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Vm solidus upstream merge 8 2 2024 #57

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Deep Station 14 Pull Request

About the PR

Why / Balance

Technical details

Media

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

VMSolidus and others added 30 commits July 22, 2024 12:12
# 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.
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github-actions bot commented Aug 2, 2024

RSI Diff Bot; head commit 9d3f3ab merging into efc50b9
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Interface/Misc/health_icons.rsi

State Old New Status
Critical Modified
Dead Modified

Resources/Textures/DeltaV/Mobs/Customization/Vulpkanin/tail_markings.rsi

State Old New Status
corgi Added
dalmatian Added

Resources/Textures/Interface/Actions/wagging.rsi

State Old New Status
icon-on Added
icon Added

Resources/Textures/Mobs/Customization/makeup.rsi

State Old New Status
blush Added
lips Added
moth_blush Added
moth_lips Added
nail_polish_l Added
nail_polish_r Added

Edit: diff updated after 9d3f3ab

@VMSolidus VMSolidus merged commit ee17259 into SS14-Classic:master Aug 2, 2024
9 of 11 checks passed
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10 participants