |
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