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Update #179

Merged
merged 436 commits into from
Nov 7, 2024
Merged

Update #179

merged 436 commits into from
Nov 7, 2024

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Huz2e
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@Huz2e Huz2e commented Nov 7, 2024

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tgstation-ci bot and others added 30 commits October 27, 2024 14:09
## About The Pull Request


While I was testing #87481 i noticed that the pirates next to 
the bird were killing it before the domain even had a chance to load,
this stops that from happening

## Why It's Good For The Game

bird murder is bad

## Changelog

:cl:
fix: The parrot from the Corsair Cove will no longer be immediatelly
shanked by the pirates upon loading of the domain.
/:cl:
## About The Pull Request

Fixes #87474

## Why It's Good For The Game

Being unable to remove eyes if there is scarring is bad.

## Changelog
:cl:
fix: Fixes a runtime when trying to remove someones scarred eyes. Now
you can remove them!
/:cl:
## About The Pull Request
completes
https://github.com/orgs/tgstation/projects/19/views/1?filterQuery=shoes&pane=issue&itemId=84410941


https://github.com/user-attachments/assets/1fb3fc62-06ce-4930-a709-830d00c79eb7
## Why It's Good For The Game
sounds are good I think
## Changelog
:cl: grungussuss
sound: shoes have handling and equip sounds
/:cl:
## About The Pull Request
Outfit was directly assigning the attached hat and i forgor to remove
the var which is how it compiled in the first place

## Changelog
:cl:
fix: Fixed deathsquad commandos not getting their berets
/:cl:
…eployed (#87452)

## About The Pull Request
#86825 allowed MODsuits to only have a few of their parts deployed but
didn't change MODule overlay code, resulting in modules like welding
visor showing up even if you only have your gloves active.

## Why It's Good For The Game

Glitchy visuals begone.

## Changelog
:cl:
fix: MODules don't create visual overlays when their required part isn't
deployed
/:cl:

---------

Co-authored-by: Fikou <[email protected]>
Co-authored-by: LemonInTheDark <[email protected]>
If tg is gonna get new hardware might as well use it to flex on the hub.

This takes the middle number from the 3 avgs shown in the status tab and
displays it on the hub next to the current round time.

The hub status field is only updated whenever somebody joins or leaves
the server so the real-time number would be less useful.
## About The Pull Request

Basically instead of passing the export value through get_cost() it was
being passed through get_amount()
The oversight means that if you sold a single spacecash bill of 1000cr,
get_amount returned that you were selling a thousand amount of the item,
once elasticity gets factored in that amount gets reduced to basically
nothing.
Ended up just moving the formula from get_amount to get_cost, which is
basically how holocredit exports already worked so hurray for
consistency

Also fixed the small typo of an s being added at the end of bill despite
unit_name asking for the name of a singular unit.

## Why It's Good For The Game

Fixes #87476 which is the result of an oversight.

## Changelog
:cl:
fix: You will now receive the advertised amount of credits for selling
spacecash bills through cargo
/:cl:
## About The Pull Request

Adds a name to the office chair obj and its light variants describing
them as "office chair". Additionally removes the custom name "blue" from
the blue variant of light office chair in birdshot.

## Why It's Good For The Game

Chairs are not lights and therefore need names that include "chair"
Fixes #87501 

## Changelog
:cl:
fix: certain office chairs are now properly labelled
/:cl:
## About The Pull Request
This will fix #87404

## Why It's Good For The Game
This will fix #87404.

## Changelog

:cl:
fix: Throw impact sounds won't play if the item has been caught.
## About The Pull Request

- Replaces "cyborg tile stacker" on brand-new "Cyborg Rapid Tiling
Device"

![borg_rtd](https://github.com/user-attachments/assets/27d10d10-cbbe-44b7-b127-2a31983ca585)

- Cyborg RTD works now like RCD due to budget-cuts. (Original RTD can
place tiles up to 7 tiles range, cyborg one is only 1 tile and no funny
beam)

- RTD consumes power pretty much like RCD

![image](https://github.com/user-attachments/assets/49e66627-4f69-46c3-9b56-b1b4271d3507)


## Why It's Good For The Game

The reason why im making RTD because tile placer is broken even code
says so. You either need to make every tile with borg subtype to fix
this or replace on borg rtd (what i did). Because it suck to place
regular tiles when you repairing med white tiles or just want to make
fancy room.

## Changelog
:cl:
qol: replaced old engineer borg "tile stacker" on crippled RTD
/:cl:

---------

Co-authored-by: Ben10Omintrix <[email protected]>
Co-authored-by: SyncIt21 <[email protected]>
## About The Pull Request
this PR stops the xeno larva toy from going into a damaged icon state
## Why It's Good For The Game
the toy hugger is a clothing item so it inherrited becoming shredded at
low integrity. this gives it a integrity_failure value of 0 so that it
no longer becomes shredded
fixes #87386
## Changelog
:cl:
fix: fixes the toy larva hugger getting shredded
/:cl:
…mes (#87224)

## About The Pull Request
Ammo boxes, this includes magazines and magazines inside of guns, now
lazyload their ammo in order to save on init times by keeping it as
types in their ammo list and initializing them as needed. As a side
effect, you can only use get_round to access rounds now, direct array
access will probably not work.

## Why It's Good For The Game

trying to save on init times and delay death of guncode by a tiny bit

## Changelog
:cl:
code: Magazines now lazyload their contents in order to save on gun init
times. Please report any broken/non-functional guns!
/:cl:
Sadboysuss and others added 29 commits November 6, 2024 20:56
## About The Pull Request
2 sound files got corrupted by optivorbis
## Why It's Good For The Game
uncorrupt is good
## Changelog
:cl: grungussuss
fix: duct tape will now properly make sounds
/:cl:
This PR follows the material fishing rod PR, which had a small issue in
which I had forgotten to add a return value to a proc and thus fish
caught from material fishing rods would never be made of that specific
material.

I've tweaked some values for materials and fishing rods, I felt some of
the "better" rods were a bit too fast, and some downright let you skip
the fishing minigame with zero to one level. Also, I felt that, despite
making fishing easier kinda, the area of the bait slider still felt a
tad too small, so I've introduced a height multiplier for the slider so
that it could cover more space, depending on the strength multiplier of
the material (for once, not a new niche variable). This doesn't apply to
fishing rods with strength multiplier less than 1 because they don't
need to be made worse.

About fish and cargo, I've added a soft cap (a 0.86 exponent) to fish
selling price. It shouldn't affect the wide majority of fish you catch,
however it does affect those that sell for over 6k per unit, which are
few and rare. However, I've been pinged about some ludicrous
money-making done by selling fish alone on a downstream server, likely
from growing the big fish to be up twice their initial size and weight
(capped to 2.5 the average value for the species), however, new features
may push things a little further, so it's better to be safe than sorry.
Screenshot below: They said it took them about a hour, however take it
with a pinch of salt since it's by no mean easy and fast money by
Terry's standards:

I've also halved the selling price of jumpercable fish, which, despite
requiring an emag or some sort luck, could easily be farmed in due time
with little to no maintenance, being self-reproducing and hunger-less,
and each of them would sell for 6k. conversely, I've increased the price
of the unmarine mastodon a little because of the soft-cap, since it's
very rare.
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation". 
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)
Few example screenshots
![StrongDMM-2024-07-19 20 53
15](https://github.com/user-attachments/assets/e895bae6-f3e7-4ee4-9779-96266e943db0)
![StrongDMM-2024-07-19 20 51
41](https://github.com/user-attachments/assets/43bb1443-1c2c-4c4e-8f0c-b743866c84fa)

![image](https://github.com/tgstation/tgstation/assets/143291881/4bdfa1d7-ba84-408b-a4ff-9fa0dd3a2783)

![image](https://github.com/tgstation/tgstation/assets/143291881/6caa71cc-92f2-49ff-b05c-76e091b5b05b)

![image](https://github.com/tgstation/tgstation/assets/143291881/c64ac863-9287-4827-9168-ea9a55f66a9e)

![image](https://github.com/tgstation/tgstation/assets/143291881/dff66e71-89a0-4da7-94f5-07774c239047)
And more...

## Why It's Good For The Game

New maps are always good for the game

## Changelog

:cl: Kiko
add: Nebulastation, new station map
/:cl:
…op event balance change) (#87657)

This is used to set the nuke disk's safety factor from applying on very
low pop player counts, as it's unlikely the disk can be secured.

I don't believe this precludes the event from being randomly chosen, but
it makes sure it wont be a certainty on very low pop when the disk
hasn't been secured from lack of players

Just to clarify this applies only at 9 population or lower.

## Why It's Good For The Game
On very very low pop, the disk is often unsecured, and.. more
importantly, a lone op is likely to have a very high chance of easily
succeeding as there is not enough crew to upkeep a watch on the relevant
areas.

This event is fun on higher populations, and needing to protect the disk
makes sense, but on very lowpop, I think it doens't quite work as
designed, as instead it just means a lot of low pop rounds will end due
to a loneop spawning if there's any ghosts about at all.
## Changelog
:cl: oranges
balance: Nuclear disk no longer needs to be secured at sub 10 population
/:cl:
## About The Pull Request

Fixed sect nullrod bonus component by adding comsig_sect_change to
signals registered.

This didn't work if you picked nullrod before sect. Now it does!

## Why It's Good For The Game

bug

## Changelog

:cl:
fix: Fixed sect nullrod bonus component
/:cl:
…87690)

## About The Pull Request
- Fixes #87658
- Fixes #84583

Use combat mode to get the desired item interaction (like planting c4 on
the machine) cause all items are accepted now

## Changelog
:cl:
fix: destructive analyser accepts all items without interacting with
them (no planting c4 on the machine or radio jammer jamming the
machine). Use combat mode to get these default behaviour's instead
/:cl:
## About The Pull Request

fixes #87662 
Right-clicking the succumb alert will let you succumb without a message
also fixes a few bugs

## Fucked Up Looking Dog

![fucked-up-looking-dog-spookston](https://github.com/user-attachments/assets/9715ecfe-977f-41e1-b45b-050a111c6b54)

## Changelog

:cl:
qol: you can now right-click the succumb action button to succumb
silently
qol: the succumb inputs have a few more titles to choose from now
fix: the succumb text input now shows the actual correct number of
characters you can say
fix: attempting to cancel a succumb will no longer kill you
spellcheck: the text for failing to succumb is now spanned
/:cl:
## About The Pull Request
- Fixes #85993

## Changelog
:cl:
fix: You can repair clothing that has storage with cloth again
/:cl:
## About The Pull Request
The dark matter singularity and its toy have long quotes in the examine
text. This doesn't change the quotes themselves, but changes the name of
the characters in the attributions. "Miles O'Brien" is now "Tenshin
Nakamura", that surname implies a connection to the ingame faction
Nakamura Engineering. "Jadzia Dax" if now "Huey Knorr" because it sounds
a bit like 'who knows'.
## Why It's Good For The Game
These were changed in #75133 to remove references to player names. I
don't disagree with the reasons for changing them, but the replacements
were half-assed. Just names of characters from Star Trek. Muh immersion.
## Changelog
:cl:
spellcheck: Changed names in the description of dark matter
singularities and their toy version.
/:cl:
## About The Pull Request
- Fixes #87568

Not just for RLD but for RCD, RPLD & RTD. They don't touch storage atoms

## Changelog
:cl:
fix: RLD won't try to put lights on storage objects like bags & such
/:cl:
## About The Pull Request
If the cap isn't open, reagents won't be emptied
## Why It's Good For The Game
It makes no sense and you constantly empty reagents by accident, this
will hopefully prevent this
## Changelog
:cl:
fix: e-cigarettes can't be emptied if the cap isn't open
/:cl:

Co-authored-by: Ben10Omintrix <[email protected]>
## About The Pull Request
Makes the Research Director's modsuit advanced reagent scanner actually
detect reagents, also changes descriptions to mention its explosion
sensor and research scanner.
## Why It's Good For The Game
Currently the research director's modsuit has an unremovable advanced
reagent scanner module that does not scan reagents and can't be replaced
with a working reagent scanner, this fixes that.

It is also good to mention its explosion sensor ability and research
scanner as it lets research directors know what the module does.
## Changelog
:cl:
fix: Made the Research Director's Modsuit's Advanced Reagent Scanner
scan reagents.
spellcheck: Changes description of the Advanced Reagent Scanner to
mention its explosion sensor and research scanner.
/:cl:
…ed benefits. Boulders are more robust. Natural Athletics gains. (#87469)

## About The Pull Request

Herculean/Atlas spinal implants allow you to break boulders to process
them manually. Doing so also grants athletics experience.

They also increase the speed at which you throw objects, and also
increase the range further. The Atlas version also allows you to reduce
equipment movespeed penalties. (Fikou wanted me to do this for
specifically modsuits, but I don't see any reason this can't apply to
more than that, modsuits are just generally the slowest equipment you
could wear)

Boulders have 30 throw force, are by default HUGE, but have no throw
range at all and really weak tk throw range. You need a throwing booster
to throw boulders around. (They do extra damage to SPECIAL mobs, like
lavaland bosses, because it's funny to kill a god-like being with a huge
rock while slow as shit)

You naturally get athletics experience by doing some actions. Fireman
carrying, climbing tables/crates, climbing rope and climbing ladders
give you a slow and steady stream of experience. Rope gives a larger
amount if only because the process for doing so is destructive in some
way (you have to get more climbing rope eventually, so there is an
associated cost). Spinal implants now improve climbing speed for
climbing over objects.

## Why It's Good For The Game

I just had this strange compulsion to make the spinal implant make you
good at throwing boulders at lethal speeds. It already has some cool
rock-based special effects around you. Having mastery over rock throwing
just kind of made sense. Additionally, I thought it would be a funny
method for someone to be able to kill a boss via way of thrown boulders.
Or some hapless nuclear operative unprepared for a bunch of assistants
lobbing boulders at them.

Additionally, I also think it letting you break boulders for ore is a
fairly minor but fun addition. Pull boulders out of the vents, smash
them. Good work out. Particularly for miners.

I talked a while ago with I think Jacq about adding some natural methods
for accumulating athletics experience over the course of a round that
doesn't involve the dedicated weight lifting machinery/boxing bag. I
thought any method for doing that should probably be relatively slow and
definitely nonviable for significant athletics gains beyond novice
level. Mooost people will hit novice on a multi-z map if they go up and
down ladders enough. Or climb a lot of tables/crates. The results aren't
going to have much noticeable impact, however, as you only gain
appreciable benefits above novice. Probably just greater visibility of
fitness in a round. (Rather nice for the RD, who gets to show off how
swole they are more regularly).

<details>
  <summary>Spoiler warning</summary>


![CES8b4XWEAAIakb](https://github.com/user-attachments/assets/8baaa012-8048-419f-b936-2dc6621db3c2)

</details>

## Changelog
:cl:
balance: Herculean/Atlas spinal implants make you better at climbing
tables, throw objects much faster and throw them much further. You can
also break boulders with your bare hands.
balance: Atlas implants let you offset the weight of worn/carried
equipment (like boulders).
balance: Boulders have no throw range, but if you can throw them via
throwing range boosters (such as the spinal implant), they deal fairly
large amounts of damage. Especially to powerful mobs like lavlaand
bosses.
balance: You naturally gain a small amount of athletics experience doing
some tasks, such as climbing rope, ladders and tables/crates, fireman
carrying, or smashing open boulders.
/:cl:
## About The Pull Request

fixes #87722

## Why It's Good For The Game

go figure
@Huz2e Huz2e merged commit 32026c2 into Huz2e:master Nov 7, 2024
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