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Tram v6 #2
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Tram v6 #2
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new/datum/stack_recipe("Titanium tile", /obj/item/stack/tile/mineral/titanium, 1, 4, 20, check_density = FALSE, category = CAT_TILES), \ | ||
new/datum/stack_recipe("Shuttle seat", /obj/structure/chair/comfy/shuttle, 2, one_per_turf = TRUE, on_solid_ground = TRUE, category = CAT_FURNITURE), \ |
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isn't this going against the consistency everywhere else?
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I'll double check, for titanium recipes the majority started with capitals. If that's the case then I'll just rename them all to be lowercase
## About The Pull Request Refactors goats into basic mobs, pretty clean refactor. They're a bit smarter when it comes to retaliating mobs, and they're still just as good as ever when it comes to munching on good ol' plantlife. I also (finally) turned Pete into a goat subtype just in case people want to inject more behavior into him in the future. ## Why It's Good For The Game Cleaner implementation of code when it comes to doing stuff like eating kudzu or just lusting after flora. ## Changelog :cl: refactor: Refactored goats into basic mobs! Not much should have changed beyond their endless desire to retaliate should you attack them, they're still just as good as chomping away plant life as ever. /:cl:
…8754) ## About The Pull Request This takes all the gib related procs: - `gib()` - `spawn_gibs()` - `spill_organs()` - `spread_bodyparts()` And adds heavy documentation that communicates what the procs are used for and how the different bitflags affect them. The difference is noticeable: `gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)` The code is now much more legible which is important considering it's used in a lot of places! Another robust change, is that we had several places in the code where there were double negatives like so: ``` /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!? // do stuff here ``` This is a mindfuck to untangle. I inverted a lot of these parts so we don't lose our sanity. Last thing that was changed was a big `if()` loop in the `spill_organ()` proc. This was refactored to just be a simple `for` loop with `continue` statements where we needed to skip enabled bitflags. It's now shorter and cleaner than before. The only slight gameplay change this affects is that gibbing a mob now guarantees to drop all items unless the `DROP_ITEMS` bitflag is deliberately omitted. Some places like admin gib self, we don't want this to happen. ## Why It's Good For The Game Gib code is very old. (~15 years) People kept adding more arguments to the procs when it should have been a bitflag initially. By doing it this way, there is more flexibility and readability when it comes to adding new code in the future. ## Changelog :cl: refactor: Refactor gib code to be more robust. qol: Gibbing a mob will result in all items being dropped instead of getting deleted. There are a few exceptions (like admin gib self) where this will not take place. /:cl:
## About The Pull Request This is something that I meant to do because it was a minor annoyance as I was creating the tests but I never got around to it. Because many of the failures occurred in procs it could be difficult to pinpoint the exact line of the test where they were failing. It would just be the line within the proc, and not the line where the proc was called. So you'd have to sort of infer which one it was from the values of `x` and `y` in `Expected x to be equal to y`. Now each test failure will have a brief description and a line number where `apply_damage()` / `verify_damage()` actually got called to make it clearer. Like shown below. ![Code_r6N3XSAb3m](https://github.com/tgstation/tgstation/assets/13398309/92ac5a91-3c3f-4b3b-90de-09fe0d9891f1) ## Why It's Good For The Game Just a small QoL update for coders. Some typos fixed, too. ## Changelog Nothing player facing though.
still on break so i didn't think too hard about this one ## About The Pull Request Prevents food interactions from clearing the resulting food's reagents if the result is a bad recipe. Blackbox logging is also iffy here, some of them log it even if the resulting food is a burned mess, some don't. It's weird! ## Why It's Good For The Game Fixes tgstation#78400 <details><summary>Makes one car moth happy</summary> ![no habla espanol](https://github.com/tgstation/tgstation/assets/75863639/a3f26acb-3a7c-44a6-a4de-2b67e4d56230) </details> Did you know the appendix has bad_food reagent in it? https://github.com/tgstation/tgstation/blob/699d09ca33e807f9100689c3ab5fbec3916186ee/code/modules/surgery/organs/internal/appendix/_appendix.dm#L5-L15 ## Changelog :cl: fix: fixed bad food not having bad food reagents /:cl:
…tgstation#78745) ## About The Pull Request I recently read of someone being confused that they couldn't use them to perform fish-related experiments, so I thought it would be a good idea to add that. Also, I've converted the related misc supply pack to a goodie one, like other fishing supplies. ## Why It's Good For The Game It makes sense, and a fair amount of players doesn't even know experiments exists until they play the scientist role a couple times. ## Changelog :cl: add: Fish analyzers can now be used to perform fish scanning experiments. balance: They can now be singularly bought as a goodie pack for 125 cr each, instead of a crate of three for 500 cr. /:cl:
…e, chasms) (tgstation#78742) ## About The Pull Request Exactly what it reads on the tin. ## Why It's Good For The Game Fixes tgstation#78646. ## Changelog :cl: fix: Fixed silent catwalks. /:cl:
## About The Pull Request Replaces every single/double letter variable I could find in `code\game\machinery\harvester.dm` with a more descriptive variable name. I hope, anyway. Also replaces a typecheck section with just writing a better loop. ## Why It's Good For The Game Uuuuuuh. Code.... readability.... and maintainability? I think? ## Changelog Not player-facing.
…high caliber hand cannon by making it HITSCAN (tgstation#78674) ## About The Pull Request The Regal Condor come with a magazine and ammo already inside. The recipe for the magazine now no longer needs TC, but does need donk pockets (sponsored murder gear, you see) and a hell of a lot more materials per magazine (you're looking at like 40 sheets of various materials all up). It also needs you to make the Condor first. But it comes preloaded with ammo. The Condor is 1 whole TC more expensive. Also needs some metal. The old recipe is there in spirit. The Regal Condor and the magazines come with 10mm Reaper bullets. They're high damage. They're high AP. They are also hitscan. ## Why It's Good For The Game Apparently people don't like the Condor. Too much effort for not enough reward. After all, revolvers exist. 'It must be a joke' they say! 'It's joke content! I went to all that effort to make it for nothing! That slut Anne tricked us!' **Wrong, bitch.** If you want the Condor to make you shit yourself the moment someone with it appears on the screen, then fine! ### **You get what you fucking deserve.** ## Changelog :cl: balance: Despite earlier reports suggesting that the famous lethality of the Regal Condor was largely a myth, there has been rumors that the gun has once again started to display its true killing potential on any station that it 'manifests'. /:cl:
## About The Pull Request Firstly; Patches some remaining chasm baseturfs on the Geode Pirate Shuttle by implementing a new subtype of jungle rocks and dark dirt that's safe for use in space. Secondly; makes the (unused here, but I'm making use of it elsewhere and I've been told someone else is, too) jungle generator have a lot less (possibly no) recursive atmosdiffs. Jungle mineral turfs now produce an open turf with the correct atmos composition, and jungle chasms are brought in-line as well. Thirdly; the redundant layer of grilles have been removed from the Geode, as they were being spawned already by the window spawner. Additionally rotates the geode's blast doors because they rotate now and it'd look weirder half the time otherwise. ~~On a related note: I really don't like the direction of the docking port being off of standard for everything that isn't an arrivals shuttle, but uhh. Catch me when I'm willing to deal with shuttlecode again, lmao.~~ ## Why It's Good For The Game Significantly lessens recursive atmospheric overhead if either the geode spawns *or* the jungle generator ever gets used here. ## Changelog :cl: fix: It is no longer possible to chasm yourself on the geode. Again. /:cl:
…tation#78685) ## About The Pull Request This PR adds the laser carbine, a new fully-automatic laser weapon that can be ordered from cargo. A crate of 3 can be ordered from cargo for 1800 credits, locked behind armory access. Here is a video demonstration: https://github.com/tgstation/tgstation/assets/21979502/6f7fecec-ccb6-4a65-8027-21ab887fb91d Now, I'm sure people are very concerned about the balance implications of this new weapon. Let me give you some hard numbers: The gun deals 10 damage per shot, and has a capacity of 40 shots with a fully charged cell. This means that it has, at most, 400 damage per charge, which is exactly the same as a normal laser gun. In terms of DPS, it can put an unarmored human in crit roughly as fast a laser gun. It is meant to be a sidegrade, not an upgrade to the normal laser gun. It also has considerably lower wound bonus. During testing, when all 40 shots were fired into an unarmored human, it dealt tier 1 burn wounds with the occasional tier 2. I never observed a single tier 3 burn wound during any of my tests. Here's a picture of the different sprites (The last one is animated just like the normal laser gun): ![laser_carbines](https://github.com/tgstation/tgstation/assets/21979502/75c88c8a-aa8a-481d-994d-86850fcdbb9b) ## Why It's Good For The Game For a long time, there has been a strong push to make crew-available weapons almost entirely energy based. This trend has been contentious, to say the least. Many people prefer ballistic weapons over energy weapons. After spending some time on a different codebase, one where autorifles are still completely available to order from cargo, no emag needed, I think I might know why (or at least part of the reason). Part of what I find satisfying about some ballistics is the fact that they fire quickly and automatically. Energy weapons might be more enjoyable to use if automatic energy weapons are also an option. ## Changelog :cl: add: The laser carbine, a weak but fully automatic sidegrade to the normal laser gun, can now be ordered from cargo. /:cl: --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request Fixes "offical" to "official" in several locations - admin fax panel, admin newscaster, art patron text, a photocopier template, and a corgi tail pin item description. Adds this common misspelling to the check_grep.sh ci tool. ## Why It's Good For The Game I have corrected the typo manually every single time I have sent a fax from Central Command. ## Changelog :cl: spellcheck: "offical" has been officially corrected to "official" in several official locations. /:cl:
…LTH_UPDATE` (tgstation#78772) ## About The Pull Request Quick refactor, replaces `spec_updatehealth` with use of `COMSIG_LIVING_HEALTH_UPDATE`. `spec_updatehealth` was only used by one species, ethereals, and it was used in a (in my opinion) janky way by calling `spec_updatehealth` constantly. This has one downside - `COMSIG_LIVING_HEALTH_UPDATE` is NOT sent if the mob is in godmode, while `spec_updatehealth` was, which means godmoded ethereals may not update 100% accurately according to their health before entering godmode, but I doubt this will come into play often at all. - [x] I tested this PR ## Why It's Good For The Game `updatehealth` is kinda hot, not turbo hot but a little hot, so this helps performance a bit. ## Changelog :cl: Melbert refactor: Refactors how ethereals update their color when damaged. /:cl:
## About The Pull Request Saw that Frosty the Snowman's factions were strings instead of defines, so I have made them use defines. ## Why It's Good For The Game Defines are much safer and cleaner than using strings. ## Changelog Nothing player facing
## About The Pull Request Raw Prophet and Armsy had fun stuff going on and merited their own PRs, but the rest of these guys are basically just statblocks with abilities so I converted them all at once. Rust Walkers are present in a ruin and so have new AI which will actually use their abilities. They rust the area around where they spawn and throw their rust blast at people. I also gave Flesh Stalkers AI even though nobody has put them in a map because I thought it would be cool. This adds an AI behaviour where if they're not doing anything else they will turn into an animal and chill until someone's been around them for a bit, before attacking. They will also use EMP almost immediately upon performing their ambush, which kills the lights in that room. Spooky! To support this I needed to make some changes to let AI continue processing and targetting correctly while shapeshifted. I didn't give Maids or Ash Spirits AI because they'd be really boring. Other changes: I made the maid in the mirror flicker when it takes examine damage because the `visible_message` says it does but despite having the power, nobody made it actually flicker... ## Why It's Good For The Game No more simple mob heretic summons. ## Changelog :cl: refactor: Rust Walkers, Ash Spirits, Flesh Stalkers, and The Maid in the Mirror now use the basic mob framework. Please report any unusual behaviour. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
…78769) ## About The Pull Request forgor ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/70376633/3ba3ae4f-64ae-47a1-98ba-05d1e2d6d912) ## Changelog nothing playerfacing hopefully
…gstation#78724) ## About The Pull Request the janitor access key could not be stored on their belt, or their wintercoat slot, which felt off to me. so i added it to both of them, and added the janicart key to the coat slot as well. i figure if one can fit, the other probably can too. ## Why It's Good For The Game convenient, less cumbersome storage for items that you want to keep both close to your person, and accessible for easy use. ## Changelog :cl: qol: allows janitor keys to be stored in janitor wintercoats and janibets /:cl:
…cabinets (tgstation#78722) ## About The Pull Request title. it's mostly so they can be used conveniently in areas you don't want to put fireaxes, but do want an empty cabinet for reasons. ## Why It's Good For The Game more flexible options for mappers, more convenient than making directional variants yourself. it's what the helper is for ## Changelog :cl: qol: gives empty fireaxe and mech removal crowbars cabinets directional helpers /:cl:
Fixes tgstation#78953 ## About The Pull Request Basically the gist is that Space Dragon's special attack code was on `AttackingTarget()` rather than whatever the hell simple animals controlled by clients use (I didn't bother enough to look into the chain to remember this). This was the complete wrong proc to use, and it NEVER got executed. Anyways, we just hook into the signal for whatever the simple animal proc is as well as clean up all the code, make everything pretty, and most importantly: MAKE THE DAMN CODE WORK ## Why It's Good For The Game Either someone did not test their code at all, or some weird esoteric change in the attack chain changed this somehow? I'm not sure when or why this happened but it is guaranteed to be fixed now. The code cleanup and tinkering I did means that it's gonna be about 10% easier to port this over to a basic mob eventually (not doing a full refactor when this shit is this broken, the code added here is modular enough to the point where it's plug-n-play). ## Changelog :cl: fix: Space Dragons can now, once again, tear down walls and eat corpses. They also have regained their special damage modifier when attacking mechs. /:cl:
## About The Pull Request Fixes tgstation#78953, plus some unreported code issues with lavaland elites, player-controlled megafauna, and a couple other hostile simplemobs. Basically, the sort of "attack wrapper" use of AttackingTarget seen in some simplemobs, specifically when player-controlled, was accidentally removed in the hands element refactor PR. This PR just re-adds that usage for player simplemobs to preserve previous functionality for our remaining simplemobs until their time to be refactored comes. ## Why It's Good For The Game While we're more geared towards basic mobs and simplemob conversions currently, we should still aim to preserve simplemob functionality until we don't have them anymore. ## Changelog :cl: fix: Space Dragon can break walls, eat corpses and destroy mechs more efficiently again fix: Player-controlled lavaland elites can once again return to their tumor after winning their fight /:cl:
…CTF areas (tgstation#78957) ## About The Pull Request You can return to your old body after playing CTF or being summoned as a manifest rune cult ghost. This is done by slapping the temporary_body component onto cult rune summons and CTF bodies. This also extends to Medisim Shuttle knights. This also blocks suicides from being performed in CTF areas. Ghosting and "manually" suiciding is, of course, still an option. ## Why It's Good For The Game There's no reason these two cases should lock you out of being revived. They both also dust bodies on death or after their job is done, making them a perfect fit for this component. Blocking suicides ensures that all bodies are properly "cleaned up" by the death dusting process. Gun suicides, for instance, would remove the brain from the body and bypass cleanup. This not only prevents the user from being returned to their old body, but likely has other unforeseen problems that leaving a body behind might cause. ## Changelog :cl: Rhials qol: You can now return to your old body after being summoned by a manifest rune. qol: You can now return to your old body after dying in CTF. qol: You can now return to your old body after dying in the Medisim Shuttle battle area. qol: You can no longer suicide in CTF areas, for integrity purposes. /:cl:
## About The Pull Request previously ![image](https://github.com/tgstation/tgstation/assets/70376633/d365430a-7775-417d-893a-1e559601de8f) now ![image](https://github.com/tgstation/tgstation/assets/70376633/636eac5f-175e-4983-a096-bffa7181bd48) ## Why It's Good For The Game bug or something bad ## Changelog :cl: fix: sqdl2 query readout displays location of turfs properly /:cl:
## About The Pull Request Adds modsuit control unit to deepfry blacklist. Fixes tgstation#78928 ## Why It's Good For The Game You aren't supposed to be able to deepfry storage items like backpacks since it causes issues. However modsuits start out with no storage, and can have storage added later, allowing them to bypass this. Therefore you shouldn't be able to deepfry modsuits since they can become a storage item. It's also inconsistent that you can fry modsuits without storage, but modsuits with storage can't be fried. It's simpler that no modsuits can be fried at all. ## Changelog :cl: fix: Modsuits can no longer be deepfried /:cl:
## About The Pull Request * Makes special byond lists display properly * Makes images get a preview in the header * Makes filters display properly * Make variable value display a bit more robust to errors * Kills single char vars ## Changelog :cl: admin: VV can now display the contents of special byond lists like filters, or client.images admin: VV on images now displays the image in the header admin: VV can now display filters and includes their type /:cl:
## About The Pull Request Fixes tgstation#78942 Don't give every heretic mob mirror walk Also restores their spaceproofing. The causes of this were respectively: - I didn't type out the full typepath. - I forgot. ## Changelog :cl: fix: "Mirror Walk" is once more the domain of the Maid in the Mirror rather than "every heretic summon" fix: Heretic mobs can once again survive space /:cl:
## About The Pull Request Slapping people on the wrist now has a unique message. ## Why It's Good For The Game New interactions between players, allows security to literally "give people a slap on the wrist" instead of brigging someone. ## Changelog :cl: add: targetting someone's arm with *slap now has a unique message /:cl:
![image](https://github.com/tgstation/tgstation/assets/3625094/a635a4d3-ca3a-442b-8f58-98c60461713f) ## About The Pull Request Makes faxes display with vertical offset when on a table. ## Why It's Good For The Game Looks nice ## Changelog :cl: fix: The crew is instructed to place fax machines properly in the center of a table without hanging. /:cl:
## About The Pull Request Currently, the power cost for each shot is just written as a number, and you have to know the size of the cell to know what this number means. If you just see than a laser gun costs 83 energy, then it's not clear that this translates to 12 shots unless you know that the cell holds 1000 units of energy. Now, all energy weapons (except those that cost 0 energy and one that costs 10000) use a macro define in the form of `LASER_SHOTS(X)`. So the laser gun would example be `LASER_SHOTS(12)`, to clearly convey that it gets 12 shots out of a full charge. I also removed the `laser/hellfire/antique` subtype because it had no mechanical difference from `laser/hellfire` whatsoever. ## Why It's Good For The Game Readable code is good. ## Changelog No player facing changes.
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
…yndicate base. Attempt #2 (tgstation#84934) ## About The Pull Request This is my second PR after I goofed up in the first by merging from master. Adds a holofan and two thermomachine boards to the engineering crate in the lavaland syndie base, and adds two emitter boards to its SM room. ## Why It's Good For The Game The lavaland syndie base has no holofan and is limited to two thermo machines (four thermomachines and only one emitter if the SM shard room spawns). This limits atmospheric gameplay and restricts the freedom in creating set-ups within the base even though it starts with a surplus of T4 parts and four gas miners. These additions should improve the quality of base as an atmospheric ghost role and make it less frustrating when making burns, coolers, dealing with gas leaks Etc. as well as improve SM shard gameplay when creating high power set ups or tesla. ## Changelog :cl: qol: Holofan and two thermomachine and emitter boards in lavaland syndicate base. /:cl:
…tation#87390) ## About The Pull Request Recovery of tgstation#85771, minus directional window leaning (because it looks goofy) ## Changelog :cl: add: You can now lean on windows the same way you can lean on walls fix: You no longer stop leaning on walls after clicking on anything /:cl:
…sus bolts in CI) (tgstation#87534) ## About The Pull Request Closes tgstation#87349 This may seem concerning but projectiles always assume that their firer and original can be null at any step, so this is completely safe. ## Changelog :cl: fix: Fixed harddels caused by certain projectiles /:cl:
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