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[MIRROR] [Modular] DS-2 QoL changes #2803

Merged
merged 2 commits into from
Apr 10, 2024
Merged

[MIRROR] [Modular] DS-2 QoL changes #2803

merged 2 commits into from
Apr 10, 2024

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Steals-The-PRs
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Original PR: NovaSector/NovaSector#1875

About The Pull Request

Some small quality of life changes for DS-2, mostly some stuff I overlooked when I was re-doing DS-2/Interdyne for Skyrat last year.

This adds:

  • A defib in a medical crate in DS-2's cargo bay.
  • Tier 4 part boxes instead of tier 1s in their R&D area, along with a bluespace RPED.
  • A few extra building materials.
  • Windoors around the botany trays in DS-2's botany area.

How This Contributes To The Nova Sector Roleplay Experience

Here's my reasoning for each change one by one below.

Defib:
This should be used to revive folks in emergencies as Interdyne might not always be available. They can print these already, but they should really start with one for niche scenarios where someone might die early into the round before science has researched medical tech. Having to potentially wait 20-30 minutes or more to get revived because the station isn't researching medical stuff would suck.

Parts:
Someone gave Interdyne tier 4 part boxes and a bluespace RPED - so it feels a little odd that DS-2 only starts with tier 1 parts since R&D is supposed to be a part of their whole shtick! I gave DS-2 some (two) deluxe boxes as well to bring them up to par with their lavaland neighbors.

Building Materials:
I gave them some extra plasma & titanium since their base is made of plastitanium and I wanted to allow a bit more wiggle room for repairs and potentially smaller-scale construction projects in the event Interdyne isn't around. It's just an extra 10 sheets, but if this is too much let me know and I can tone it back down - DS-2 should still primarily rely on Interdyne for materials.

Windoors:
Windoors in botany. These make it a bit easier to avoid cross-contamination. Yippee.

Proof of Testing

image

Changelog

🆑 SchizophrenicFelinid
qol: Small changes to make life a little easier on DS-2 - such as a defibrillator, better stock parts, and extra building materials.
/:cl:

* ds2-qol

* small change

* windoors in botany... why didn't they have these already?

---------

Co-authored-by: NotDhu <[email protected]>
@mogeoko mogeoko merged commit b5a6c77 into master Apr 10, 2024
24 checks passed
@mogeoko mogeoko deleted the upstream-mirror-1875 branch April 10, 2024 18:38
AnywayFarus added a commit that referenced this pull request Apr 10, 2024
Iajret pushed a commit that referenced this pull request Jun 2, 2024
* Graveyard update take two (#83567)

## About The Pull Request

**PR body copied from last PR (#83149). I fucked something up (I think
by leaving dream maker open while trying to fix the merge conflicts?)
and rather than try and walk backwards I'm just making a new branch.**

This implements the digging of graves on most soil/dirt/planetary type
turfs, and gives the coroner their own private burial ground.

**Change 1 - Gravedigging:**

You can right-click planetary/dirt/grass tiles using a shovel or shovel
subtype (or entrenching tool). Speed varies on the type of shovel you
are using. This creates a Makeshift Grave, an unmarked burial mound
(different from the ones at the elephant graveyard).

This is handled through the new gravedigger component, which is mostly
unremarkable but worth mentioning in case anyone wants to add this
behavior elsewhere.

**Change 2 - Icebox Morgue Graveyard:**


![image](https://github.com/tgstation/tgstation/assets/28870487/e154dd79-9431-49b4-b3fd-9c932448c8cd)

The icebox morgue now has private burial ground, sealed off by a fence.
Mourners are expected to keep out and perform their grieving at the
appropriate distance. This does not affect the chaplain's burial ground,
which is publicly accessible from the outside. This gives a more secure
place to bury bodies (I'm sure someone will have a reason for this some
day) and may lead to fighting over corpses, which I think is funny.

Also, there might be some goodies left in those graves, but you wouldn't
go graverobbing just for some useless loot, would you??

This also adds a new area type, graveyard, which is mostly just the
icemoon outdoors with the spooky ambiance of the morgue.


![image](https://github.com/tgstation/tgstation/assets/28870487/57a3d790-4941-4130-b4de-ef524383e560)
## Why It's Good For The Game

Now you can bury your friends in an unmarked grave! Bury people alive!
Bury your treasure, or reminders of the sins you've committed! Bury
anything, anywhere you want!

The morgue graveyard is a nice bit of flavor. I know the Chaplain
already gets one (I forgot this when I started this PR though) but the
Coroner is an equal-if-not-more-important corpsekeeper than them.
## Changelog
:cl: Rhials
add: Shovels and entrenching tools can be used to dig graves on
asteroid/dirt/etc. surfaces. Neat!
add: The Icebox Morgue has been given a fenced-off graveyard in the
back.
code: burn_tile() is no longer double-defined on asteroid turfs.
/:cl:

* Graveyard update take two

---------

Co-authored-by: Rhials <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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2 participants