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Adding an AccessReader to a particle accelerator with engineering access #30394

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chavonadelal
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@chavonadelal chavonadelal commented Jul 27, 2024

About the PR

Adding an AccessReader to a particle accelerator with engineering access.

Why / Balance

Over the years, there have been many cases when scammers ran into the open door of the engineering department and interacted with the particle accelerator. Or some guest of the service suddenly decides to play with a particle accelerator. Such a dangerous thing should not be without access. I also plan to add access to the antimatter engine in the near future.
It can be hacked using EMAG

Technical details

Media

View of the menu on behalf of the player without access:
image

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

Changelog

🆑 to4no_fix

  • tweak: Now engineering access is needed to interact with the particle accelerator

@github-actions github-actions bot added the Changes: UI Changes: Might require knowledge of UI design or code. label Jul 27, 2024
@Brandon-Huu
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Brandon-Huu commented Jul 27, 2024

Will hovering over the disabled buttons provide a message indicating that interaction is not possible due to insufficient access?

Is there any feedback available to explain to the user why they cannot interact with the Particle Accelerator?

@chavonadelal
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Will hovering over the disabled buttons provide a message indicating that interaction is not possible due to insufficient access?

Alternatively, is there any feedback available to explain to the user why they cannot interact with the Particle Accelerator?

No. Same as the criminal records console, the communications console, and all consoles with access. That's the practice.

@chavonadelal
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Will hovering over the disabled buttons provide a message indicating that interaction is not possible due to insufficient access?

Is there any feedback available to explain to the user why they cannot interact with the Particle Accelerator?

I understand what you mean, but this option is not implemented for the buttons, and my level of knowledge is too low, and I don’t think this is a problem, since this is already practice and this is in all consoles.

@osjarw
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osjarw commented Jul 27, 2024

This fix seems to be entirely client-side currently, so outdated clients and malicious actors can still turn on the PA.
Well, I'm not sure how prevalent that is, but it should at least be kept in mind.

@Cojoke-dot
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Cojoke-dot commented Jul 27, 2024

if it's getting AccessReader it probably needs an access wire right?

@chavonadelal
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if it's getting AccessReader it probably needs an access wire right?

And the criminal records console needs an access cable? And the communication console? And the cargo order console? Well, you get the idea... I just did it like all the consoles do now

@chavonadelal
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in all consoles it happens exactly as I implemented in particle accelerators, that's all

@Cojoke-dot
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Sure, but the particle accelerator already has wires built into it, which kinda implies that one of them would function for access like every other item that has a wire panel and access locks. It uh... a unique situation I guess, It's the only computer that can has a wire access panel right?

@chavonadelal
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chavonadelal commented Jul 27, 2024

Sure, but the particle accelerator already has wires built into it, which kinda implies that one of them would function for access like every other item that has a wire panel and access locks. It uh... a unique situation I guess, It's the only computer that can has a wire access panel right?

I don't think it's a good idea. Remember the raiders. It would make their lives harder and adding wires would just kill the whole point. Especially since there are almost no real cases where antagonists could use a particle accelerator within the rules - it's an unusual console, it's a very dangerous thing.
This is the most inappropriate console for adding wires, especially as an exception.

@Cojoke-dot
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Cojoke-dot commented Jul 27, 2024

I don't think it's a good idea. Remember the raiders. It would make their lives harder and adding wires would just kill the whole point.

Is one access level you can get by taking an id from an SSD engineer going to stop anyone? A raider would have already gotten engi access to walk into that room.

Especially since there are almost no real cases where antagonists could use a particle accelerator within the rules

If you're an antag same kinda of situation... unless it's CE access or something higher up it's not going to stop people from doing anything if it's planned. I can see it stopping the niche situations of the sci that came to help out fix power who is a syndicate turning it on while the field is not up, but it's not going to stop someone with the intent of doing it anyway.

This is the most inappropriate console for adding wires, especially as an exception.

It already has a wire that you can cut in order to loose the singularity, it would be more for consistency with other wire-paneled machines.

If it's based on the other consoles then an emag interaction to disable the access lock on the computer should be a part of it. I uh... I like consistency 🙃

@chavonadelal
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I don't think it's a good idea. Remember the raiders. It would make their lives harder and adding wires would just kill the whole point.

Is one access level you can get by taking an id from an SSD engineer going to stop anyone? A raider would have already gotten engi access to walk into that room.

Especially since there are almost no real cases where antagonists could use a particle accelerator within the rules

If you're an antag same kinda of situation... unless it's CE access or something higher up it's not going to stop people from doing anything if it's planned. I can see it stopping the niche situations of the sci that came to help out fix power who is a syndicate turning it on while the field is not up, but it's not going to stop someone from just doing it anyway.

This is the most inappropriate console for adding wires, especially as an exception.

It already has a wire that you can cut in order to loose the singularity, it would be more for consistency with other wire-paneled machines.

If it's based on the other consoles then an emag interaction to disable the access lock on the computer should be a part of it. I uh... I like consistency 🙃

what? why did someone add wires? Someone makes the raiders' lives easier. Because the antagonist can almost never use it within the rules

@chavonadelal
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The raiders a violation of the conditions of the singularity's containment (its escape) in the top 2 after the explosion of the fuel tank

@Cojoke-dot
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what? why did someone add wires? Someone makes the raiders' lives easier. Because the antagonist can almost never use it within the rules

Its uh... always been like that I think(as long as I've played at least). You can set the PA to 4 by snipping one of the wires so it gets big enough to eat out of the cage(it also makes the PA shoot cool purple). Some of the wires also lock functions of the console, like preventing the PA from being turned on or locking the power level iirc. I've seen people use the wires functions to prevent and cause the singularity to loose.

@chavonadelal
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what? why did someone add wires? Someone makes the raiders' lives easier. Because the antagonist can almost never use it within the rules

Its uh... always been like that I think(as long as I've played at least). You can set the PA to 4 by snipping one of the wires so it gets big enough to eat out of the cage(it also makes the PA shoot cool purple). Some of the wires also lock functions of the console, like preventing the PA from being turned on or locking the power level iirc. I've seen people use the wires functions to prevent and cause the singularity to loose.

This suicidal feature actually sponsors raiders to ruin the game of the entire station. That's why I want at least access to be unchanged among this.

@osjarw
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osjarw commented Jul 27, 2024

Are you saying that we should just remove singulooses?
If they can snip the access wire, they should be also able to sabotage the PA in other ways, like cutting the cable powering the containment fields.

@chavonadelal
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Are you saying that we should just remove singulooses?
If they can snip the access wire, they should be also able to sabotage the PA in other ways, like cutting the cable powering the containment fields.

Why sabotage the singularity? Within the rules, this almost never happens and my addition is to complicate the lives of raiders and random players not from the engineering department who for some reason decided to use this console. In fact, sabotaging the singularity goes beyond the scope of rp and in 95% of cases it is a violation of the rules with the goal of ruining the game for everyone.

@Cojoke-dot
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Cojoke-dot commented Jul 27, 2024

Why sabotage the singularity? Within the rules, this almost never happens and my addition is to complicate the lives of raiders and random players not from the engineering department who for some reason decided to use this console. In fact, sabotaging the singularity goes beyond the scope of rp and in 95% of cases it is a violation of the rules with the goal of ruining the game for everyone.

Nukies use it as a tactic, not all antags are limited by the same rules(free agents). I want the change, don't get me wrong, I just also want a wire

@chavonadelal
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In my opinion, ideally, any sabotage of the singularity should be excluded. As a former admin with more than a year of experience, I can say that out of 100 sabotages of the singularity, a maximum of 5 are within the rules. The rest are raiders.

@osjarw
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osjarw commented Jul 27, 2024

Sure, but the particle accelerator already has wires built into it, which kinda implies that one of them would function for access like every other item that has a wire panel and access locks.

I don't think it's a good idea. Remember the raiders. It would make their lives harder and adding wires would just kill the whole point.

If adding wires would kill the point of adding access, wouldn't the raiders need tools to cut the wires in order to kill the point of the access?
If the reason for not adding an access wire is because the raiders can just cut it, then they should also have the capability of cutting a power cable to the containment fields.

@chavonadelal
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Why sabotage the singularity? Within the rules, this almost never happens and my addition is to complicate the lives of raiders and random players not from the engineering department who for some reason decided to use this console. In fact, sabotaging the singularity goes beyond the scope of rp and in 95% of cases it is a violation of the rules with the goal of ruining the game for everyone.

Nukies use it as a tactic, not all antags are limited by the same rules(free agents). I want the change, don't get me wrong, I just also want a wire

On 90 percent of Space Station 14 servers, nuclear operatives have been prohibited from manipulating the particle accelerator for many years, which is logical since it causes unnecessary chaos. And on my server, this was also prohibited. That's why I write that in 5 out of 100 cases, this can at least be explained somehow within the framework of the rp.

@chavonadelal
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Sure, but the particle accelerator already has wires built into it, which kinda implies that one of them would function for access like every other item that has a wire panel and access locks.

I don't think it's a good idea. Remember the raiders. It would make their lives harder and adding wires would just kill the whole point.

If adding wires would kill the point of adding access, wouldn't the raiders need tools to cut the wires in order to kill the point of the access?
If the reason for not adding an access wire is because the raiders can just cut it, then they should also have the capability of cutting a power cable to the containment fields.

it's still not that simple since all the fields are almost always inside the cells of the walls. Especially since sometimes they collect a particle accelerator specially outside the field so that the singularity definitely hits the station and does not fly off into space, thus ruining everyone's game.

@chavonadelal
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I think this is good change. Like, why do even need to work with PA if you're not even an engineer? In case, you need to set up power and you're, you'll have engineer access to set up containment field anyway, so that's won't affect them.

Actually, i think that better solution is adding new access (like Engine Room in SS13) that will be responsible for PA, PA room and containment field room and remove this access from TA (most TA are real newbies. If you know how to setup singularity, ask HoP, captain, CE for accesses or just hack into their room. If it's super lowpop, the map probably won't contain any PA).

oh well by the way yes adding separate access for singularity would be a good idea!! So that technical assistants are not assembled without supervision of engineers. And redefine access on other things related to singularity. But I will not do this because I need someone's approval otherwise the work may be in vain.

@osjarw
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osjarw commented Jul 27, 2024

Consoles don't have wires at all. Why PA need single wire?

I'm fairly certain that PA already has a few wires

barely damage singularity (not damaging tesla at all).

Actually it does damage the tesla

And just saying this explicitly, I'm not against merging this PR

@SlamBamActionman
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SlamBamActionman commented Jul 27, 2024

  1. We do not design gameplay elements with raiders in mind. Raiders will always find ways to ruin the game and while you definitely should not just put the PA and Singularity into an open access hallway, requiring Engineering access to the console won't hinder raiders in the slightest.

    If they can get into the PA room they already have engineering access, either from stealing an ID or, ya know, just picking TA.

  2. The PA is already access controlled from being in the depths of Engineering. If you can get to it, you have demonstrated having Engineering access. Adding an additional access requirement is unnecessary.

    If service workers are breaking into Engineering to amp the PA, beat them to death.

@chavonadelal
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chavonadelal commented Jul 27, 2024

  1. We do not design gameplay elements with raiders in mind. Raiders will always find ways to ruin the game and while you definitely should not just put the PA and Singularity into an open access hallway, requiring Engineering access to the console won't hinder raiders in the slightest.

    If they can get into the PA room they already have engineering access, either from stealing an ID or, ya know, just picking TA.

  2. The PA is already access controlled from being in the depths of Engineering. If you can get to it, you have demonstrated having Engineering access. Adding an additional access requirement is unnecessary.

    If service workers are breaking into Engineering to amp the PA, beat them to death.

Okay, why do the other consoles have access? Criminal records? Communication console? I have already implemented access, so why not just implement it by merging it. This feature won't hurt anyone.

@chavonadelal
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Consoles don't have wires at all. Why PA need single wire?

I'm fairly certain that PA already has a few wires

barely damage singularity (not damaging tesla at all).

Actually it does damage the tesla

And just saying this explicitly, I'm not against merging this PR

With the same argument, you can remove access to the specified consoles. Well, if they break in, just kill them. I don't quite see the argumentation in your position.

@osjarw
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osjarw commented Jul 27, 2024

With the same argument, you can remove access to the specified consoles. Well, if they break in, just kill them. I don't quite see the argumentation in your position.

To be honest, the idea of removing access from the criminal records and making fake records sounds like a good feature.
And my point was that if you already can bypass the engie access by cutting the wires, surely you must other ways to singuloose.

@chavonadelal
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chavonadelal commented Jul 27, 2024

With the same argument, you can remove access to the specified consoles. Well, if they break in, just kill them. I don't quite see the argumentation in your position.

To be honest, the idea of removing access from the criminal records and making fake records sounds like a good feature.
And my point was that if you already can bypass the engie access by cutting the wires, surely you must other ways to singuloose.

This devalues access too much. There should be a limit to everything and something should not work without access. Moreover, this could lead to anarchy.

@osjarw
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osjarw commented Jul 27, 2024

Just to make my position clear, I'm not against adding this PR nor adding access to the PA console.
I think that I'll drop out of this conversation here...

@chavonadelal
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Just to make my position clear, I'm not against adding this PR nor adding access to the PA console.
I think that I'll drop out of this conversation here...

I apologize if I offended you, I was just surprised that someone considered adding such a logical and simple function unnecessary.

@osjarw
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osjarw commented Jul 27, 2024

I apologize if I offended you, I was just surprised that someone considered adding such a logical and simple function unnecessary.

No need for apologies, I'm not really offended.
And it isn't an unnecessary feature, I just believe that you should be able to bypass almost anything with appropriate amount of effort.
There probably was some miscommunication between us.

@chavonadelal
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  1. We do not design gameplay elements with raiders in mind.

Uh, why? As i heard, good game design should take into account that people find the way to spoil the game of other players.

The PA is already access controlled from being in the depths of Engineering

If consider box map - raider can pick up insulated gloves and multitool in tech room, open four doors to PA, bring tesla generator to it and activate PA. Yea, engineers can stop him, but what if they don't want to kill someone just because they think is would be bad idea?

It would make an extra barrier for raiders without affecting other players negatively, so I don't see anything wrong with that

I support. Perhaps, as you said, it is worth adding a separate access for the particle accelerator. Doors with new access and redefine the access of emitters and other things to this new access to protect against inexperienced technical assistants.

@SlamBamActionman
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With the same argument, you can remove access to the specified consoles.

I mean, yeah, let's.

The Criminal Records console is sometimes mapped in Sec outposts and is thus far too easy to access, but personally I think the Announcements console could work without access restrictions. I think an argument could be made that the effects of those consoles are too immediate as opposed to the PA, which can be turned off in time, but it's whatever.

@chavonadelal
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chavonadelal commented Jul 27, 2024

With the same argument, you can remove access to the specified consoles.

I mean, yeah, let's.

The Criminal Records console is sometimes mapped in Sec outposts and is thus far too easy to access, but personally I think the Announcements console could work without access restrictions. I think an argument could be made that the effects of those consoles are too immediate as opposed to the PA, which can be turned off in time, but it's whatever.

In my opinion, your ideas are involution, no offense. Cutting out features.

@NotSoDana
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useeeleeeeeess

@Jezithyr
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This is a pretty good change tbh. Not only does it raise the bar for greifing but it also makes antags need to work for sabotaging the accelerator, it's no longer a free lunch, they need to hack/steal access.

@NotSoDana
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ok, time to full opinion.
Very unbalanced for antags, cuz of more work to sabotage the accelerator. If you can't hack it, or use EMAG - u need to steal access, but more times this is difficult and don't make any sense to the goals. Moreover, the PA computer isn't like typical consoles. Consoles in 90% times don't used by antags, its just useless bruh. But PA computer have different construction, and adding an Access Reader to it, looks very.. strange, nah? Anyway, i think it's don't need it, or should be added with a EMAG/Hack opportunity.

@Jezithyr
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Jezithyr commented Jul 27, 2024

Very unbalanced for antags, cuz of more work to sabotage the accelerator. If you can't hack it, or use EMAG - u need to steal access, but more times this is difficult and don't make any sense to the goals.

I would argue this makes it far more balanced for antagonists, now they actually need to put in the work to trigger a round ending event and not just sneak into engineering and set the funni machine to max and watch the fireworks. I agree that it should definitely be emagable though since that encourages preplanning from antagonists.

This also makes it far more difficult for greifers/raiders/trolls to completely derail a round by messing with the PA since it now requires access OR an emag. That alone makes implementing this change worth it since it will dramatically decrease the possible damage that a raider will be able to accomplish when admins aren't available.

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NotSoDana commented Jul 27, 2024

I would argue this makes it far more balanced for antagonists, now they actually need to put in the work to trigger a round ending event and not just sneak into engineering and set the funni machine to max and watch the fireworks. I agree that it should definitely be emagable though since that encourages preplanning from antagonists.

Objection! If antag sneaked into the engi and don't get caught by engineers or CE, it's actually not bad work. If they let antag in the PA room, it's only their fault. Moreover, singularity (if there is it) not 100% will eat the station, then syndie needs to place singulo-beacon, which is difficult to hide on big maps, not to mention launching it on time. Without EMAGging or/and hack (cuz of PA computer has wires out of it lmao) this PR looks incomplete.

@chavonadelal
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Access Reader provides the ability to hack using EMAG at the system level

@Jezithyr
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Jezithyr commented Jul 27, 2024

Objection!

Objection Overruled! (sorry I had to make that joke, I'm not overruling you just disagreeing :P )

If antag sneaked into the engi and don't get caught by engineers or CE, it's actually not bad work.

If an antag sneaks into engie after this change gets merged, they'll still be able to sabotage the PA. The only difference is that joke greytider sneaking in won't be able to do the same thing, which is a considerable improvement

@chavonadelal
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it can be hacked using EMAG

@SlamBamActionman
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In my opinion, your ideas are involution, no offense. Cutting out features.

involution
noun
1.
PHYSIOLOGY
the shrinkage of an organ in old age or when inactive, e.g. of the uterus after childbirth.

Ok thanks, my arguments are still up there to be responded to. :)

@Jezithyr
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Jezithyr commented Jul 27, 2024

  1. We do not design gameplay elements with raiders in mind.

Actually we do. Designing mechanics to not be easily abused by bad-actors is multiplayer game design 101. Unfortunately in a lot of cases this is something that wasn't thought about when some features were originally designed in SS13 and when those mechanics were then ported to ss14 the focus was on reaching feature parity not making design changes.

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Objection Overruled! (sorry I had to make that joke)

I objection your overrule!

The only difference is that joke greytider sneaking in won't be able to do the same thing, which is a considerable improvement

Nah, cuz there is a lot of ways to sneak in the engi without engineering access: Hack, Emag, Explosion, Deconstruct walls, Jaws of Life, SSD Tech asssistant access. IF GREYTIDER NEEDS - HE WILL SABOTAGES SINGULO, U JUST UNDERRATE HIM.

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If antag sneaked into the engi and don't get caught by engineers or CE, it's actually not bad work.

If an antag sneaks into engie after this change gets merged, they'll still be able to sabotage the PA. The only difference is that joke greytider sneaking in won't be able to do the same thing, which is a considerable improvement

A joke greytider is not really any more limited than an actual antag; if you're a person intent on going so far as self-antag singuloosing you won't be stopped by requiring an ID for access (and if you've gotten all the way into the PA room, you've likely gotten that access anyways). The only difference is having access to an EMAG.

@SlamBamActionman
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  1. We do not design gameplay elements with raiders in mind.

Actually we do. Designing mechanics to not be easily abused by bad-actors is multiplayer game design 101. Unfortunately in a lot of cases this is something that wasn't thought about when some features were originally designed in SS13 and when those mechanics were then ported to ss14 the focus was on reaching feature parity not making design changes.

My b, I should've added "primarily",as new game features need to be evaluated in the context of fair play as well, and not just in the context of raiders.

@Jezithyr
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Jezithyr commented Jul 27, 2024

This change is primarily a "fair play" change and the "nerf" to antags is extremely minimal and in my opinion actually healthy for the game. Most of this change is targeted towards raiders to reduce admin workload and improve round quality, but it still has a positive effect on gameplay.

A joke greytider is not really any more limited than an actual antag; if you're a person intent on going so far as self-antag singuloosing you won't be stopped by requiring an ID for access

I think you are severely overestimating the competence of most raiders, I've watched a raider in RMC-14 miss every single one of their shots when trying to teamkill marines because they didn't wield their gun. Or another raider picking up a gun with a smartscope (Which has an IFF that prevents friendly fire), and trying to teamkill with it.

Quite simply, the raiders are not sending their best... Is it possible for a competent greifer to bypass the id check? Yeah definitely, but for every competent raider there are 10 incompetent ones that will end up getting stopped by this change. And those 10 raiders getting stopped from singuloosing means that if an admin is not online or busy, the round isn't ended by the actions of a single greifer.

In addition to making griefing more difficult, this also adds an extremely minor barrier for antags to overcome if they want to singuloose. Effectively, singuloosing now requires just a tiny bit of pre-planning rather than being a foolproof method that you can fallback on if your attempts to bomb the station failed. This encourages antags to think ahead about what they are going to do instead of falling back on "foolproof" strategies.

Additionally, the vast majority of singulooses are done by raiders not antags. And even then, singuloosing is generally a last resort "panic" move by antags when they don't have other options. I can count on one hand the number of times I've heard of or seen someone actually plan on singuloosing as an antag from the start.

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PJB3005 commented Jul 27, 2024

Automatic access reader checks like this are really bad. I would much prefer the more common (in SS13) pattern of access-locked devices requiring an ID card swipe, as it enables leaving the console unlocked (whether intentional or unintentional).

No. Same as the criminal records console, the communications console, and all consoles with access. That's the practice.

And it's a horrible, atrocious UI design practice that should never have been added to any UI in the first place.

  1. If they can get into the PA room they already have engineering access, either from stealing an ID or, ya know, just picking TA.

Hacking doors exists

@chavonadelal
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chavonadelal commented Jul 27, 2024

Automatic access reader checks like this are really bad. I would much prefer the more common (in SS13) pattern of access-locked devices requiring an ID card swipe, as it enables leaving the console unlocked (whether intentional or unintentional).

No. Same as the criminal records console, the communications console, and all consoles with access. That's the practice.

And it's a horrible, atrocious UI design practice that should never have been added to any UI in the first place.

  1. If they can get into the PA room they already have engineering access, either from stealing an ID or, ya know, just picking TA.

Hacking doors exists

I understand, but that's the practice and I don't have the skills to twist anything. This system works with all the things in the game. Cabinets, consoles, and so on and so on. Therefore, I do not think that this is the problem of my pull request.

@TheShuEd TheShuEd merged commit 0b95de1 into space-wizards:master Jul 30, 2024
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Schrodinger71 added a commit to AdventureTimeSS14/space_station_ADT that referenced this pull request Aug 7, 2024
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## Admin.yml
<details><summary>Лист чейнжлогов, смотреть подробнее..</summary>

```yml

- author: Repo
  changes:
  - message: Added aHelp player pinning.
    type: Add
  - message: Added disconnection, reconnection, banning notice on relay and ahelp.
    type: Add
  - message: Fixed search clears on aHelp close.
    type: Fix
  id: 46
  time: '2024-07-30T08:28:32.0000000+00:00'
  url: space-wizards/space-station-14#28639
- author: Repo
  changes:
  - message: Fixed Ahelp Sorting
    type: Fix
  id: 47
  time: '2024-07-31T01:58:31.0000000+00:00'
  url: space-wizards/space-station-14#30518
Name: Admin
Order: 1


```

</details>

## Changelog.yml
<details><summary>Лист чейнжлогов, смотреть подробнее..</summary>

```yml
- author: Plykiya
  changes:
  - message: Syndicate traitor reinforcements are now specialized to be medics, spies,
      or thieves.
    type: Add
  - message: Reinforcement radios with options now have a radial menu, similar to
      RCDs.
    type: Tweak
  id: 6956
  time: '2024-07-21T10:32:25.0000000+00:00'
  url: space-wizards/space-station-14#29853
- author: Cojoke-dot
  changes:
  - message: Dead Space Dragons no long despawn
    type: Fix
  id: 6957
  time: '2024-07-21T10:46:33.0000000+00:00'
  url: space-wizards/space-station-14#29842
- author: slarticodefast
  changes:
  - message: Fixed microwave construction.
    type: Fix
  id: 6958
  time: '2024-07-21T16:20:09.0000000+00:00'
  url: space-wizards/space-station-14#30232
- author: Sphiral&Kezu
  changes:
  - message: 'Added a variety of new wall based storages: Shelfs! Build some today!'
    type: Add
  id: 6959
  time: '2024-07-21T17:16:58.0000000+00:00'
  url: space-wizards/space-station-14#27858
- author: valquaint, slarticodefast
  changes:
  - message: Fixed borgs being unable to state laws with an activated flashlight.
    type: Fix
  id: 6960
  time: '2024-07-22T03:55:35.0000000+00:00'
  url: space-wizards/space-station-14#30183
- author: Lank
  changes:
  - message: Darts can now pop balloons. Keep them away from any monkeys.
    type: Add
  id: 6961
  time: '2024-07-22T05:38:56.0000000+00:00'
  url: space-wizards/space-station-14#30088
- author: Plykiya
  changes:
  - message: You can now eat or drink and swap hands without it being interrupted.
    type: Tweak
  id: 6962
  time: '2024-07-22T09:17:57.0000000+00:00'
  url: space-wizards/space-station-14#30060
- author: IProduceWidgets
  changes:
  - message: Zookeepers can now possess Nonlethal shotguns according to spacelaw.
    type: Tweak
  id: 6963
  time: '2024-07-22T09:33:03.0000000+00:00'
  url: space-wizards/space-station-14#30237
- author: Plykiya
  changes:
  - message: Bag sounds can now only be heard from half the distance and is quieter
      in general.
    type: Tweak
  id: 6964
  time: '2024-07-22T09:54:15.0000000+00:00'
  url: space-wizards/space-station-14#30225
- author: osjarw
  changes:
  - message: Syringes are now 0.5 seconds faster.
    type: Tweak
  id: 6965
  time: '2024-07-22T10:20:36.0000000+00:00'
  url: space-wizards/space-station-14#29825
- author: Errant
  changes:
  - message: Replay observers now always spawn on the station.
    type: Fix
  id: 6966
  time: '2024-07-22T19:32:30.0000000+00:00'
  url: space-wizards/space-station-14#30252
- author: Cojoke-dot
  changes:
  - message: You can now read the volume of a gas tank in its examine text
    type: Tweak
  id: 6967
  time: '2024-07-22T21:41:42.0000000+00:00'
  url: space-wizards/space-station-14#29771
- author: Cojoke-dot
  changes:
  - message: Throwing a jetpack mid-flight will no longer freeze your character
    type: Fix
  id: 6968
  time: '2024-07-22T22:24:26.0000000+00:00'
  url: space-wizards/space-station-14#30223
- author: Flareguy
  changes:
  - message: Added vox sprites for a few headwear items, including radiation suits
      and the paramedic helmet.
    type: Add
  id: 6969
  time: '2024-07-23T02:18:33.0000000+00:00'
  url: space-wizards/space-station-14#30150
- author: Cojoke-dot
  changes:
  - message: You can no longer use telescreens and televisions while blind or asleep.
    type: Fix
  id: 6970
  time: '2024-07-23T02:33:41.0000000+00:00'
  url: space-wizards/space-station-14#30260
- author: Cojoke-dot
  changes:
  - message: Fix one of the QSI popups
    type: Fix
  id: 6971
  time: '2024-07-23T03:23:04.0000000+00:00'
  url: space-wizards/space-station-14#30265
- author: Errant
  changes:
  - message: Players are now notified when trying to insert an incompatible magazine
      into a gun.
    type: Add
  id: 6972
  time: '2024-07-23T06:36:06.0000000+00:00'
  url: space-wizards/space-station-14#29046
- author: TheKittehJesus
  changes:
  - message: The Syndicate Assault Borg can now wield their double esword
    type: Fix
  id: 6973
  time: '2024-07-23T08:13:18.0000000+00:00'
  url: space-wizards/space-station-14#30229
- author: Scribbles0
  changes:
  - message: Handless mobs can no longer wipe devices like positronic brains or pAIs.
    type: Fix
  id: 6974
  time: '2024-07-23T17:47:08.0000000+00:00'
  url: space-wizards/space-station-14#30149
- author: Quantus
  changes:
  - message: Reagent grinders can no longer auto-grind when unpowered.
    type: Fix
  id: 6975
  time: '2024-07-23T21:02:07.0000000+00:00'
  url: space-wizards/space-station-14#30267
- author: BombasterDS
  changes:
  - message: Fixed items disappearing after shelfs and mannequin disassembling
    type: Fix
  id: 6976
  time: '2024-07-24T08:57:03.0000000+00:00'
  url: space-wizards/space-station-14#30313
- author: Cojoke-dot
  changes:
  - message: Fix infinite QSI linking range
    type: Fix
  id: 6977
  time: '2024-07-24T20:57:45.0000000+00:00'
  url: space-wizards/space-station-14#30332
- author: deltanedas
  changes:
  - message: Borgs can no longer unlock the robotics console or other borgs.
    type: Tweak
  id: 6978
  time: '2024-07-25T03:54:52.0000000+00:00'
  url: space-wizards/space-station-14#27888
- author: themias
  changes:
  - message: Fixed the ripley control panel not loading
    type: Fix
  id: 6979
  time: '2024-07-25T05:23:53.0000000+00:00'
  url: space-wizards/space-station-14#30325
- author: Timur2011
  changes:
  - message: Space adders are now butcherable.
    type: Add
  - message: Snakes now drop snake meat when butchered.
    type: Fix
  - message: Snakes now appear lying when in critical state.
    type: Tweak
  id: 6980
  time: '2024-07-25T10:52:18.0000000+00:00'
  url: space-wizards/space-station-14#29629
- author: Plykiya
  changes:
  - message: You can now build atmos gas pipes through things like walls.
    type: Tweak
  id: 6981
  time: '2024-07-25T23:26:06.0000000+00:00'
  url: space-wizards/space-station-14#28707
- author: Ilya246
  changes:
  - message: Nuclear operative reinforcements now come with full nuclear operative
      gear (and a toy carp) at no additional cost.
    type: Tweak
  - message: Nuclear operative reinforcements now get nuclear operative names.
    type: Tweak
  id: 6982
  time: '2024-07-25T23:37:54.0000000+00:00'
  url: space-wizards/space-station-14#30173
- author: Cojoke-dot
  changes:
  - message: Engineering goggles and other similar-looking eyewear now help block
      identity.
    type: Tweak
  - message: Radiation suit's hood now blocks identity.
    type: Fix
  id: 6983
  time: '2024-07-26T05:26:05.0000000+00:00'
  url: space-wizards/space-station-14#30305
- author: Moomoobeef
  changes:
  - message: Some radio channel colors have been tweaked in order to be more easily
      distinguishable.
    type: Tweak
  id: 6984
  time: '2024-07-26T06:47:20.0000000+00:00'
  url: space-wizards/space-station-14#30133
- author: Errant
  changes:
  - message: Replay ghosts now actually spawn on the proper station, take two.
    type: Fix
  id: 6985
  time: '2024-07-26T12:59:43.0000000+00:00'
  url: space-wizards/space-station-14#30273
- author: themias
  changes:
  - message: Arcade machines are functional again
    type: Fix
  id: 6986
  time: '2024-07-26T17:30:50.0000000+00:00'
  url: space-wizards/space-station-14#30376
- author: themias
  changes:
  - message: Zombies now get uncuffed upon transformation
    type: Fix
  id: 6987
  time: '2024-07-26T18:48:03.0000000+00:00'
  url: space-wizards/space-station-14#30321
- author: metalgearsloth
  changes:
  - message: Fix grid labels getting spammed from VGRoid.
    type: Fix
  id: 6988
  time: '2024-07-27T01:54:38.0000000+00:00'
  url: space-wizards/space-station-14#29946
- author: GoldenCan
  changes:
  - message: Added a Security Clown Mask which is obtainable by hacking a SecDrobe.
    type: Add
  id: 6989
  time: '2024-07-27T04:09:24.0000000+00:00'
  url: space-wizards/space-station-14#30249
- author: Plykiya
  changes:
  - message: Thief game rule now properly selects more than one thief.
    type: Fix
  id: 6990
  time: '2024-07-27T07:27:21.0000000+00:00'
  url: space-wizards/space-station-14#30393
- author: BombasterDS
  changes:
  - message: Added new plant mutations for apple, sugarcane and galaxythistle
    type: Add
  id: 6991
  time: '2024-07-27T15:08:49.0000000+00:00'
  url: space-wizards/space-station-14#28993
- author: Spessmann
  changes:
  - message: Thief objectives for figurines and stamps now require less items
    type: Tweak
  id: 6992
  time: '2024-07-27T23:11:27.0000000+00:00'
  url: space-wizards/space-station-14#30390
- author: metalgearsloth
  changes:
  - message: Moved VGRoid from 1,000m away to ~500m.
    type: Tweak
  id: 6993
  time: '2024-07-28T03:14:18.0000000+00:00'
  url: space-wizards/space-station-14#29943
- author: lzk228
  changes:
  - message: Fixed pancakes stacks. Before it, splitting not default pancakes stacks
      would give you default pancakes.
    type: Fix
  id: 6994
  time: '2024-07-28T03:49:06.0000000+00:00'
  url: space-wizards/space-station-14#30270
- author: Plykiya
  changes:
  - message: Fixed the client mispredicting people slipping with their magboots turned
      on
    type: Fix
  id: 6995
  time: '2024-07-28T06:17:06.0000000+00:00'
  url: space-wizards/space-station-14#30425
- author: Katzenminer
  changes:
  - message: Pun and similar pets are no longer firemune
    type: Fix
  id: 6996
  time: '2024-07-28T08:32:27.0000000+00:00'
  url: space-wizards/space-station-14#30424
- author: lzk228
  changes:
  - message: Fixed permanent absence of the approver string in cargo invoice.
    type: Fix
  id: 6997
  time: '2024-07-29T06:19:43.0000000+00:00'
  url: space-wizards/space-station-14#29690
- author: JIPDawg
  changes:
  - message: F9 is correctly bound to the Round End Summary window by default now.
    type: Fix
  id: 6998
  time: '2024-07-29T06:49:28.0000000+00:00'
  url: space-wizards/space-station-14#30438
- author: githubuser508
  changes:
  - message: Candles crate and the ability for Cargo to order it.
    type: Add
  id: 6999
  time: '2024-07-29T08:29:27.0000000+00:00'
  url: space-wizards/space-station-14#29736
- author: Blackern5000
  changes:
  - message: Emergency oxygen and fire lockers now generally contain more supplies
    type: Tweak
  id: 7000
  time: '2024-07-29T09:57:04.0000000+00:00'
  url: space-wizards/space-station-14#29230
- author: Moomoobeef
  changes:
  - message: Added the ability to wear lizard plushies on your head!
    type: Add
  id: 7001
  time: '2024-07-29T12:52:40.0000000+00:00'
  url: space-wizards/space-station-14#30400
- author: TurboTrackerss14
  changes:
  - message: Reduced Kobold ghostrole chance to mirror Monkey
    type: Tweak
  id: 7002
  time: '2024-07-29T15:16:54.0000000+00:00'
  url: space-wizards/space-station-14#30450
- author: Ian321
  changes:
  - message: The Courser now comes with a defibrillator.
    type: Tweak
  id: 7003
  time: '2024-07-30T01:05:27.0000000+00:00'
  url: space-wizards/space-station-14#30471
- author: slarticodefast
  changes:
  - message: Fixed puppy Ian not counting as a thief steal target.
    type: Fix
  id: 7004
  time: '2024-07-30T01:22:17.0000000+00:00'
  url: space-wizards/space-station-14#30474
- author: themias
  changes:
  - message: Added envelopes to the PTech and bureaucracy crate
    type: Add
  id: 7005
  time: '2024-07-30T01:49:05.0000000+00:00'
  url: space-wizards/space-station-14#30298
- author: TheKittehJesus
  changes:
  - message: The recipe for chow mein, egg-fried rice, and both brownies now use liquid
      egg instead of a whole egg.
    type: Tweak
  - message: Cake batter now also requires 5u of milk
    type: Tweak
  id: 7006
  time: '2024-07-30T02:14:11.0000000+00:00'
  url: space-wizards/space-station-14#30262
- author: Plykiya
  changes:
  - message: Wearing something that covers your head will prevent your hair from being
      cut.
    type: Add
  - message: You now see a popup when your hair is being altered.
    type: Add
  - message: The doafter for altering other people's hair now takes seven seconds.
    type: Tweak
  id: 7007
  time: '2024-07-30T02:17:28.0000000+00:00'
  url: space-wizards/space-station-14#30366
- author: Cojoke-dot
  changes:
  - message: Hamlet and other ghost rolls can now spin when they enter combat mode
    type: Fix
  id: 7008
  time: '2024-07-30T02:48:28.0000000+00:00'
  url: space-wizards/space-station-14#30478
- author: themias
  changes:
  - message: Fixed the ACC wire not appearing in vending machine wire layouts
    type: Fix
  id: 7009
  time: '2024-07-30T03:04:17.0000000+00:00'
  url: space-wizards/space-station-14#30453
- author: Blackern5000
  changes:
  - message: The defibrillator has been recolored slightly
    type: Tweak
  id: 7010
  time: '2024-07-30T04:41:21.0000000+00:00'
  url: space-wizards/space-station-14#29964
- author: themias
  changes:
  - message: Fixed victim's fingerprints transferring onto an attacker's weapon
    type: Fix
  id: 7011
  time: '2024-07-30T08:35:30.0000000+00:00'
  url: space-wizards/space-station-14#30257
- author: to4no_fix
  changes:
  - message: Now engineering access is needed to interact with the particle accelerator
    type: Tweak
  id: 7012
  time: '2024-07-30T11:29:32.0000000+00:00'
  url: space-wizards/space-station-14#30394
- author: Cojoke-dot
  changes:
  - message: You can no longer get out of a disposal chute or container while knocked
      over by trying to walk
    type: Fix
  id: 7013
  time: '2024-07-30T13:53:44.0000000+00:00'
  url: space-wizards/space-station-14#30391
- author: Cojoke-dot
  changes:
  - message: QSI now swaps the top most valid container instead of QSI when placed
      in an anchored container
    type: Fix
  id: 7014
  time: '2024-07-30T14:07:35.0000000+00:00'
  url: space-wizards/space-station-14#30241
- author: TheShuEd
  changes:
  - message: industrial ore processor can now process diamonds
    type: Fix
  id: 7015
  time: '2024-07-30T14:41:15.0000000+00:00'
  url: space-wizards/space-station-14#30499
- author: PJB3005
  changes:
  - message: CLF3 is now called "chlorine trifluoride"
    type: Tweak
  id: 7016
  time: '2024-07-31T00:14:23.0000000+00:00'
  url: space-wizards/space-station-14#30510
- author: slarticodefast
  changes:
  - message: Fixed the mouse position when it is over a singularity distortion effect
      while zoomed in or out.
    type: Fix
  id: 7017
  time: '2024-07-31T00:14:49.0000000+00:00'
  url: space-wizards/space-station-14#30509
- author: metalgearsloth
  changes:
  - message: Add a button to the lobby so you can export a .png of your characters
    type: Add
  id: 7018
  time: '2024-07-31T15:14:20.0000000+00:00'
  url: space-wizards/space-station-14#29874
- author: slarticodefast
  changes:
  - message: Skeletons no longer have fingerprints.
    type: Tweak
  id: 7019
  time: '2024-07-31T16:08:20.0000000+00:00'
  url: space-wizards/space-station-14#30530
- author: themias
  changes:
  - message: Pens can be clicked cathartically
    type: Tweak
  id: 7020
  time: '2024-07-31T17:57:41.0000000+00:00'
  url: space-wizards/space-station-14#30531
- author: Plykiya
  changes:
  - message: Meteors now leave behind asteroid rocks on impact.
    type: Add
  id: 7021
  time: '2024-08-01T02:55:02.0000000+00:00'
  url: space-wizards/space-station-14#30419
- author: PixelTheAertist
  changes:
  - message: The Social Anxiety trait is now renamed to "Stutter"
    type: Tweak
  id: 7022
  time: '2024-08-01T02:58:16.0000000+00:00'
  url: space-wizards/space-station-14#29898
- author: Plykiya
  changes:
  - message: Adds hand labelers to the PTech, ChemDrobe, and LawDrobe.
    type: Add
  id: 7023
  time: '2024-08-01T02:59:54.0000000+00:00'
  url: space-wizards/space-station-14#29958
- author: Ko4erga
  changes:
  - message: Added a cutter machine for crafting patterned steel tiles, concrete and
      wooden tiles.
    type: Add
  - message: After rip off patterned tiles you get current pattern, not just steel
      tile.
    type: Tweak
  id: 7024
  time: '2024-08-01T10:26:32.0000000+00:00'
  url: space-wizards/space-station-14#30431
- author: NakataRin
  changes:
  - message: Added paramedic to the train station.
    type: Add
  id: 7025
  time: '2024-08-01T19:59:43.0000000+00:00'
  url: space-wizards/space-station-14#30556
- author: marbow
  changes:
  - message: Rejoice, detectives! Hand labeler has been added to your closet!
    type: Add
  id: 7026
  time: '2024-08-01T20:01:05.0000000+00:00'
  url: space-wizards/space-station-14#30501
- author: metalgearsloth
  changes:
  - message: Fix some popups playing twice.
    type: Fix
  id: 7027
  time: '2024-08-02T01:33:20.0000000+00:00'
  url: space-wizards/space-station-14#30452
- author: WarMechanic
  changes:
  - message: Adjusted meteors to have less lethal blast fragments.
    type: Tweak
  id: 7028
  time: '2024-08-02T05:43:41.0000000+00:00'
  url: space-wizards/space-station-14#29199
- author: slarticodefast
  changes:
  - message: Fixed borgs not being able to state laws or open other UIs without an
      active module.
    type: Fix
  id: 7029
  time: '2024-08-02T05:44:59.0000000+00:00'
  url: space-wizards/space-station-14#30299
- author: TropicalHibi
  changes:
  - message: Now fs (for sure) and wru (where are you) are changed to their full version
      in text
    type: Add
  id: 7030
  time: '2024-08-02T05:57:50.0000000+00:00'
  url: space-wizards/space-station-14#30508
- author: Plykiya
  changes:
  - message: Rechargers now show the percent charged of the item it is charging.
    type: Add
  id: 7031
  time: '2024-08-02T06:05:38.0000000+00:00'
  url: space-wizards/space-station-14#28500
- author: ShadowCommander
  changes:
  - message: Rollerbeds now deploy when holding them in hand and clicking on the ground.
    type: Add
  id: 7032
  time: '2024-08-02T07:05:12.0000000+00:00'
  url: space-wizards/space-station-14#30000
```

</details>


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**Изменения**

:cl: Шрёдька
- tweak: Подтянуты коммиты с Корвакса, 07.08.24
themias pushed a commit to themias/space-station-14 that referenced this pull request Aug 9, 2024
@chavonadelal chavonadelal deleted the Access-particle-accelerator branch September 19, 2024 12:36
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