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#8 Перенос обновлений с Beta на Alpha сервер #695
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Adds generic ammo boxes, printable in the autolathe. They can be set to hold any ammo type by using a bullet on it, and the capacity changes depending on the bullet type. Also makes ammo cans autolathe printable. Replaces a few instances of update_appearence with update_ammo_count in ammo box code so the materials properly update. Thanks to FalloutFalcon for the idea <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Basically a redo of my other PR, shiptest-ss13#2868 intentwise. This PR aims to make ammo storage more practical by adding these generic ammo boxes to prevent having loose rounds everywhere if you don't have a compatible ammo box with space. Ammo cans are basically just themed toolboxes, so they're just nice to have thematically as well. Also some bug fixes I guess, that's good. :cl: add: Generic Ammo Boxes, printable in the autolathe add: Ammo cans are printable in the autolathe fix: Ammo boxes sometimes not properly updating their materials /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Ports some mojave code (originally written on Daedalus by Spyroshark) hat allows you to fling ingame objects with a simple, bouncing physics quality. This is currently implemented on bullet casings. Technical issues currently: - [x] Makes the bouncing less dramatic - [x] Physics must have a "low grav" version for tiles without gravity, since mojave didn't think gravity was real - [x] The code handling the angle physics objects travel at is fucky and needs to be fixed up <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> the hit feature from 2003, coming to a shiptest near you <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: Spyroshark, Sun-Soaked add: A movable physics subsystem, deployed using a component. add: Bullet casings now drop using movable physics code: ports NO_PIXEL_RANDOM_DROP from TG. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Sun-Soaked <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Implements new defines set in power.dm for nearly all machines using idle/active_power_usage Kills auto_use_power() in favor of useStaticPower() procs Standardizes power draws for most things using said defines Decreases power used for lighting by half Generally increases power used by machinery, especially those that are only active for short periods. SSUs now consume power when decontaminating, ORMs and vending machines now take idle power. ![image](https://github.com/shiptest-ss13/Shiptest/assets/90987989/071f8fa8-0639-4fb5-9c3c-5b4b4ad254e4) If you have any feedback, feel free to share it! Most of these numbers are based on their original values, so definitely could be changed. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game This PR standardizes the draw of most machinery, while making it easier to change power use across the board. Additionally, lighting takes less power, while actual machines have been tweaked to fill this gap. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: SSUs draw power to decontaminate balance: lights no longer take 60% of a ships power, machines use more to account for this. code: added standardized defines for power usage /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: HelmCrab <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
Loading rockets and rifle ammo into the revolver is prohibited <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: fix: Fix revolver ammo check /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Sun-Soaked <[email protected]>
## About The Pull Request default whitesands hermits now pull from the "survivor" loot variant rather than no loot variant hunters spawning now actually delete the old hermit mob, rather than committing mitosis hermit loot has been compactified, defaults are now declared in the object rather than initialize, and variant-specific loot now uses a switch statement fixes a bug where non-gunslinger hermits had their pockets overwritten with default equipment, they will now sometimes have goliath steaks, cash (for melee hermits) or .300 BLK strippers (hunters) in their pockets reduces the cash bundle melee hermits can drop from a medium random (500-3000) to small random (100-500) bundle since they are quite common. This can be reduced further if deemed necessary. ## Why It's Good For The Game babe it's 3:00 PM time for your code scrunching ## Changelog :cl: fix: melee hermits now pull from the "survivor" loot variant rather than no loot variant fix: hermits can no longer commit mitosis tweak: hermit loot has been compactified, defaults are now declared in the object rather than initialize, and variant-specific loot now uses a switch statement fix: all hermits now have pocket loot randomized as intended tweak: reduces the cash bundle melee hermits can drop from a medium random (500-3000) to small random (100-500) bundle since they are quite common /:cl: Signed-off-by: Theos <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Portable generators all have different burn times. This unifies them. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The superpacman was actually inferior, and considerably so, to the regular pacman in total energy generated. A pacman had a time_per_sheet of 260, while a superpacman was only 85 for only double the power! This made it inferior in every way, because uranium is also quite rare. While there are no obtainable mrspacmans as far as I am aware, I find no reason to have any of these generators set with different burn times. This simplifies it by unifying all of them into the same base time_per_sheet of 260. I am aware this is going to mess with balance a little bit, but I believe that simplifying the amount of variables in play will help make balancing easier in the long run, because it isn't immediately obvious that there were different sheet burn times. Balance should be affected by changing power generated, uranium spawn rate, number of sheets and generators at round start... etc, not some property that you can't see unless you stand there comparing generators side by side. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: All pacman and its variants now have the same sheet burn times. Superpacmans are no longer the vastly inferior generator. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Resolves shiptest-ss13#2802 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Bugs bad, yeah? <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: fix: fbp and rilena hoodies now work as intended /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request currently it uhhhhhhhhh stacks with itself :3 ## Why It's Good For The Game fix ## Changelog :cl: fix: prismwine's burn resistance can no longer end up stacking /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Signed-off-by: Theos <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Double beds have been craftable for a while, HOWEVER double bedsheets have been largely rare. That ends NOW. ## Why It's Good For The Game lets blorbos be comfy ## Changelog :cl: add: Double bedsheets, fit for double beds, are now craftable via cloth. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Removes the color changing interaction elzu have with multitools and emags. ## Why It's Good For The Game ![image](https://github.com/shiptest-ss13/Shiptest/assets/56049844/b81646c9-1490-46ad-88ea-ec5b08b0d6ad) Thgvr asked me too <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: del: Elzu can no longer change their color with the multitool or emag. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does as it says in the title Removes the quirks, their mood buffs and their accessories. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Clowns and mimes are no longer in the spotlight, and these quirks are kind of incompatible with the server. Because there are no clowns and mimes around. They serve no purpose. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: del: Clown and mime fan quirks have been removed del: Removes the clown and mime fan pins /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Holopads now show the location of the last holopad that called them on examine. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> While having to shamefully ask over wideband to have someone call again after you missed their call is funny, knowing where to callback if you miss someone should help streamline ship to ship communication and improve quality of life. ## Changelog :cl: add: Holopads now display the location of the last holopad that called them on examine. code: Span macros for hologram.dm /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Gristlebee <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
## About The Pull Request Lets you choose pipe layer for circulator and engine heater by using multitool on circuitboard. I literally just copy-pasted freezers code. Unfortunately, sprites aren't compatible with these changes, so this problem needs to be solved by brave spriters. ## Why It's Good For The Game Makes engine heaters and circulators more flexible and easier to place for both mappers and players. ## Changelog :cl: add: Layer changing to engine heaters and freezers
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Quick edit to syndicate mobs to reflect the fact that they are Ramzi pirates. No custom sprites yet. ## Why It's Good For The Game please god can we stop getting questions about the syndie mobs ## Changelog :cl: tweak: Syndicate mobs have been renamed to Ramzi Clique mobs. New sprites will come later. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Multitools can be used on a button with it's panel open to add a blast door or holofield controller to it's buffer. The ID can be copied onto a blast door the same way as changing it normally with a multitool. For holofields, you need to have the access mode on unlocked and it's panel closed. Adds holofield controllers to the autolathe. Changes all the span classes to span macros ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> When you have a roundstart blast door break or holofield break for whatever reason, it's almost impossible to replace and properly resync without ripping out the rest of the blastdoors or the other holofield. This should make reconstruction more convienent. Also being able to make and use your own holofield controller adds a more intuitive way to rig up player made holofields, as currently you have to use signallers on the activation wire. ## Changelog :cl: add: Autolathe can print holofield controllers. add: You can sync blastdoors and holofields to a controller in a button with a multitool code: span macros for blast doors, buttons and holofields /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Gristlebee <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
…test-ss13#3032) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does what it says on the tin. Those marine biologists really need representation you know? ![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/88f13d8f-34ef-407c-9ddd-89cc86decdcc) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game It looks cute. I intend to add more when I can figure out jokes for each of them. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: PositiveEntropy add: Solarian Marine Bi-ologists now have proper representation in the form of a cute cloak! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> The bullet physics weren't getting all the parameters they needed when unload_all_casings called eject_casing so the bullets never left the chamber as a result. Fixes that. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Bug fix good ## Changelog :cl: fix: Auto unloading for gate loaded revolvers /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Hello there! Hope you didn't miss me this soon ;) This PR ports a very recent PR on /tg/, done by the extremely talented INFRARED_BARON and PR'd by @githubuser4141 (known as wastelandmain on discord) - tgstation/tgstation#83024 Since we do have a few original mechs on Shiptest as well, the CLIP mechs have also been resprited entirely to match the new suits we will now see in game! ![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/3b03bbc3-a1ba-4403-9e3b-aa9c84c21b35) ![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/1df55795-5f6b-4dfe-a5b7-170eea7b24d4) ### This PR has been ported with the consent of the original PR author, as well as the original spriter. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game They're a lot prettier than what we currently have, and while we wait for the fabled mech rework, this is a good enough visual stopgap to not make me want to tear my eyeballs out. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: INFRARED_BARON, PositiveEntropy imageadd: Resprites nearly every mech! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Baron made me feel insecure and I went ahead and redid the mauler spikes to be better shaded ![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/c519de71-d6cd-4ec5-a6cf-4d1dee065e59) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game It needs to be slightly scarier. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This system circumvents our design as well as timelocks <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Changelog :cl: add: Roundstart ships no longer spawn /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Kills off a lot of the bad corpses that just didn't make much sense IC Also making them feel a little more real by sub typing them under a generic outfit which pulls clothing from load outs. Also tweaks a lot of the existing spawns to make them a little more balanced This will replace a lot of the removed outfits with independent jobs ![corpses](https://github.com/shiptest-ss13/Shiptest/assets/86381784/9aa8b114-afff-4616-8021-db1553c6fc01) ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/3f44fcca-f38b-4d64-bb7d-c1be33479c2d) ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/4eb44536-81d1-45ec-9eb1-34499ba475ef) ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/d75870ac-d0a5-496e-a826-88158623e665) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The balance of the legion loot felt a little off and had to much gear that messed up faction identity This does however improve the variety and randomness to the point you cant look at a corpse and know its not a real player. While the loot is a lot less powerful there will be a lot more variety i hope <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Added new more varied legion corpses del: Removed lot of the crappy legion corpses balance: rebalanced most of the old legion corpses refactor: moved most legion corpse loot behavior to outfits /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]> Co-authored-by: Sun-Soaked <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR resolves shiptest-ss13#1500, finally allowing delusions to pass without the player having to relog (Big thanks to GenericDM and Theos for the help here!) This PR also changes the pool of delusions to be better suited towards Shiptest's sensibilities. Lastly, this PR ports BeeStation/BeeStation-Hornet#10421, hopefully allowing RDS to be treatable in-game again! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game These bugs have been haunting RDS players for nearly two years straight. I want it GONE. Plus, narrative consistency good. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: rds based delusions now pass without the player having to relog, thank god fix: rds can once again be treated with mindbreaker toxin (hopefully) tweak: the pool of possible delusions has been changed to better reflect shiptest's narrative add: a base ramzi sprite to simple_human.dmi to be used in the changed delusion pool del: chat warning message for rds users not to grief. Just be cool about it, okay? /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Ports world icons from Mojave 13. This is an element that allows for tiny, size-accurate versions of object sprites in a roundabout way. ~~Drafted since spritainers want more coverage before merging~~ UNDRAFTED by request of a spritainer. God weeps ### //MAKING A SUPER BASIC WORLD ICON IMPLEMENTATION GUIDE: FOR REAL. NO VIRUS. 100% ORGANIC// - Place the Element in an Init below The Item In Question `/obj/item/Initialize()` ` . = ..()` ` AddElement(/datum/element/world_icon, null, icon, 'icon')` - Fill in info. Put the ORIGINAL ICON in the addelement's `'icon'` slot (yeah, this element layers the "original" sprite on top of the worldicon one, using it as the default. It just be like that sometimes) `/obj/item/kitchen/knife/combat/Initialize()` ` . = ..()` ` AddElement(/datum/element/world_icon, null, icon, 'icons/obj/kitchen.dmi')` - Put the directory to your NEW, WORLD ICON in the item's normal icon var `icon = 'icons/obj/world/melee.dmi'` The world icon and icon adjustment vars on obj/item should allow for implementation in places where an object's Icon has to frequently change. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Just a little guy <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: World icon element. add: World icons for combat knives. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Sun-Soaked <[email protected]> Co-authored-by: Sun-Soaked <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR resprites the final two missing mechs needed to be resprited (No, the HONK and Reticence do not count), and makes the Mauler also match the style. The Dark Gygax has also been touched up to match the new palette. The sprites were made by INFRARED_BARON. ![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/95a548c2-311c-4f5b-99a7-098689c87719) ### This PR was authored with the consent of the original artist. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Now all mechs are up to date! Let's just ignore the crafting parts... For now. Tee hee. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: INFRARED_BARON imageadd: All mechs have been successfully resprited, including the Mauler, Marauder and Seraph now! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Replaces the british mug in the loadout with a generic mug. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The British aren't real. They can't hurt you. Not after a certain Solarian captain shattered a priceless artifact, at least. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: mugs referencing an ancient terran empire have been confiscated by the confederation. Please enjoy your complementary, generic mug in compensation /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Suit storage units now have circuit boards and require four microlasers, and can be constructed and deconstructed like most machines. Better microlasers reduce how long decontamination takes. Adds examine messages for stock part efficiency and locks. Adds suit storage units boards to Industrial engineering. Changes the span classes to macros ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> This should improve quality of life in how you want to layout your ship with being able to freely move the suit storage units around , or install more as needed instead of just permanently destroying them. ## Changelog :cl: add: Suit Storage Unit construction add: Added suit storage unit circuit boards to industrial engineering tech tweak: Suit storage unit examines tweak: span class to span macros in suit_storage.dm /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request removes it from the orm but adds it as a valid material in the autolathe! make a cool toolbox! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: tweak: tweaked the new ore /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
Возвращает потерянный тайл на аванпосте
Fix: crash build
* dissection nerf and little simplification * Update experimental_dissection.dm Signed-off-by: MrCat15352 <[email protected]> * Update README.md Signed-off-by: MrCat15352 <[email protected]> --------- Signed-off-by: MrCat15352 <[email protected]> Co-authored-by: MrCat15352 <[email protected]>
* Добавление вещей СолГова и Элизиума ч. 1 * ч. 2 СолФед закончен * update README * Добавление вещей бригадиров Элизиума * Update _solfed_stuff.dme Signed-off-by: MrCat15352 <[email protected]> * Update README.md Signed-off-by: MrCat15352 <[email protected]> --------- Signed-off-by: MrCat15352 <[email protected]> Co-authored-by: MrCat15352 <[email protected]>
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Добавление иконок СолФеду и Элизиуму
* Event +Fix Event +Fix * Fix + event v.2 Fix + event v.2 * Update elysium_iron_maiden.json Signed-off-by: Mirag1993 <[email protected]> * Update _names.dm Signed-off-by: Mirag1993 <[email protected]> * Update elysium_iron_maiden.json Signed-off-by: Mirag1993 <[email protected]> * Update flags.dm Signed-off-by: Mirag1993 <[email protected]> * Update elysim_merch.dm Signed-off-by: Mirag1993 <[email protected]> * Update elysim_merch.dm Signed-off-by: Mirag1993 <[email protected]> * Update elysim_merch.dm Signed-off-by: Mirag1993 <[email protected]> * Update clothing.dm Signed-off-by: Mirag1993 <[email protected]> * Update laws.dm Signed-off-by: Mirag1993 <[email protected]> * Fix+event v3 Fix+event v3 * Fix+event v4 Fix+event v4 * Fix Fix --------- Signed-off-by: Mirag1993 <[email protected]>
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[Перенос №7] - (#619)