Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update 11/2/2024 #94

Merged
merged 21 commits into from
Nov 2, 2024
Merged

Update 11/2/2024 #94

merged 21 commits into from
Nov 2, 2024

Conversation

VMSolidus
Copy link
Contributor

Weekly update time!

Ichaie and others added 18 commits November 1, 2024 19:01
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This PR updates the Gax map, completely modifying the AI ​​Core and
preparing the location for the future addition of AI to the game.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Pipes, scrubbers, air vent and air alarms
- [x] Layout
- [x] Energy sistem
- [x] New Telecomms
- [x] Minor things
- [x] Cameras
- [x] Map images

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>

Old version:

![image](https://github.com/user-attachments/assets/3ca6fce1-7461-4c54-82c9-23192291afdb)

new:

![image](https://github.com/user-attachments/assets/f15901ea-bda1-4c3e-96f3-389dfd7673eb)


</p>
</details>

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl:
- add: Fixed several issues with the Gax Station. It also now has a
newly redesigned AI Satellite.

---------

Co-authored-by: VMSolidus <[email protected]>
# Description

This PR makes several updates to Saltern, mostly related to Engineering,
Logistics, and Service. Engineering no longer has an AME, or a TEG,
instead having a large and well stocked generator room, with many more
SMES than normal for a station of its size. Since Atmos no longer has a
TEG, and is directly linked to the Supermatter engine, Atmos now has a
roundstart "Basic" atmos setup, which simply needs to be configured.
There are also several solar arrays that are setup roundstart, although
the "Main Solars" are still not setup roundstart.

The Supermatter engine has had LV cables placed to make sure that the
South section of it is properly lit. Additionally, it now features a
Blow-Off Valve. I had to fix the stupid code for the pressure activated
valve so that it actually does what it should(Being analagous to a side
pressure valve AKA Blow-Off Valve). It now also features a button to
vent the core directly to space in an emergency. Via blast doors. No
more needing to enter the core with an RCD to vent it. You can just open
the blast doors from the control room.

Service has had their bar area "Prettied up". 

Security now has a Corpsman room, with a Corpsman spawner.

Logistics no longer spawns with an ATS or a Cargo Shuttle, it now has
the trade station functionality directly built into the cargo bay.
Salvage now has their own docking area for their shuttle.

To GUARANTEE that the damn stupid evac shuttle actually docks, and the
tests will stop annoying me, Saltern's evac umbilicals have been
extended such that they fully clear the bounding box of the station.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/a8cb4b42-b080-4211-807f-c5a2de541692)


![image](https://github.com/user-attachments/assets/fded6595-35ce-4728-a3b8-3e46ab1e3d19)


![image](https://github.com/user-attachments/assets/71dd5beb-9b4e-4568-b28d-310deacdb62d)


![image](https://github.com/user-attachments/assets/5bc2b21f-85ed-49e6-8a39-e84963b57767)

</p>
</details>

# Changelog

:cl:
- tweak: Several new updates to Saltern, particularly around Service,
Logistics, and Engineering.
- tweak: Pressure Controlled Valves now actually function like their
real-world counterpart. If the pressure in the control-side exceeds the
pressure in either input or output sides, the valve opens, allowing air
to flow bidirectionally between input and output(Basically, an open
valve). Air can never pass through the Control-side.
- tweak: Literally doubled the power output of solar panels, to make
them actually worthwhile to setup.
# Description

This is but a small update in the campaign to, "Make people hate Salvage
less". This time, by adding Gold, Silver, and Uranium to the list of raw
materials that can be ordered by Logi. This serves as an extremely
useful failsafe for in the event that Salvage is
Unwilling/Dead/Incompetent/Shitters and failing to provide these raw
materials to the station. Now Logi can throw away station money at
getting these valuable materials.

This is also extremely useful, since by ordering Uranium, it's possible
for Logi to provide spare fuel for Engineering on the newly updated
Saltern map.
Simple-Station/Einstein-Engines#1170
Which no longer has an AME, and instead contains a dedicated Generator
Room to serve as backup power. One crate of Uranium can provide Saltern
with power for up to 30 minutes. Longer if Engineering correctly sets up
the Solar arrays.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/04d94031-955e-4d8d-b5f7-c677c353c4e9)

</p>
</details>

# Changelog

:cl:
- add: Cargo can now order crates of Uranium, Gold, and Silver. This is
still far more expensive than getting the materials from Salvage, but
serves as an incredibly useful failsafe in the event Salvage is
Unwilling/Dead/Incompetent/Shitters.
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

Based off [Voice Mask
refactor](space-wizards/space-station-14#30798)
(The license is also different there so if need a different one, use
that PR). Had to make some changes because of the implants but overall
its basically the same!

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Fixed at least 2 bugs:
You can now use the voice mask.
You can now use the harpy voice mask implant properly.

Codebase changes:
The `VoiceMaskComponent` should not be used for masking an entities
voice. It is now used for the voice mask item!

If you were using `VoiceMaskComponent` to change an entities voice,
instead listen for the `TransformSpeakerSpeechEvent` or use the
`VoiceOverrideComponent` (If possible use the event!).

If your system was adding the `VoiceMaskComponent` when an item was
equipped and then removing it when unequipped use the
`InventoryRelayedEvent<TransformSpeakerSpeechEvent>` instead! The
`TransformSpeakerSpeechEvent` is relayed to worn clothing items now.

Also, you can and should now remove all `VoiceMaskBoundUserInterface`s
from entities that use voice masks. The interface is now stored on the
voice mask itself.

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/0835e720-f8f7-49ad-beb3-aa77d14225ec

</p>
</details>

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl: Beck Thompson
- fix: Fixed various bugs related to voice masks and voice mask
implants.
# Description

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/24c1bedb-003b-4108-8a3d-9637e1b3fee3)

</p>
</details>

---

# Changelog

:cl:
- add: Added Python, Pollock, Webley, K38, Fitz, Wood Furniture Viper,
Energy Pistol, PDW-9, and Svalinn to security loadouts as new Duty
Weapon options.
- tweak: Modified the descriptions of all handguns obtained via Security
Officer Loadouts to explicitly state that they actually belong to the
security officer. Apparently people were being stupid and confiscating
weapons from their own Secoffs that they were entirely intended to have.
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This PR fixes the cocoon muffle issue and also add a "uncocoon" feature
for cocooners to use.
This also add icons on cocoon and fixes a butcher variable.

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/59c6dd7e-6b2b-45e4-bbab-e02db5d9b9ce)

![image](https://github.com/user-attachments/assets/574b9c7b-7e78-403c-82a4-cc0c3a7f2aaf)

</p>
</details>

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl: FoxxoTrystan
- tweak: Cocooners can now freely uncocoon any cocoons without the need
of a sharp object.
- fix: Cocoon making you stuck in muffle accent.
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

This PR adds new prites for lockers, wall lockers and PDA.

the new PDA sprites are to be added to the loadout for command jobs in
the future

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->


---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/ddc0afd0-65d4-473c-b8bc-d941d2409447)

![image](https://github.com/user-attachments/assets/1e5bc6fb-da03-41e0-94a4-f3cf982dac82)

![image](https://github.com/user-attachments/assets/34f883cb-0d75-4bcb-bcf4-4cf219cf22e9)

![image](https://github.com/user-attachments/assets/4610fd69-91a9-44d0-93d3-702445882674)


</p>
</details>

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl:
- add: lockers for Syndicate Agent (for mapping), Janitor and Bartender
have been added.
- add: a new wall variant has been added for the radiation closet
- add: Uranium Crate added

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

This broadly fixes a big with Familiars such that, since they inherit a
player's factions, they will attack whoever you are factionally opposed
to. Which means if you were a Syndicate Chaplain, you could just summon
your bat for free damage. This PR flips this on its head by making it so
that Syndicate Agents don't have the Syndicate faction, unless they buy
a Syndicate ID. This also means that Traitors cannot enter the Listening
Outpost, or Nukie Shuttle, without being fired upon by the turrets,
unless they are WEARING an Agent ID.

However this also adds a cool new interaction for CREW. If you are an NT
Crewman, and you get your hands on either an Agent ID or a Syndicate
PDA, now you can enter a Listening Post or Nukie Shuttle without being
fired upon by the turrets.

# Changelog

:cl:
- add: Syndicate Agents no longer have the Syndicate faction. Instead,
the Syndicate faction comes from your SYNDICATE ID/PDA. This means that
if you steal a Syndicate PDA from nukies, and wear it, you won't be shot
by their turrets. This also means that syndicate turrets will fire at
syndicate agents not wearing an agent ID.
- fix: Fixed Familiars spawned by traitors attacking crew constantly.
Copy link
Contributor

github-actions bot commented Nov 2, 2024

RSI Diff Bot; head commit 1080ae9 merging into bd12e99
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Devices/pda.rsi

State Old New Status
pda-captainnano Added
pda-cenano Added
pda-cmonano Added
pda-hopnano Added
pda-hosnano Added
pda-qmnano Added
pda-rdnano Added

Resources/Textures/Structures/Storage/Crates/uranium.rsi

State Old New Status
base Added
closed Added
icon Added
locked Added
open Added
sparking Added
unlocked Added
welded Added

Resources/Textures/Structures/Storage/closet.rsi

State Old New Status
bartender Added
bartender_door Added
bartender_open Added
jan Added
jan_door Added
jan_open Added
syndicate1 Added
syndicate1_door Added
syndicate1_open Added

Resources/Textures/Structures/Storage/wall_locker.rsi

State Old New Status
rad Added
rad_door Added
rad_open Added

Edit: diff updated after 1080ae9

@VMSolidus VMSolidus merged commit db21108 into master Nov 2, 2024
10 of 11 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants