-
Notifications
You must be signed in to change notification settings - Fork 25
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
Update 11/2/2024 #94
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!-- 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.
RSI Diff Bot; head commit 1080ae9 merging into bd12e99 Resources/Textures/Objects/Devices/pda.rsi
Resources/Textures/Structures/Storage/Crates/uranium.rsi
Resources/Textures/Structures/Storage/closet.rsi
Resources/Textures/Structures/Storage/wall_locker.rsi
|
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Weekly update time!