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Batches 17/10 #5114
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Batches 17/10 #5114
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## About The Pull Request Partially improves: * #46002 Previously, the ghost's "t-ray view" acted as a toggle, even though the scan only occurred once. This PR changes it to function as an action rather than a toggle, removing the need to press the button twice. While the ideal solution would be for the t-ray scan to work on the process tick, my attempt to give ghosts their own t-ray scanner and to toggle it on upon using the verb did not work as expected because the scanner didn't recognize the ghost as its holder (`mob/viewer` in the code). This update serves as an improvement to the current behaviour, but in the future, the t-ray scan verb should function like a normal t-ray scanner, instead of just a one-time scan. ## Why It's Good For The Game Improves the t-ray verb, before it acted as a toggle even though it only worked once upon toggling on. Improves user experience using this verb. ## Changelog :cl: fix: the ghost "t-ray view" no longer requires a double press to activate a second time. qol: renamed "t-ray view" to "t-ray scan" for clarity. /:cl:
…hed off (#87102) Gas masks and all their subtypes no longer have fov. Using pepperspray on gas mask wearer applies 1 tint per 5u of spray. At 3 tint the wearer becomes fully blind. If you wanna use the mask again you'll have to wash off the pepperspray from it using soap or shower. Gas mask assistants are peak soul and removing it was a terrible disaster. FoV is too annoying to ever deal with, so it ends up with gas masks never being worn. Gas filter doesn't make up for it whatsoever, it's only use is shoving cigarettes in it to look cool. This PR makes it so pepperspray/tear gas is still useful against mask wearers, albeit less efficient.
…g objects are edible and have the GORE food type. (#87154)
…6068) This was discussed in #maintainerbus on the Discord. @tgstation/commit-access Result of this PR: - Add the `Discord Discussion` label to the PR. - The bot will create the thread, link it in the PR, and lock the PR. Slowmode set to 1 minute. Auto-archive duration set to max of 1 week. - The thread will be archived if the PR is merged or closed, unarchived if it's reopened. - You can also set a join link for the Discord to appear in the GitHub comment. I'll be setting it to our official link at https://tgstation13.org/phpBB/viewforum.php?f=60 ![image](https://github.com/user-attachments/assets/2cdbe762-2339-4467-8b80-d1bf939b43e4) ![image](https://github.com/user-attachments/assets/b5cb25a4-18ee-40a0-a3eb-c36cf38ca8dc) Let the bikeshed commence
…rder console (and paramed heirloom) (#87110) Co-authored-by: SmArtKar <[email protected]>
…ro and ash mutations are no longer subtypes (#87144)
…7185) ## About The Pull Request p_Theyve is not suited for this. ## Changelog :cl: spellcheck: Fixed a typo in multiple lives component /:cl:
Co-authored-by: SmArtKar <[email protected]>
## About The Pull Request Closes #87192 ## Changelog :cl: fix: Ghosts can no longer cut people's tethers /:cl: --------- Co-authored-by: Ben10Omintrix <[email protected]>
## About The Pull Request https://github.com/user-attachments/assets/2452d573-ad7b-4cef-bc70-ef4aeefcb0fe https://github.com/user-attachments/assets/e5df7d93-c2c8-408a-8437-80e4abee88d9 ## Why It's Good For The Game more handling sounds ## Changelog :cl: grungussuss sound: gas analyzer now has handling sounds /:cl:
## About The Pull Request title, adds a infusion entry for lizard basic mobs. ## Why It's Good For The Game it is a glaring oversight lizards dont give lizard stuff. i mean come on. moths do, cats do, the same reasons apply. ## Changelog :cl: add: you can use lizards to get lizard organs in the dna infuser /:cl:
I wrote this expecting that there would be more broken versions in the distant future, so we could simply re-use this block for those But I forgot this will most likely be seen by fresh contributors or people who don't even contribute and are just testing things So I'm just making the message as explicit as possible
## About The Pull Request I copied bandana's examine text and didn't really think much about it, whoops. ## Why It's Good For The Game Fixes a minor spelling oversight ## Changelog :cl: Hardly3D spellcheck: fixes a small error in text when adjusting kitsune masks /:cl:
## About The Pull Request This PR makes it so mechs don't play footsteps twice diagonally, and also play the turn sound only when the sprite turns. No more ear blasting when walking diagonally! ## Why It's Good For The Game It enhances the sound design by ensuring mechs no longer play footsteps twice when moving diagonally and that the turn sound only plays when the sprite actually turns. ## Changelog :cl: fix: fixed mech step sound playing twice diagonally fix: fixed turn sound playing every time you move diagonally, now only plays when the sprite turns /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Closes #87140 by making chainsaws use transforming component like all other sane items. Also cleanup. ## Changelog :cl: fix: Chainsaws can now be sharpened code: Chainsaws have received a minor code refactor /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Blade Heretic has received a few changes. The cost of crafting a Dark blade has been reduced in exchange for a lower blade capacity, The Dark blade itself has received a new sprite. ![Updated Dark Blade](https://github.com/user-attachments/assets/f5dde8a3-6827-4d4f-a530-0a1a01965a63) Realignment pulls you out stuns a bit faster and grants baton resistance while active. You may now infuse your blades with a (weaker) mansus grasp upon unlocking the ability to dual wield, they also gain increased demolition modifier. Mawed Crucible now slowly refills and requires fewer organs to brew a potion; you may now use a charge to refill your eldritch flask. The potion themselves have also received changes more on that below. The cooldown on the cursed curio shield has been reduced. Lionhunter's rifle no longer does increased damage on scoped targets, instead it marks them with Mansus grasp and teleports the heretic to them. Lastly Blade ascension has been fixed, you once again get the Ring of Blades. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Oh boy, here we go. # **Blade Heretic changes** Blade Heretic sits in a pretty decent spot, I wouldn't call the path weak by any stretch of imagination, but there are few aspects that could be reasonably improved without changing the overall strength of the path significantly. **Sundered Blade** I think these are too expensive to craft, especially compared to the other blades which require very basic materials. It's not uncommon to run into situations where you just cannot afford to make more than a set of blades, and i'd argue it's not fun for the crew to have their titanium or silver deposit drained every time a blade heretic rolls around. As a solution, i'm halving the cost in exchange of lowering the cap from 5 to 4 blades. **Realingment** This spell is lowkey awful; 25 stamina regen per second really doesn't make much of a difference when you are getting chain batoned, I have footage of blade heretics dying to a single shove stun while this abilty was active. The stamina regen and reduce immobility timer has been buffed on top of granting baton resist so long as it stays active, so you can properly get in fighting position without getting constantly knocked down. Mind you, It's still no CNS rebooter, so stuns will still yield a few seconds of vulnerability. **Swift Blades reworked into Empowered Blades** You may now use your Mansus grasp to infuse your Dark blades. It comes with the tradeoff of losing the knockdown and the stamina damage, you still retain the backstab. Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4 Dark Blades also gain increased demolition modifier. Dual wielding puts the heretic in the annoying position of having to switch between the second Blade and an empty hand to use Mansus grasp. Blade is supposed to be a master of melee combat, but they are still a dark mage, so why shouldn't they be able to infuse their blades? It still comes with a tradeoff, I'd reckon super sweaty players will still want to hotswap, but hey, the option is there. The added demolition modifier is to provide Blade with some way of breaking in and out of places, given the path has no jaunts or utility whatsoever, this seems reasonable to me. Lastly Malestrom of Silver finally works now; you once again get the blade aura upon ascending. # **Side Knowledge changes** **Mawed Crucible** The crucible now passively refills, and has a special interaction to refill the Eldritch Flask, the potion themselves have received changes. - Xray Potion: duration bumped from 60 to 90 seconds. - Wall phasing potion: Duration bumped from 15 to 40 seconds, you may now recall to your original location at will. - Potion of the Wounded soldier: Upon expiring, it heals your wounds and regrows missing limbs. **Reasoning**: Let's be honest here, noone ever makes this thing, the cost of making 1 potion is exorbitant and the potion themselves are not even that good to begin with. I'm not gonna explain every change in detail, but considering the crucible is one of the OG side knoweldges and you hardly hear anyone talk about it, we can safely give it a few buffs. **Unfathomable Curio** Cooldown on the shield has been halved. **Reasoning**: discussed it with Rex (the guy who created it), 60 seconds for 1 block is a bit excessive , 30 seconds seems reasonable enough. **Lionhunter's Rifle** Made a bit easier to craft and maintain, it can now be stored in the vest slot of the Eldritch Robes. The homing projectile now fully penetrates armor instead of having bonus damage; it also marks the victim with Mansus grasp and teleports the Heretic directly to them, the homing on the projectile itself has been improved. **Reasoning**: another side knowledge that sadly barely sees any play. Frankly this gun just doesn't have a purpose to exist, long range weaponry don't really mix with Heretic toolkit all that well, as you want to get close to your target to drag em to the spook dimension, not snipe 'em from a distance Lionhunter now works as an initiation tool, upon marking the target, the Heretic transforms into the fired bullet until it connects, applying mansus grasp on the victim. Keep in mind you still need xray or thermals to use the rifle to its full potential, either from the Crucible or the ashen medallion. Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg As a trade off, the damage has been halved from 60 to 30. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: balance: Sundered Blades now require 1 Titanium or Silver bar to craft and their capacity has been reduced to 4. balance: Realignment pulls you out of stuns a bit faster and grants baton resist while active. balance: Blade Heretic dual wielding now let's you infuse Your Dark Blades with a weaker mansus grasp and grants an increase in demolition modifier. fix: Malestrom of Silver grants the ring of protective blades once again. balance: Mawed Crucible requires 3 organs to brew one potion, passively refills overtime and can be used to refill the Eldritch Flask balance: Brew of Crucible soul effect bumped to 40 seconds and can be ended early. balance: Brew Of Dusk and Dawn effect bumped to 3 minutes. balance: Brew of the wounded soldier now offers a very minor passive heal and fully heals your wounds and limbs upon expiring. balance: Cursed Curio shield now recharges faster. balance: Lionhunter's rifle has been reworked, it now fits on the eldritch robes vest slots, it's cheaper to craft it and its ammunition and works as an initiation tool. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Xander3359 <[email protected]> Co-authored-by: Ghom <[email protected]>
## About The Pull Request This more or less ties with my previous PR where I fix some of the issues I've seen with fishing, because both are the result of some live playtesting in which I assessed some flaws and nits. So, let's get started: Lowered the number of fish to scan for each fish scanning experiment: This is the most time-gating feature of fishing. As a scientist you're usually better off doing anything else than this anyway, which is understandable, but for whoever else that plans to get some nice ocean fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11, 17. Switched the ocean and chasm portal setting: Right now, the ocean portal has the largest amount of catchable creatures, which can also help progress the experiments, while the chasm setting only has two and is only mildly useful for chasm chrabs --> lobstrosities (which suffer a bit from not having a good enough AI right now). I hope I'll have the time to add some late fishes to the chasm setting at some point. Added a premapped fishing portal generator to the common service room of every map: It takes quite some time to setup fishing. Making a fishing portal is by far what I consider to be the most tedious part. Also Wawa and Birdshot were also missing the aquarium kit. On a side-note I realized some days ago that service jobs receive very good discounts on the fishing items sold by the good clean vendor. Added the fish puns speech modifier to fish-infused gills: I forgot to do it when I made the PR. Shrimple as that. Mild fish infusion tweaks: Lowered the crawling speed very sightly, but buffed showers and water healing slightly. Drinking water now wets you by about 1/4 of what splashing it would do. Buffed fishing difficulty modifiers for items and chairs a little: For the time and credits invested, buying a carp costume or whatever to be slightly better at fishing doesn't seem that profitable, and I reckon I was being a bit conservative with the values. Fishing is a considerable time investment already, especially in the initial stage with the setup. Also idk why sunglasses and thermals buff fishing while fish are technically cold-blooded creatures so I removed the comp from them. Added fishing rods and fish cases designs to cargo and science lathes: Other base fishing designs are shared between the three departments, while these two are only available for service (and autolathes obviously). Fishing skill now affects completion gain and not only completion loss: Fishing as a feature has a slower pace than most things in the game. It feels right that by the time you reach about legendary level, you get to complete the minigame a bit faster. ## Why It's Good For The Game To put it briefly, the feature feels right as a casual experience, however time is very much against you and getting something done takes some effort (especially on tram, where moving to and fro' departments is almost like playing froggers at times) ## Changelog :cl: map: Added a premapped fishing portal generator to every map. balance: Lowered the requirements for fish scanning experiment. Swapped the rewards of the second and third experiments. balance: Buffed fishing difficulty modifiers for several items and chairs. balance: Fishing skill now affects completion speed of the minigame more actively. balance: Mild fish infusion tweaks. Crawling is a smidge slower, but healing from showers and drank water is a bit better. qol: Fishing rods and fish cases can now be printed by cargo and science lathes. add: Gills now give the fish puns speech modifier. /:cl:
## About The Pull Request movement subsystem now has the SS_BACKGROUND flag removed excuse me if this isnt any correct like i know daedalus did this for some reason at best ## Why It's Good For The Game (stuff controlled by) movement ss is not actually THAT costly (compared to Throwing) ![2024-10-15 22_07_17-Boss' Fat Camp 82](https://github.com/user-attachments/assets/0b0ffe3f-5703-4e32-87a7-4d84cc0979f3) (when i nuked metastation on local) and i think being able to move when you slip on oil or whatever eg jetpacks during lotsa lag is pretty important this does not actually make it immune to lag it just seems to mitigate the issue by a slight margin ## Changelog :cl: code: Movement Subsystem no longer is a background subsystem. This means that you should no longer get stuck after slipping on oil during instances of high usage. /:cl:
## About The Pull Request Fixes #87214 Better bombanana logging that should account for all the edgecases mentioned in the above issue report, giving more awareness on why a bombanana peel spawned, as well as renaming the bombanana syndicate minibomb to actually have the name "bomb". Just does a lot of retinkering and cleaning up to ensure all the args are appropriate and that everything should be fed into the logging procs appropriately. Big ol' verbose message in case something wonks out though, but it should be pretty evident in the logs now. ## Why It's Good For The Game Better logging for admins. ## Changelog :cl: admin: Logging of Bombanana Peel explosions should be far better now. /:cl:
## About The Pull Request This doesn't work anymore. Thanks to dangerkitten on bitbus for making me write a regex to find this one. (said regex being ``playsound\([^,]+, list\(``) ## Changelog :cl: fix: Hotswapping tanks in pumps and scrubbers now properly plays both sounds instead of runtiming /:cl:
## About The Pull Request made manufacturing machines i/o overlays (the blue and orange lights and such) rotate with the machine CTRL SHIFT LMB makes the manulathe dump all mats manulathes no longer may receive ore: this was not intentional, processing ore is stuff the smelter does manulathes now use a matter bin instead of a servo (because it makes sense because it holds mats): this affects its material capacity being: bin tier * 50 sheets ## Why It's Good For The Game bug bad oversight bad and you also no longer need to decon the lathe to dump mats ## Changelog :cl: fix: input output overlays for manufacturing machines actually update properly when rotated qol: you may dump materials of a manulathe via CTRL SHIFT LMB balance: manulathes may not receive ore (not intentional) balance: manulathes now use a matter bin in their construction, which now affects their material holding capacity: 50 sheets per tier /:cl:
## About The Pull Request replaces the _o in the p_smes_o icon state with a -o so the icon actually shows up instead of turning invisible. no GBP because it's my bad. i thought i caught that ## Why It's Good For The Game SMES turning invisible when unscrewed probably not great for usability ## Changelog :cl: fix: Portable SMESes should no longer turn invisible when unscrewed. /:cl: --------- Co-authored-by: Hatterhat <[email protected]>
…setting pressure value. (#87243) ## About The Pull Request Fix canister and portable pump pressure inputs from transferring rounded values instead of the full value inputs to their target release pressure. Does this by adding a round_value = FALSE argument to tgui_input_number() in canister.dm, and removing the rounding operation in canister.dm and pump.dm. The UI should still round the values to display, just not rounding the value to transfer to the canister. ### Known issues: If the input is set to an integer with the same value as the rounded current value, then it will consider it the same for some reason, thus not calling ui_act(). Not sure why this happens. ## Why It's Good For The Game Closes #87175. ## Changelog :cl: fix: Fixes canisters and portable pumps from not considering decimals when transferring input to setting release pressure. /:cl:
…eneral audio cooldown (#87210) defaults: ```php /// How long is the shared emote cooldown triggered by this emote? var/general_emote_audio_cooldown = 2 SECONDS /// How long is the specific emote cooldown triggered by this emote? var/specific_emote_audio_cooldown = 5 SECONDS ``` specific cooldown only checks for the emote, while the general is a shared cooldown, gave laugh and scream longer specific cooldowns. The general emote cooldown fixed the problem of multiple emotes getting used at once, now we have a problem with people using the same emote too many times, I want to give the players ability to use sounds in their emotes, but spamming the same emote over and over again makes me regret it and hesitant about it, this way we can have the best of both worlds. :cl: grungussuss sound: along with the shared emote cooldown, specific emote audio cooldown has returned. /:cl:
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NovaSector/NovaSector#4500