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Vm solidus upstream merge 8 2 2024 #57
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VMSolidus
merged 117 commits into
SS14-Classic:master
from
VMSolidus:VMSolidus-Upstream-Merge-8-2-2024
Aug 2, 2024
Merged
Vm solidus upstream merge 8 2 2024 #57
VMSolidus
merged 117 commits into
SS14-Classic:master
from
VMSolidus:VMSolidus-Upstream-Merge-8-2-2024
Aug 2, 2024
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# Description By request from @OldDanceJacket, this PR does two things. First, it gives the HoP access to Cargo, so that in ODJ's own words, "The Hop can be like the Warden to Cargo. They are Brothers In Bureaucracy". The second thing this PR does is add BASIC department PDAs for each department to the PTECH vendor, enabling the HOP to hire people on as the basic roles for every department, with additional PDAs for the teaching roles(Interns). By design, all specialized department roles(Such as Chemistry) cannot be granted by the HOP, and must instead be given by their respective heads of staff. # Media ![image](https://github.com/user-attachments/assets/601cee43-f23a-4119-9e5a-e7f987fbd6d8) # Changelog :cl: - add: The Head Of Personnel can now hire people onto basic roles for each department by vending PDAs.
# Description By request from @OldDanceJacket , this restores the ability for pipes and wires to be hidden underneath grass and asphalt. I was originally going to also port digging, but it turns out that SOMEONE already ported digging, but completely forgot to also fix the subfloor nonsense. # Media With ShowSubfloor: ![image](https://github.com/user-attachments/assets/6aa5fee8-a670-4d3a-8d90-d17c964d59a8) Subfloors hidden: ![image](https://github.com/user-attachments/assets/df3581e3-b8a2-4020-92f5-30af6f0e7c6e) Dig the grass to expose pipes and wires: ![image](https://github.com/user-attachments/assets/ecf27a56-cb1d-4666-a235-f8ff94d4dfa2) # Changelog :cl: - fix: Pipes and Wires are now correctly hidden by grass and asphalt once more. Use a shovel to expose pipes hidden by grass.
# Description By request from @OldDanceJacket , this reworks the NRP description of the bar drink glasses to something more suitable for our codebase. No changelog due to how minor this is. # Media Drink glasses still change their name to accommodate reagents, that is unchanged. ![image](https://github.com/user-attachments/assets/a4969be5-49f3-45c0-9687-505c9ccd723f)
# Description Refactors the nyano shitcode responsible for allowing borgs to dispense candies into a more generic variant, that allows to define what action dispenses what entity, and allowing an arbitrary number of such actions on an entity. Requested by @DangerRevolution <details><summary><h1>Media</h1></summary><p> https://github.com/user-attachments/assets/b4d643e2-c9b0-4367-8b9c-2d0cd4a228b9 </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Changelog :cl: - fix: Job playtime requirements for loadouts and traits show correctly
# Description Grrr, 3 lines changed. Filter out events that don't have a start announcement. # Changelog :cl: - fix: False alarm event will no longer report events that should not be reported.
# Description This PR massively expands upon the functionality of the Contests System, fully restoring it not only to the original level of functionality available to the Nyanotrasen Contests, but vastly exceeding its functionality too. Contests now include features like Health Contests, Stamina Contests, but also include hooks for Mind Contests (To allow other systems to implement theoretical effects of MindContest even though I'm not yet finished with the Psionic Refactor). Additionally, all Contests now include optional overrides, allowing other functions to modify their own expected outcomes from the ContestsSystem. These two optional overrides are: - BypassClamp: Bypasses the clamp outright, allowing for Classic Nyanotrasen Contests style of outputs, with theoretically infinite results. If completely unlimited infinite results is desired, setting this to true when calling Contests will unlock the range to (-inf, inf). - RangeFactor: Proportionally expands the allowed Range of outputs from a given Contest. Normally they are CVar clamped to +/- 0.25, but if for instance RangeFactor was set to 2, the Range is now +/- 0.5 # Changelog No changelog because this is completely zero player-facing implementations. All I have done is give DEVS the tools needed to begin implementing easy math into the game. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
# Changelog :cl: - fix: Fixed the character editor dummy always acting like a human
# Description Significant event rebalance based on my own experience and feedback from some players, mostly aimed to improve low-pop experience and prevent multiple instances of same event occurring at once. Added weaker versions of hostile critter events. Those versions spawn 2-3 times less critters and come with a different announcement: SlimesSpawnWeak, SpidersSpawnWeak, XenoVentsWeak. Rebalanced the following events: - AnomalySpawn - reoccurrence delay of 8 minutes to prevent multiple anomalies from spawning with a delay of a few seconds (which has happened many times). - BluespaceArtifact - same, but 5 minutes. - BluespaceLocker - 15 minute reoccurrence delay and no more than 4 occurrences per shift because it's really annoying. - BreakerFlip, BureaucraticError, ClericalError - reoccurrence delay of 5 minutes. - GasLeak - reoccurrence delay of 7 minutes. - KudzuGrowth - reoccurrence delay of 10 minutes. - MeteorSwarm - reoccurrence delay of 5 minutes, reduced player count requirement from 10 to 7. - MouseMigration, VentCritters (mice) - reoccurrence delay of 3 minutes, reduced playercount requirement from 35 to 0. (Those two events are identical but have different announcements, might as well remove one of them) - CockroachMigration - reoccurrence delay of 15 minutes. - PowerGridCheck - reoccurrence delay of 2 minutes (same as the maximum duration of the event). - SolarFlare, VentClog - reoccurrence delay of 5 minutes. - SlimesSpawn, SpiderSpawn - reoccurrence delay of 12 minutes. - MimicVendorRule - reoccurrence delay of 5 minutes. - XenoVents - increased weight from 1 to 6. - MothroachSpawn - decreased player requirement from 15 to 1. - MundaneDischarge - reoccurrence delay of 15 minutes. - NoosphericZap - increased the weight from 12 to 25 and added a reoccurrence delay of 15 minutes. (Making it more likely to occur on regular intervals rather than randomly throughout the shift). - NoosphericFry - changed the glimmer range to 550-1000Ψ. - PsionicCatGotYourTongue - changed the glimmer range to 590-1000Ψ. - MassMindSwap - **MADE TEMPORARY** and increased glimmer burn range to 350-450Ψ. - FreeProber - changed the glimmer range to 550-1000Ψ. - GlimmerRandomSentience - reoccurence delay of 15 minutes, minimum of 10 player, and a glimmer range of 500-900Ψ. - GlimmerRevenantSpawn - glimmer range of 700-900Ψ. (There's already another revenant spawn event that isn't based on glimmer, wtf?) Rebalanced the following midround antags: - DragonSpawn - doubled the weight, from 1 to 2. - NinjaSpawn - reduced the player requirement from 40 to 20 (loneop had 20, and is far more destructive than a ninja). Also reduced reoccurrence delay to 45 minutes. - ZombieOutbreak - earliest start moved from 90 minutes to 60, weight reduced from 2.5 to 2, number of initial infected cut down from 3 to 2. - LoneOpsSpawn - reduced the player requirement from 20 to 15 and increased the reoccurrence delay from 30 to 45 minutes. - Re-added the following events: - ClosetSkeleton, with a minimum of 15 players and reoccurence delay of 25 minutes. - RandomSentience - with a reoccurence delay of 10 minutes and a maximum of 3 occurences. <details><summary><h1>Media</h1></summary> <p> New events: ![image](https://github.com/user-attachments/assets/032fdd04-5030-4336-8af9-b5f4f0484443) ![image](https://github.com/user-attachments/assets/283423aa-a059-47b4-9eea-c235b6cb1254) </p> </details> --- # Changelog :cl: - tweak: Most station events were rebalanced to better suit low-pop rounds. - add: Weakened versions of vent critter events can now occur on low-pop rounds. - tweak: After a lot of complaints, the mass mindswap event is no longer permanent.
# Description Changes the Social Anxiety Traits Name, Description, and ID's --- # Changelog :mefinks: - tweak: Changed the name of the Social Anxiety Trait. --------- Signed-off-by: Miller <[email protected]>
# Description Prevents players from picking up their own equipped clothing (via the "put in hand" verb or otherwise) and thus bypassing the unequip delay completely. Does so by cancelling the GettingPickedUpAttemptEvent on equipped clothing. This does not prevent unequipping the clothing normally, i.e. by interacting with it in the inventory, or stripping clothing from others. # Changelog No cl no fun - most people don't even know this was an option.
…ntations' into Upstream-Merge-8-2-2024
…cal-Traits' into Upstream-Merge-8-2-2024
…nto Upstream-Merge-8-2-2024
…To-Spawners' into Upstream-Merge-8-2-2024
* Add job whitelist system * Address reviews * Fix name * Apply suggestions from code review Co-authored-by: Pieter-Jan Briers <[email protected]> * cancinium --------- Co-authored-by: Pieter-Jan Briers <[email protected]>
…m/VMSolidus/deep-station-14 into VMSolidus-Upstream-Merge-8-2-2024
RSI Diff Bot; head commit 9d3f3ab merging into efc50b9 Resources/Textures/Interface/Misc/health_icons.rsi
Resources/Textures/DeltaV/Mobs/Customization/Vulpkanin/tail_markings.rsi
Resources/Textures/Mobs/Customization/makeup.rsi
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Deep Station 14 Pull Request
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