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Не уж то апстрим опять? #136
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# Description Adds an auto-generated list of recipes to the guidebook. This was mostly made using the chemical list as a reference, so it's a bit shitcode-ey. # TODO - [X] Make less ugly (add paddings to table cells and fix colors) - [X] Fix sprites not working - [X] Unshitcode (if possible) <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/597cbec1-7114-480b-ab8d-5ed9f8b2e0c3 </p> </details> # Changelog :cl: - add: The "food recipes" page in guidebook now contains an automatically generated list of food recipes.
# Description By request from our downstreams. # Changelog :cl: - add: Rat Kings have returned to the default event rotation.
# Description Jetpacks can now be configured via CCVar in a server's TOML file to allow for certain behaviors that people have repeatedly asked for, and were denied by Wizden on the basis that, "Wizden doesn't want this on their servers". Well the request has reached my lap, and my response to this is, "I have the power to give that choice directly to individual servers." Here you go. Enjoy. This PR makes it so that jetpacks can be set in Server Configuration to - Be usable in ANY condition, even on grids with gravity - Be usable in zero gravity, even on grids - Or set the 2 new CVars to false, and it'll just work like it did before. # Changelog :cl: - add: Jetpacks now work in zero gravity. - add: New CCVar "jetpack.enable_anywhere" allows server hosts to optionally make it so that jetpacks can be used anywhere, even in gravity and on grids. - add: New CCVar "jetpack.enable_in_no_gravity" allows server hosts to optionally disable jetpacks being usable in zero gravity.
# Description This PR creates Loadout Groups specific to Medical jobs, and provides a discount on all medical loadout items in return for having the group limit behavior. # Changelog :cl: - add: Medical Job related items are now part of a Medical loadout group, and have all been significantly discounted. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Tweaked penlights some. You can no longer examine random objects, you cannot examine your own eyes, and the penlight now needs to be actually on in order to use. Also tweaked the messages to be more accurate. # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: Tilkku - tweak: Penlight Exam Messages - fix: Penlights now need to be on in order to examine - fix: Penlights can no longer be used on self --------- Signed-off-by: SleepyScarecrow <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description 4 fixes: - Fixed translators stopping to provide a language for a fraction of a tick, causing the provided language to get de-selected when moving a translator within your inventory (from hands to pocket or otherwise) - Fixed translators not updating your languages when running out of power (literally forgot to call UpdateEntityLanguages) - Fixed language menu breaking after you reconnect to the server (the issue is tricky, apparently all subscriptions made by ui controllers are invalidated when the client switches from gameplay state to menu state (the "you are disconnected" one), but never calls Initialize() for them again, which means they can never re-create the same subscriptions... Which explains why the ahelp menu was breaking for me after reconnecting. All UI controllers that make event subscriptions are affected by this bug) - Fixed the language menu button not updating when you close the menu manually. # Changelog :cl: - fix: Fixed a couple issues with the language menu UI and translators.
# Description This PR creates Loadout Groups specific to Cargo jobs, and provides a discount on all their loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Cargo Job related items are now part of a Cargo loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <[email protected]>
# Description This PR creates Loadout Groups specific to Security jobs, and provides a discount on all security loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Security Job related items are now part of a Security loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <[email protected]>
# Description This PR creates Loadout Groups specific to Service jobs, and provides a discount on all service loadout items in return for having the group limit behavior. Also adds significant discounts to all instruments for musicians in exchange for only being able to pick up to 3. --- # Changelog :cl: Mocho - add: Service Job related items are now part of a Service loadout group, and have all been significantly discounted. - tweak: Musicians now have significant discounts on all instruments in loadouts, but can only take a maximum of 3. Signed-off-by: gluesniffler <[email protected]>
# Description This PR creates Loadout Groups specific to Engineering jobs, and provides a discount on all engineering loadout items in return for having the group limit behavior. --- # Changelog :cl: Mocho - add: Engineering Job related items are now part of a Engineering loadout group, and have all been significantly discounted. --------- Signed-off-by: gluesniffler <[email protected]>
# Conflicts: # Resources/ServerInfo/Guidebook/Service/FoodRecipes.xml
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Sep 11, 2024
Ports the re update from delta and adds the Rcd and its ammo to the re machine along with jaws of life for more potential usage. Also moves the Re components to the Bottom of each yml item for items with the Re component placed in the middle likely from time and neglect, so it's consistent and less messy and better to understand. Also makes the cost of the naynoboards consistent with the other boards Expands the re machines catalog and adds it to alternate research tech as well as making it craft able via plasma glass, makes all Nanyo-boards the same cost as the ones from the hyper lathe updates such I think this would help those who wish to work on the re machine helps with future updates I need to flesh out too such as the other syndicate suits and items, adds a little more use and makes it consistent with another tech in nt's catalog. The Remechine has been neglected for a long time, and it seems that super parts are in the work here so ill likely make the suits and wait for the updates rather than making a super re-machine like planed. -- Media ![Screenshot 2024-09-11 114101](https://github.com/user-attachments/assets/b337ee2b-e851-40c4-9377-8ff17c932908) ![Screenshot 2024-09-11 114140](https://github.com/user-attachments/assets/3f75f8ca-ca04-4670-b254-cdd6b6f703be) ![Screenshot 2024-09-11 113137](https://github.com/user-attachments/assets/00b31c57-6d8d-46ba-8887-0e6e2a55269d) --- # Changelog :cl: - add: added rcds to the list of possible re and ported over the re update from delta - tweak: tweaked the costs of boards re-machine boards to be more consistent with their post hyper lathe update counter parts --------- Signed-off-by: Squishy77 <[email protected]> Co-authored-by: VMSolidus <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> I changed the ethanol content of all of the drinks and base alcohols within the game based off of irl parallels and math for the sake of realism and because it bugged the shit out of me that it was so inconsistent. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - tweak: Ethanol Contents - fix: SnowWhite Recipe - tweak: Ethanol overdose changed from 15 to 45
# Description Cherry-picks DeltaV-Station/Delta-v#1130, DeltaV-Station/Delta-v#1361, and DeltaV-Station/Delta-v#1704. Credit to Colin-Tel. This was not tested, someone should test it first. # Changelog :cl: - add: Ported a number of jukebox songs from Delta-V. --------- Signed-off-by: Colin-Tel <[email protected]> Co-authored-by: Colin-Tel <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: Azzy <[email protected]> Co-authored-by: Batuh1n <[email protected]> Co-authored-by: Milon <[email protected]>
# Description With Simple-Station/Einstein-Engines#858 (Make Height Sliders Affect Your Bloodstream Volume) being merged, it introduced variable blood volumes for differing sizes, whereas before everyone had the same blood volume (300u). Because Blood Deficiency subtracted a flat amount from the bloodstream, it resulted in an unintended consequence where small characters died very quickly due to blood loss, while large characters could live for hours. This makes the blood loss amount of Blood Deficiency a **percentage** of the entity's max blood volume, which means that the time to become low blood is now the same regardless of blood volume. # Changelog :cl: Skubman - fix: Blood Deficiency now makes you lose a consistent percentage of blood regardless of your blood volume, which is dictated by size. This makes the time to low blood and death consistent for every character of all sizes with this trait.
SpicyDarkFox
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Sep 12, 2024
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не забудь добавить переводы для всех ftl из апстрима
а, увидел
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