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Adding more recipes tables #507
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Peptide90
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Vault-Overseers:master
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MrLopLop:adding-more-recipes
Sep 7, 2024
Merged
Adding more recipes tables #507
Peptide90
merged 3 commits into
Vault-Overseers:master
from
MrLopLop:adding-more-recipes
Sep 7, 2024
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Added 3 table recipes
added 3 tables
appreciate the work! Let me know your discord name on discord if you need the contributor role. |
Peptide90
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Sep 11, 2024
# Description For some reason, ClothingSystem.TryEquip would return false if there's a do-after to equip the clothing. This had caused all quick-equip attempts on SMALL ITEMS to fail and ended up with every SMALL clothing item being equipped into one of the pocket slots (which have no equip delays). Also fixes quick swap - see the comments below. # Changelog :cl: - fix: Equipping clothing using the Z key works correctly again.
Peptide90
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LovelyLophi
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* Languages (#43) Resolves https://github.com/Simple-Station/Einstein-Engines/issues/37 # Description This PR adds languages. Every entity who can speak now speaks a specific language (or Universal, for entities that are not supposed to speak, which is understood by everyone). Other entities who do not understand this language will see gibberish (it's possible to learn how certain induvidual words are spelled. But the spelling changes between rounds). This means that certain creatures, like xenos, cats, vulps, can communicate within their species in their own languages. Similarly, it means that xenos, cats and other things cannot understand GalacticCommon speakers without a translator or cognization. An entity may be able to speak multiple languages, or understand a language but be unable to speak it. Thi PR was orignally made for Frontier but is now being ported and will be maintain here. Orignal PR: https://github.com/new-frontiers-14/frontier-station-14/pull/671 This PR was made orignally by Mnemotechnician and FoxxoTrystan. --- # TODO - [x] Language System. (Check Frontier PR for all the compleated todo list) - [x] Port PR from Frontier. - [x] QOL Changes. - [x] Missing Default Languages. (Missing default langauges for some roundstart species) - [x] Animals Languages. --- <details><summary><h1>Media</h1></summary> <p>    </p> </details> --- # Changelog :cl: FoxxoTrystan / Mnemotechnician - add: All species can now bring their own cultures and languages --------- Signed-off-by: Mnemotechnican <[email protected]> Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: fox <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Lincoln McQueen <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: reese1243 <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Eagle-0 <[email protected]> Co-authored-by: BlitzDev <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#43) * Misc Resprites! (#435) <!-- 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 add a bunch of Misc Repsrites and others fixes that i have missed. This PR will avoid ALL .yml changes and will focus on only "Sprites" changes. Here is the following list of Changed Sprites: • Rust Solid/Reinforced Walls • Stunbaton • Banners • Radiation Collector • Riot Suit • Bulletproof Vest • Armor Vest • Slim Armor Vest • Fire Extinguisher • Stock Parts • Rack • Screen # 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] Port/Resprites. --- <!-- 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>  </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: - tweak: Rust Walls Sprites. - tweak: Armor, Bulletproof, Riot Suit Resprites. - tweak: New Banners Sprites. - tweak: Stunbaton, Fire Extinguisher New Sprites. - tweak: Rack/WallScreen resprites. - tweak: Stock Parts new sprites! - tweak: Radiation Collector has now a new sprite! * Automatic Changelog Update (#435) * Update Nix Direnv .NET SDK (#436) # Description Nixpkgs updated `8.0.x` to `8.0.3xx` but we need `8.0.1xx` * Fix Null Being Taken Literally, Crashing Debug on Login (#440) There's probably an upcoming mirror for this, but whatever. * Mirror 26441: Fix atmos NaN error (#449) ## Mirror of PR #26441: [Fix atmos NaN error](https://github.com/space-wizards/space-station-14/pull/26441) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `fdb4a61487db9fc67714c913832427063abdea42` PR opened by <img src="https://avatars.githubusercontent.com/u/60421075?v=4" width="16"/><a href="https://github.com/ElectroJr"> ElectroJr</a> at 2024-03-26 04:27:08 UTC - merged at 2024-03-26 04:44:56 UTC --- PR changed 16 files with 43 additions and 25 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > - Fixes a bug I introduced in #22521 that caused the temperature to be set to `NaN`. I don't know for sure, but I assume this is causing the current atmos issues > - Fixes `FixVacuum` not working after #22521 > - Removes some redundant yaml that was setting FixVacuum to its default value > > :cl: > - fix: Fixed an atmos bug, which was (probably) causing atmospherics on the station to behave incorrectly. </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror 26447: Curtains fix (#450) ## Mirror of PR #26447: [Curtains fix](https://github.com/space-wizards/space-station-14/pull/26447) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `55b146a16c74d9b1ef4991f3ad3e22b15267f56f` PR opened by <img src="https://avatars.githubusercontent.com/u/141568243?v=4" width="16"/><a href="https://github.com/Futuristic-OK"> Futuristic-OK</a> at 2024-03-26 13:45:20 UTC - merged at 2024-03-26 16:03:54 UTC --- PR changed 2 files with 13 additions and 31 deletions. The PR had the following labels: - No C# --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > Now curtains can be built and opened inside walls and windows, etc. > (There is a mistake that if the curtain is opened outside the 180 degree range, the sound of the curtains opening will not be played by the player himself. All the surrounding players and ghosts will still hear the sound. > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > Why not? > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > A few lines of code > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > Erm... Nothing? > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > - tweak: Сurtains can be built and opened inside full tiles > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > :cl: > - tweak: Сurtains can be built and opened inside full tiles > --> > </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror 26430: Reduces size of smaller cartons and fix size discrepancies with empty containers (#447) ## Mirror of PR #26430: [Reduces size of smaller cartons and fix size discrepancies with empty containers](https://github.com/space-wizards/space-station-14/pull/26430) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `47fe7d3cc664d59bacc2036e5678adad47622e3d` PR opened by <img src="https://avatars.githubusercontent.com/u/107660393?v=4" width="16"/><a href="https://github.com/IamVelcroboy"> IamVelcroboy</a> at 2024-03-25 16:06:33 UTC - merged at 2024-03-26 04:04:42 UTC --- PR changed 2 files with 49 additions and 33 deletions. The PR had the following labels: - No C# --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > - Reduces the item size of drink cartons with `maxVol: 50` to `small` > - Fixes discrepancies between full alcohol bottles and empty > - Makes empty cartons consistent with full as well > > ## Why / Balance > Keeps it consistent with other drink containers. > > ## Technical details > n/a > > ## Media > Before: >  > > - [X] I have added screenshots/videos to this PR showcasing its changes in-game, **or** this PR does not require an in-game showcase > > ## Breaking changes > n/a > > **Changelog** > n/a </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror: Trading Outpost now has half buy-only and half sell-only pallets (#191) ## Mirror of PR #25955: [Trading Outpost now has half buy-only and half sell-only pallets](https://github.com/space-wizards/space-station-14/pull/25955) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `c0bbbc33c19eafcc8defaa7f1ec2df42e485b435` PR opened by <img src="https://avatars.githubusercontent.com/u/1471082?v=4" width="16"/><a href="https://github.com/wafehling"> wafehling</a> at 2024-03-10 02:47:02 UTC --- PR changed 8 files with 226 additions and 123 deletions. The PR had the following labels: - Changes: Sprites - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > I added two new entity types, a buy and sell only cargo pallet, and added them to the trading outpost in place of the old pallets. > > ## Why / Balance > Since the day this was added, every single shift, at some point I'll hear someone in cargo yelling about how **"You sold stuff I just bought!"** > > This seemed like the easiest way to fix the problem. > > ## Technical details > Added a variable to the cargo pallet component for labeling which type it is, added two new varieties of the cargo pallet to the yml, and adjusted all the calls for GetCargoPallets() to have boolean variables for buyOnly and sellOnly to tell the function what kind of call you're looking for. > > If you don't give it any specifics it'll still treat any pallet as a two-way one, but this function is only called 2 or 3 times and I've adjusted them all and commented the function itself for anyone looking to change/add it in the future. > > The old pallet is still in the game and is set to "both" by default, so it should work just fine for backwards compatibility. > > ## Media >  >  >  >  >  > > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > > Shouldn't break anything, I've left the old pallets fully in, and updated them to work with the new GetCargoPallets() function just like they used to. Not sure if/where you'd still need them, but better safe than sorry. > > **Changelog** > :cl: > - tweak: The trading outpost now has dedicated buy-only and sell-only pallets. No more accidentally selling orders you just bought. Cargonians rejoice! > </details> Co-authored-by: SimpleStation14 <Unknown> * Update Credits (#437) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Corpo Jacket Fixes (#462) # Description Adds hand-holes for corpo jackets pending the game being any good. Renames corpo jacket sprites for clarity and organization. --- <details><summary><h1>Media</h1></summary> <p> See the bot :) </p> </details> * Default to Separated UI Layout (#433) # Description <sub>~~Change from Nyano~~</sub> Uses space a lot better. The old layout still exists if people want it for whatever reason. I also renamed "Default" to "Overlay", which should stay anyway if the default change is denied. --- <details><summary><h1>Media</h1></summary> <p> ## Separated  ## Overlay  </p> </details> --- # Changelog :cl: - tweak: UI layout now defaults to separated, the old one is still available in settings * Automatic Changelog Update (#433) * Build doc cleanup (#470) # Description This pr streamlines the build process by removing the python3 dependency and pointing to the new build scripts. * Move Changelog Bot to Changelogs Directory (#469) * Port Frictionless Space (#464) # Description This ports https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/46. This PR is something I consider a key feature adjacent to Space Wind Rework and its accompanying updates, and is an essential part of the space station experience. In practice, this weirdly enough makes being launched into space a bit easier to survive, since instead of needing to throw potentially hundreds of items, you can simply throw enough items to get started flying in the direction of the station and will eventually float back to the station. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/5570ef35-16e2-493a-ac35-738f27751346 https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/51fba943-8dce-4265-a9cc-7181155eb8de https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/assets/77995199/cd6c0511-2639-4e14-8160-426ba7f2ba73 --- </p> </details> # Changelog :cl: DEATHB4DEFEAT - tweak: Space has suddenly become less dense (objects don't slow down in space) - remove: Moths are unable to move in space - tweak: Moths have way better control in zero gravity environments --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#464) * Mirror: Landmine stepoff (#358) ## Mirror of PR #22962: [Landmine stepoff](https://github.com/space-wizards/space-station-14/pull/22962) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `54dd273f660d6d8d523d0771bb8d8437373b082e` PR opened by <img src="https://avatars.githubusercontent.com/u/59531932?v=4" width="16"/><a href="https://github.com/YuriyKiss"> YuriyKiss</a> at 2023-12-25 12:38:55 UTC --- PR changed 13 files with 95 additions and 47 deletions. The PR had the following labels: - Status: Awaiting Changes --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > Landmine will explode when player steps off it. Landmine will make a sound effect when player steps on it > Close #21658 (Issue has some other suggestions, turn them into separate issues if relevant) > > Requires https://github.com/space-wizards/RobustToolbox/pull/4883 > > ## Why / Balance > IRL some landmines will only trigger after you release the pressure put on them. > > ## Technical details > There are two landmine modes now, one will make landmine trigger immediately after player steps on them another one will only trigger after player steps off the landmine (this is the default now). > > ## Media > Landmine stepoff in action: > > https://github.com/space-wizards/space-station-14/assets/59531932/6e884619-7217-4301-bd78-6e843e0d78f1 > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > > > **Changelog** > - tweak: landmines will trigger after you step off them > - add: landmine trigger sound > </details> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <[email protected]> * Workflow to Automatically Title Case PRs (#468) # Description Hooray, more JavaScript! I tested this on a personal repo with a new PAT, but it *should* work here first try. --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> * Fix PRTitleCase Workflow (#472) Signed-off-by: DEATHB4DEFEAT <[email protected]> * Port Station Goals (#465) # Description https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/10 This adds a feature whereby a random goal for the shift is faxed to the station's Captain at the start of every shift. It is up to the Captain to decide if and how this goal is to be completed. Goals are randomly generated every shift, and are meant to help encourage station activity and RP. Admins are also able to send station goals via `sendstationgoal`. --- <details><summary><h1>Media</h1></summary> <p>  --- </p> </details> # Changelog :cl: VMSolidus - add: Added station goals that get sent to the Command fax machine at the start of every shift --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#465) * Harpy Peacock Tail (#428) Courtesy of @StillIcarus # Description This adds a new Peacock tail marking to Harpies. I'm also taking this time to update them to the recent DeltaV changes to the birbs. # Media   The backside is semi cursed, but that's something I can't do within the scope of this PR due to sprite system limitations that Death has planned improvements for. Just ignore them. :) Have a birb as consolation.  :cl: VMSolidus - add: Peacock Tails have been added for Harpies --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#428) * Port Randomly Fire Dropped Weapons (#471) # Description Ports https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/19 I have added a new stat for firearms, the "Reliability" stat, which is a number between 0 and 1. It's used as a percentage chance for the weapon to fire itself when violently thrown into anyone. This PR differs from the original one slightly in that to get it to actually work without crashing, I set the system to listen to an event that triggers whenever the gun collides with another entity, not necessarily just the floor. This is the same event responsible for the clown's cream pie system, or for glass shards embedding in an entity. # Changelog :cl: - add: NanoTrasen has disabled the unneeded safeties on your guns- Make sure you're careful with them! - tweak: All Firearms now have a reliability stat, some are more reliable than others. The more reliable a weapon is, the less likely it is to accidentally discharge when yeeted. * Automatic Changelog Update (#471) * Port Random Bark System (#466) # Description https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/11 Later, I would like to have this system not just for animals, but for implementations of humanoid NPCs, since it can just as easily be used for human NPCs. I could make space bandits that CHEEKI BREEKI at people. # Changelog :cl: DEATHB4DEFEAT - add: Animals will no longer be a silent, soulless shell --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#466) * Mirror 26250: Make all implants unable to be implanted more than once (#445) ## Mirror of PR #26250: [Make all implants unable to be implanted more than once](https://github.com/space-wizards/space-station-14/pull/26250) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `771390bb6741074935e5f24c0aa9c87bc7b5ad09` PR opened by <img src="https://avatars.githubusercontent.com/u/63975668?v=4" width="16"/><a href="https://github.com/Simyon264"> Simyon264</a> at 2024-03-19 00:44:21 UTC - merged at 2024-03-26 00:16:19 UTC --- PR changed 3 files with 28 additions and 0 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > This PR makes mind shields unable to be implanted more than once. > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > PJB complained and people waste implants by injecting already injected people. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > Adds a new datafield to the Implanter component which is checked in implanter system. > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> >  > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > N/A > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > :cl: Simyon > - tweak: All implants are now unable to be implanted more than once. > </details> Co-authored-by: SimpleStation14 <Unknown> * Mirror: Bumps LoneOps minimum required players to 20 (#263) ## Mirror of PR #26244: [Bumps LoneOps minimum required players to 20](https://github.com/space-wizards/space-station-14/pull/26244) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `61e31f4062b568591448ff5be83ba8be851269e9` PR opened by <img src="https://avatars.githubusercontent.com/u/149967078?v=4" width="16"/><a href="https://github.com/Boaz1111"> Boaz1111</a> at 2024-03-18 20:52:10 UTC --- PR changed 1 files with 1 additions and 1 deletions. The PR had the following labels: - No C# --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > I bumped LoneOps minimum required players to 20 > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > It was at 10, and loneops are extremely dangerous especially if there's no sec. > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > :cl: > - add: Added fun! > - remove: Removed fun! > - tweak: Changed fun! > - fix: Fixed fun! > --> > :cl: Boaz1111 > - tweak: Lone operatives now require a minimum of 20 players to spawn </details> Co-authored-by: SimpleStation14 <Unknown> * Trait Points (#434) # Description Some improvements to loadouts too. --- # TODO - [x] Points logic - [x] Server-side validation - [x] Categorize traits - [x] Assign points to traits - [x] Header costs - [x] Sort entries - [x] Max traits - [x] Communicate max traits - [x] Point bar - [x] Group exclusivity - Black outline on text - [x] Fix existing component whitelists --- <details><summary><h1>Media</h1></summary> <p> ## Accurate except for small details  ### Something to note:    </p> </details> --- # Changelog :cl: - add: Added trait points - add: Added categories for traits --------- Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#434) * Cherrypick "Shoot Over Bodies" And Related PRs (#479) # Description This is a manual cherry-pick of the following PRs: https://github.com/space-wizards/space-station-14/pull/27905 https://github.com/space-wizards/space-station-14/pull/28072 https://github.com/space-wizards/space-station-14/pull/28571 I REQUIRE these for my work in PR #11 , and cannot complete said PR without these cherry-picks. This set of PRs from Wizden adds a feature where entities can selectively opt-out of being shot at unless a player intentionally targets them, which I can use as a simple and elegant solution to one of the largest glaring issues for Segmented Entities. I could simply give Lamia segments the new RequireProjectileTargetComponent, which adds them to the system. Future segmented entities such as the hypothetical "Heretic Worm" may or may not use this feature, depending on their intended implementation. --------- Co-authored-by: Danger Revolution! <[email protected]> * Update Credits (#483) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * Directional Animated Vendors (#400) # Description This PR adds in new sprites for vending machines, imported from Baystation12. These sprites are notably different from /tg/station sprites in that they include directional facings, and aren't just mono direction. This allows mappers to have more variety in how they can arrange rooms. But more importantly, it's also something that is desperately wanted by #395 so that hostile vending machines actually face people that they're trying to attack.  --------- Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Update Patrons.yml (#488) # Description We are not wizden we should not accept their patron list --- # Changelog :cl: - remove: Removed Wizden patrons * Automatic Changelog Update (#488) * Birbs Have Wings Too (#477) # Description During PR #464, somehow Moth's got back their ability to move with their wings whenever the gravity gets shut off. Well, I'm here to correct the injustice by also putting it on Harpies. In fact, Harpies have a much bigger claim to it, their wings are absolutely massive compared to Moths. # Changelog :cl: - add: Harpies remembered that just like moths; they also have wings, and can zoom whenever the gravity turns off. Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#477) * Fewer Mid-Round Events (#486) # Description Ports and improves https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/pull/59 Slows rounds down so the station doesn't always have to evacuate in a blaze and can instead leave complete. Also makes Survival not stupidly destructive and gives a chance for the shift to last a decent time. Allows servers to configure the times themselves if they want to, so defaults don't matter too much. --- # Changelog :cl: - tweak: Mid-round events will occur much less often * Automatic Changelog Update (#486) * Fix Shuttle FTL (#490) * Port Height Sliders (#458) * Automatic Changelog Update (#458) * Mirror: Throwing Knives: Syndicate Kit (#310) ## Mirror of PR #26026: [Throwing Knives: Syndicate Kit](https://github.com/space-wizards/space-station-14/pull/26026) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `393bcbfc1346589075ad960473685c78bdbf46e5` PR opened by <img src="https://avatars.githubusercontent.com/u/134914314?v=4" width="16"/><a href="https://github.com/UbaserB"> UbaserB</a> at 2024-03-12 06:57:41 UTC --- PR changed 13 files with 101 additions and 8 deletions. The PR had the following labels: - No C# - Changes: Sprites --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > > This PR adds throwing knives and a syndicate bundle in the bundle category for 6 TC which comes with 4 throwing knives in a box. Each knife does 10 slash + 15 pierce damage on throw, and 5 flash per hit (10 DPS). This makes it better than a kitchen knife, but worse than a combat knife, which is what security is fitted with. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > > This kit is built for weakening an enemy from a distance (from chasing, etc) while being able to fight back if cornered into a 1v1 CQC fight. Sure, you can kill several people with the kit; hence why it's so expensive, but there are drawbacks. Firstly, once it embeds into a target they are able to pull it out. Secondly, when you are pulling them out of a target, YOU are vulnerable. Thirdly, if you miss your hits the target will probably not die. Good things you have four knives and can stab them to death.. better than punches! > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **It embeds and kills in 4 throws on an unarmoured target.** >  > > **Item description.** >  > > **4 knives.** >  > > **Kit on uplink.** > [IMG NEEDS UPDATING] > > **Changelog** > > :cl: Ubaser > - add: You can now purchase a set of 4 throwing knives in the uplink as a bundle for 12 TC. </details> --------- Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <[email protected]> * Update Credits (#495) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * Add Equip Delays to Clothing (#499) # Description For centuries SS14 had equip and unequip delays on the clothing component, and yet that feature remained unused and unheard of, not even nyanotrasen/deltav used it when designing shock collars and headcages, whose descriptions clearly suggested they should take time to take off. For centuries salvage specialists could safely swap suits in space. For centuries you could accidentally unequip your eva suit mid-spacewalk and die. Now the time has come. The time when we change it. This adds equip and unequip delays to the base clothing item. The currently chosen time is half a second - it's meant to not be too annoying, but at the same time prevent people from being able to instantly swap clothes, headsets, other things with a single click. EVA suits take 1.5 seconds to equip and 1 second to take off, so to swap EVA suits, you will have to expose your body to the dangers of space for at least 1.5 seconds. For hardsuits, both values are increased to 2.5 seconds. The values are not final and this PR will probably need polishing before it can be merged - for example, while recording the second preview video, I discovered that jetpacks do not inherit from base clothing and thus do not inherit the delays. There's probably way more such items. --- # TODO Add equip/unequip delays to: - [X] most basic clothing items - [X] hardsuits/softsuits - [X] special items (currently headcages and shock collars, possibly more later?) - [ ] Everything that was missed by the above --- <details><summary><h1>Media</h1></summary> <p> Basics https://github.com/Simple-Station/Einstein-Engines/assets/69920617/3fc900b8-ee13-4968-bf5d-cddeb9a141b6 Hardsuits, eva suits, shock collars, headcages + demonstration that aghost stripping is unaffected. https://github.com/Simple-Station/Einstein-Engines/assets/69920617/a536578f-2ac3-40e1-9b27-3b167e006397 </p> </details> --- # Changelog :cl: - add: Most items now take time to equip and unequip, especially space suits. * Automatic Changelog Update (#499) * Mirror: StrippableSystem doafter overhaul (#205) ## Mirror of PR #25994: [StrippableSystem doafter overhaul](https://github.com/space-wizards/space-station-14/pull/25994) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `41ca8f3dfcb986432e1e509247bf239cac137836` PR opened by <img src="https://avatars.githubusercontent.com/u/42424291?v=4" width="16"/><a href="https://github.com/Krunklehorn"> Krunklehorn</a> at 2024-03-11 12:36:28 UTC --- PR changed 7 files with 465 additions and 305 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > ## About the PR > > Refactors Strippable DoAfter events to make them synchronous and organized. > > > ## Technical details > > ### Strippable System & Component > - Synchronous DoAfters > - Made use of `TimeSpan`, `GetStripTimeModifiers()` and `ByRefEvent` > - Reorganized checks, removed some redundant ones > - Resolve pattern where useful > - Added more asserts > - Lots of cleanup > > The DoAfters were grouped under one event to avoid copy-pasting eight separate cancel checks, asserts and function signatures. > > Let me know if this is bad for performance and I'll roll them out instead. > > > ## Media > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > > ## Breaking changes > > ### TimeSpans > `ThievingComponent`, `InventoryTemplatePrototype` and `ToggleableClothingSystem` use `TimeSpan` in places where they intersect with `StrippableComponent`. > > > **Changelog** > > N/A > </details> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <[email protected]> * Make Spent Casing Ejection Not Suck (#478) # Description Part of #467, #460, and #474 This is a small PR that corrects a math error in SharedGunSystem, causing shell casings to be "Thrown" directly downwards instead of in an actually cinematic and exciting arc. While I'm at it, I also corrected the fixture of base shell casings to favor "Bounciness", and decreased its mass to approximately 100 grams. Finally, I added a sound for when casings bounce off of walls, which wasn't present before. https://github.com/Simple-Station/Einstein-Engines/assets/16548818/56bb4ecc-d5eb-4b36-853b-42f05374150d :cl: - fix: Spent bullet casings now fly away from a shooter in a cinematic manner, rather than fall at their feet. Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#478) * Cherrypick "Fix StrippableSystem Blunders" (#504) * Fix Loadouts Breaking when You Spend All Your Points (#506) <!-- 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]? --> Self explanatory P.S. i genuinely dont know what the fuck i did, who wrote this? # 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] Fix shit # Media https://youtu.be/hbJbd5SgZ54 # 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: - fix: Fixed loadouts becoming uneditable after spending all your points * Automatic Changelog Update (#506) * Unflip Hands for Felinid, Vulpkanin, Harpy (#503) # Description Cherry-picks https://github.com/DeltaV-Station/Delta-v/pull/1194 This is a minor issue in the yml files of custom species that will become a problem if we ever merge wizden's better hand indicators. This PR shouldn't require a preview; all credit goes to the original author of the fix. --- # Changelog Too minor for a cl. Or as some say, no cl no fun. Co-authored-by: Angelo Fallaria <[email protected]> * Cherry-Pick the Secwatch Pda App (#502) # Description Cherry-picks https://github.com/DeltaV-Station/Delta-v/pull/1237 All credit goes to the original author, deltanedas Adds a PDA app that lets seccies know who's wanted and who's about to be thrown out of an airlock without relying on the sechud and people having their IDs on them. # Media  (see the original PR for a better preview) # Changelog :cl: deltanedas - add: Security can find the new SecWatch™ app in their PDAs to see current suspects and wanted criminals. Co-authored-by: deltanedas <[email protected]> Co-authored-by: Azzy <[email protected]> * Automatic Changelog Update (#502) * Fix Clothing Quick-Equip (#507) # Description For some reason, ClothingSystem.TryEquip would return false if there's a do-after to equip the clothing. This had caused all quick-equip attempts on SMALL ITEMS to fail and ended up with every SMALL clothing item being equipped into one of the pocket slots (which have no equip delays). Also fixes quick swap - see the comments below. # Changelog :cl: - fix: Equipping clothing using the Z key works correctly again. * Automatic Changelog Update (#507) * Frictionfull Space (#514) # Description Makes it so that the station and the ATS get a very tiny bit of friction to prevent cargo tech pros from sending either of those out of this galaxy cluster (which has actually happened multiple times on two servers and required either admin intervention or early round ending). # Technical details Added a PassiveDampeningComponent which defines how much friction an entity receives while in 0g. FrictionRemoverSystem was updated to try to fetch this component from an entity before updating its dampening. A new system was added to automatically add this component (if it's not already defined) to all station grids. # Media See the #when-you-code-it channel for a preview. It's kinda hard to demonstrate, but after a few minutes, stations and the ATS come to an almost complete stop. # Changelog :cl: - tweak: Space stations now have a tiny bit of velocity dampening to prevent them from being flunged into the void. * Automatic Changelog Update (#514) * Port All Carrying/PseudoItem/EscapeInventory Tweaks From DeltaV (#484) # Description This cherry-picks the following two PRs of mine from delta-v: - https://github.com/DeltaV-Station/Delta-v/pull/1118 (this one is a port of two other frontier PRs, see the original description for details) - https://github.com/DeltaV-Station/Delta-v/pull/1232 Encompassing a total of 8 distinct changes: 1. Fixes dropping the carried person when walking to a different grid (from station to shuttle or vice versa. Walking into space however will still make you drop them) and also makes sure that pressing shift while being carried does not make you escape. 2. Ensures that the carried person is always centered relative to the parent (under certain conditions, such as walking near a gravitational anomaly, their position can change, and that leads to really weird effects) 3. Fixes the mass contest in CarryingSystem that caused stronger entities to take longer to escape than weaker ones. 4. Adds popups for when you're getting picked up or being stuffed into a bag as a pseudo-item (e.g. a felinid) 5. Adds an action to stop escaping an inventory. This action gets added to your action bar when you attempt escaping and gets removed when you stop or escape. It applies both to carrying and items (hampsters, felinids, whatever else). 6. Adds a sleep action for pseudo-items stuffed inside a suitable bag. The bag must have a special component, which is added to the base backpack item and thus inherited by all soft bags (duffels, satchels, etc). Contrary to a popular belief, sleeping IS PURELY COSMETICAL and does not provide healing. (Beds provide healing when you buckle into them and that healing does not depend on whether or not you're sleeping) 7. Makes it so that when you try to take a pseudo-item out of the bag (e.g. a felinid), you automatically try to carry them (if you don't have enough free hands, they will be dropped on the floor like usually), and enables you to insert the carried person into a bag, but only if they're a pseudo-item (e.g. felinid). 8. Allows pseudoitems to be inserted into bags even when there are other items (as long as there's enough space) --- ## For technical details and video showcases, see the original PRs This PR is split into separate commits so different parts can be reverted if deemed unneccessary. --- <!-- 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>  </p> </details> --- --> # Changelog :cl: - fix: Carrying is less likely to behave erratically or suddenly interrupt now. - add: You can now see when someone is trying to pick you up, and also you can interrupt your attempt at escaping from their hands or inventory. - add: You can now properly take Felinids out of bags and place them inside. - add: Scientists have discovered that Felinids can sleep in bags. * Automatic Changelog Update (#484) * Port Paper Signatures (#456) # Description Ports delta-v paper signatures implemented by me in https://github.com/DeltaV-Station/Delta-v/pull/1172, including the changes later introduced by deltanedas in https://github.com/DeltaV-Station/Delta-v/pull/1345. Everything should be pretty self-explanatory, see the original PR for details. --- <!-- 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>  (see the original PR for a video demonstation) </p> </details> --- # Changelog :cl: - add: You can now sign paper by alt-clicking it while holding a pen. --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#456) * fix loadouts * change maximum character heights and widths * remove solcommon --------- Signed-off-by: Mnemotechnican <[email protected]> Signed-off-by: FoxxoTrystan <[email protected]> Signed-off-by: VMSolidus <[email protected]> Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: fox <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Lincoln McQueen <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: reese1243 <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Eagle-0 <[email protected]> Co-authored-by: BlitzDev <[email protected]> Co-authored-by: Arkyfloof <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: SimpleStation14 <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: stellar-novas <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: LovelyLophi <[email protected]> Co-authored-by: WarMechanic <[email protected]> Co-authored-by: Angelo Fallaria <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: Azzy <[email protected]>
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* adds IDs for washington brotherhood * Adding more recipes tables (#507) * Update table.yml * Update tables.yml Added 3 table recipes * Update furniture.yml added 3 tables * Added Accesses for Slanted doors. (Including new shopkeeper and doctor access) (#513) * Added Accesses for Slanted doors. (Including new shopkeeper and doctor access) Gave accesses too slanted doors so they can now be mapped, additionally slanted doors now break and have sound like other doors, and shopkeeper and doctor were given accesses as that was widely requested :) * Zomfix * Iamthelaw * Jet recipe tweak (#512) * Jet rework * abraxo adjustment * Update chems.yml * Update chems.yml * update orgroups for spawners and reduce radaway spawning * brahmin dung fix (#515) dung hotfix * fix shelf drawdepth hiding items, this was necessary for tall walls * fix linter * Fix 125 Toolshed Commands Being Unusable for Anyone without +HOST (#572) (#518) For reasons unknown, AdminManager has two command permission managers: _commandPermissions and _toolshedCommandPermissions. It used to load normal command permissions into the former, and toolshed command permissions into the latter. Since _toolshedCommandPermissions is NEVER actually used in checking whether a player can execute a command, all toolshed commands remained unavailable to anyone without +HOST. This PR provides a bandaid fix for that: it makes it so that the same permissions are loaded into both managers at the same time. It's necessary to load them into _commandPermissions in order to allow regular players to execute them, and it's also necessary to load them into _toolshedCommandPermissions because otherwise the ToolshedManager will complain about those commands lacking permission flags. This should also fixes some commands such as `spawn`, `pos`, `comp` being inaccessible to admins with +DEBUG and more. <details><summary><h1>Media</h1></summary><p>   Admin-only commands are unaffected:  </p></details> --- :cl: - fix: Fixed toolshed command permissions. This will mostly affect admins who don't have full host access. (cherry picked from commit faa239a6e5bf7921351c17672503eb405df4f6e2) * Sawed Off Shotgun (#509) * Humungus * Humungus * Humunus fix * Sacknt * zomit2 * fix34 * sacket * Humungus * Humunus fix * Sacknt * zomit2 * fix34 * sacket * FUCKING HELLPP HELP MEEE * FUCKKKKK * wow * Holy Moly * Added weapon recipes and minor fixes (#523) 1 * Sunnyvale Now in Washington (#524) * Middle-major crafting update (#520) * Sunnyvale v1.1 (#526) Add files via upload * Upstream merge 16th Sept 2024 (#527) * Vulpkanin Update (#715)  <!-- 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 is the rework regarding the unique feature for vulpkanins, this is mostly due to the "FORCED" Issue by VM: https://github.com/Simple-Station/Einstein-Engines/issues/711 This PR will mostly add the new features that will mostly make Vulpkanins unique. For Vulpkanin Stats changed please check this PR: https://github.com/Simple-Station/Einstein-Engines/pull/713 - Flash Damge: Flashable has 2 new variables "EyeDamageChance" (Float) and "EyeDamage" (int), those are default to 0 but if changed could give a chance from 0 to 1 to give EyeDamage from the EyeDamage Value, this is not fixed to vulpkanin and can be added to anything with the "Flashable" Component. - ScentTracker: Add a new Forensics type "Scent", scent will spread on everything you wear and only the ent with the "ScentTrackerSystem" can track a scent, tracking a scent will leave an effect on those who has or the item with the scent, scent can be cleaned away with soap or you can compleatly generate a new scent of a person by cleaning yourself, note: someone with a scent does not mean his the one making that scent, they may just have an item with the scent in their bag! - Vulpkanins Screams: I have 5 Fox Screams that need to be edited and need to be added in-game for vulpkanins with a lisence, just need to have the time to do it and this PR seem the perfect place for it. --- # 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] Flash Damage - [x] Scent System - [x] ScentTracker System - [x] Vulpkanin Screams --- <!-- 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>     </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 - add: Forensics Scent Type and Vulpkanins can now track scents, better keep yourself clean! - tweak: Vulpkanins eyes are sensetive, please dont flash them with lights as this could damage them. - add: Vulpkanins now has their own screams! --------- Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#715) * Cherry-Pick Antag Refactor (#734) This cherry-pick's Wizden's Antag Refactor, which is needed for all future antag updates, as well as for me to cherry-pick over Cultists(Who are going to need some editing to fit the antag refactor), Changelings, Heretics, and Wizards. I actually selected the White-Dream-Public version of the Antag Refactor, due to it having commits made tailored to our repository, so it comes prepackaged with all the changes necessary for our repo-specific content. https://github.com/frosty-dev/ss14-wwdp/pull/10 Signed-off-by: Timemaster99 <[email protected]> Co-authored-by: ThereDrD <[email protected]> Co-authored-by: Jeff <[email protected]> Co-authored-by: Timemaster99 <[email protected]> Co-authored-by: Timemaster99 <[email protected]> Co-authored-by: [email protected] <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: Azzy <[email protected]> * Adds Fake Blindfold (#718) # Description  # Changelog :cl: DangerRevolution - add: Adds a new blindfold variant into loadouts. * Automatic Changelog Update (#718) * Update Credits (#746) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * [S] Onis: Get A Boatload Of Troll Horns. (#741) # Description Adds **16** new horns to Onis, 10 of which are inspired by **Homestuck** trolls. Most of the new horns have three-tone variants, and some also have striped variants. New horns and available variants: - Antlers (Three Tone) - Aries (Three Tone) - Double Thick (Striped, Three Tone) - Erebia (Ringed, Three Tone) - Inclined (Three Tone) - Makara (Striped, Three Tone) - Nepeta (Three Tone) - Pisces (Striped, Three Tone) - Sagittarius - Serket (Three Tone) - Taurus (Striped, Three Tone) - Tavris (Three Tone) - Unicorn - Vantas (Three Tone) - Virgo (Three Tone) - Wavy (Striped, Three Tone) - Three Tone for the existing Double Curved horn - Three Tone for the existing Double Curved Outwards horn ## Media **Serket (Three Tone)**  <details><summary>See more</summary> **Makara (Striped)**  **Aries (Three Tone)**   **Antlers**  **Pisces (Striped)**  **Wavy**  **Taurus (Striped)**  **Nepeta (Three Tone)**  **Sagittarius (Three Tone)**  **Unicorn**   </details> ## Changelog :cl: Skubman - add: 16 new horns for Onis have been added, with three-tone variants and some striped variants! The new horns include the Serket, Nepeta, Vantas, Makara, and more. - add: The Oni horns Double Curved and Double Curved Outwards have received three-tone variants. * Automatic Changelog Update (#741) * Remove the Stupid Station Records Check From News (#739) # Description It was never used but caused annoyance all the time: the listening post could never use the news console and ghosts/centcom officials/skeletons could never publish news because of it. (This was not tested, I recommend either waiting til I test it or making someone else test it before merging) # Changelog :cl: - fix: You no longer need to have a station record to publish news. Signed-off-by: Mnemotechnican <[email protected]> * Automatic Changelog Update (#739) * Revert "Cherry-Pick Antag Refactor (#734)" (#749) This reverts commit 08822e34ba1fff304b90f636b830040954a273f0. # Description Our server partner White Dream had some unreported issues with their cherry-pick of the Antag Refactor, which it turns out were server breaking problems. * Luxurious Loadout Items (#753) # Description This PR adds the Blunt and Joint in the Smokeables category, the Station Map, Lantern, MRE Flask, and undepartmentalized flasks in the misc category, and it adds Cow Tools for the clown in the Jobs category for 3 points. Also found out the hard way that renaming your branch essentially deletes it, therefore closing your PR. Not doing that again! --- # Changelog :cl: - add: Several useful items have been added to loadouts - add: Cowtools are selectable for clown in the "Jobs" category of loadouts --------- Signed-off-by: ShatteredSwords <[email protected]> * Automatic Changelog Update (#753) * Morale System (Port From White Dream) (#620) # Description This Feature has been graciously provided for Einstein Engines to port from the White Dream codebase. Mood is a system for tracking a character's current Mental State, which fluctuates throughout the round as a result of various events that can modify it. Each consisting of a single line event that can be trivially inserted into any other system, and a yml configured "Moodlet", which is applied to said character. Moodlets can be temporary or permanent, and can also modify a characters mood in either positive or negative directions. Things like, "Being Hungry", "Being Injured", "Petting a cute animal", "Being Hugged", all create a Moodlet. Mood can provide buffs or debuffs, primarily to movement speed. In fact Mood's movement speed modifier actually completely replaces the movement speed modifiers from Hunger & Thirst. Instead Hunger & Thirst create a negative moodlet that persists until you eat and drink, which _can_ give you a speed penalty. But you might for instance diminish the negative effects by seeking out other positive sources. Or they might just get worse, who knows what could happen? # Media Mood takes the form of a series of Moodlets, which modify your character's internal Mood stat. It's kinda like a healthbar, but for your mental state. Whenever you gain a moodlet, it appears in a popup. White text for standard moodlets, red text for negative moodlets. By clicking on your mood icon, text will show up displaying all of your currently active Moodlets. https://github.com/user-attachments/assets/3e9420bb-3a43-4d97-9127-31d704c15287 New traits!  Permission from Codeowners:  # TODO - [x] Refactor the Crit Threshold modification, and Movement Speed Modification to make it more granular. # Changelog :cl: VMSolidus & Skubman - add: The Mood System has been ported from White Dream. Mood acts as a 3rd healthbar, alongside Health and Stamina, representing your character's current mental state. Having either high or low mood can modify certain physical attributes. - add: Mood modifies your Critical Threshold. Your critical threshold can be increased or decreased depending on how high or low your character's mood is. - add: Mood modifies your Movement Speed. Characters move faster when they have an overall high mood, and move slower when they have a lower mood. - add: Saturnine and Sanguine have been added to the list of Mental traits, both providing innate modifiers to a character's Morale. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: Angelo Fallaria <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#620) * Psionic Refactor Version 2, Part 1 (#731) # Description Finally, after many long months, and this project surviving a complete restart from square one, I have now made actual, real progress on an actual proper "Refactor" of Psionics. This PR primarily moves ALL of the logic for initializing Psionic Powers into highly configurable YML. The initialization of psionics is no longer handled by components, and is instead now handled entirely by a centralized system. To even further cut down on component bookkeeping, nearly all logic needed for generating Psions has been moved to the PsionicComponent. The PotentialPsionicComponent now no longer exists. Additionally, and although they are not currently implemented(I will do so in the next PR after this), I have also laid the groundwork for substantial reworks to the other aspects of Psionics. Power generation, casting stats, feedback messages, non-action powers, and so on. It's actually possible to now add a psionic power that does not add any active abilities at all, rather by adding one or more components, thus enabling purely Passive Powers. Or a combination of the two, active-powers with a passive component. # Media https://github.com/user-attachments/assets/0fd6b9a4-7d84-4e6e-980a-9d7dd4264f6f # Changelog :cl: - add: Latent Psychic has been added as a new positive trait. - tweak: Psionics have received a substantial refactor. While no new powers have been added this patch, this initial refactor lays the groundwork so that new psionic powers will be easier to create. - tweak: Latent Psychic is now fully required to become psionic, or to interact with Oracle. - tweak: Psychics can now have more than one active power. - remove: Mimes are no longer Psionic. - tweak: Chaplain, Mantis, & Mystagogue all receive the Latent Psychic trait for free, automatically. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Pspritechologist <[email protected]> * Automatic Changelog Update (#731) * Fix Overlays (#756) # Description Overlays have a funny bug where the calls to update them are global. Meaning if any single person gets a bad enough mood to greyscale themselves, everyone globally gets greyscaled. This bug was also present on Dogvision and Ultravision, and had the same cause. Frontier luckily had a fix for those two, and the fix works here as well for the Mood Overlay. # Changelog :cl: - fix: Fixed an issue where Overlays(Dogvision, Ultravision, Mood) would apply globally to all entities when updating. * Automatic Changelog Update (#756) * Missing Psychic Trait Strings (#758) # Description I accidentally deleted these at some point, so here they are again.  No changelog because I don't want to publicly admit the error. :) --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Update SECURITY.md (#755) Signed-off-by: DEATHB4DEFEAT <[email protected]> * Action Blacklists (#760) # Description  I noticed that EntityTargetAction prototypes have a Whitelist field, but no Blacklist field. This turned out to be trivial to add, and now it's no longer necessary for Psionic powers to hardcode in C# that they can't affect anyone psionically insulated or Mindbroken. In total only 3 powers had this change, but new powers in the future that affect a target can now arbitrarily blacklist any component(Most likely, PsionicInsulation and Mindbroken. :)) All of this, just to remove 9 total lines of C# hardcoding. # Changelog :cl: - add: Actions no longer need to hardcode in target blacklists, and can now blacklist entities in YML. This is notably useful for Psionic powers, which all share a common feature that they can't target people with Psionic Insulation (Or have been Mindbroken). * Automatic Changelog Update (#760) * Psionic Powers Add Components With Arguments. (#763) # Description While coding another Psionic Power feature, I discovered that the current implementation of iterating over components does not carry over arguments for the components. So I copied over the method used by Traits exactly-as-is, and just changed the names of the variables to accommodate the PsionicSystem. # Changelog :cl: - add: PsionicPowers that add a Component now also allow for adding a Component with Arguments. This works exactly like the trait system's implementation of components. * Automatic Changelog Update (#763) * DeltaV/DS14 IPC Port (#744) <!-- 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]? --> Ported over IPC from DS14, with the fixes from DeltaV. --- # 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] Port - [ ] Check for errors (Local tests wouldn't run on this one) --- <!-- 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> </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: Added IPC as a playable species. --------- Signed-off-by: Timemaster99 <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Daniela <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#744) * Update MoodSystem.cs (#761) # Description MoodSystem was lacking a Component Shutdown to yeet the alert, so it was causing intermittent test fails. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Traits Refactor (#765) # Description I decided traits weren't flexible enough, so I refactored them to also optionally add Actions(Activatable Abilities), and PsionicPowers(Going through the PsionicAbilitiesSystem). Neither of these have any current implementations, I'll leave that to other people. Trait Components are by extension no longer a hard requirement, although if you add a blank trait that adds nothing, you have only yourself to blame. But doing so won't crash the game or throw an error anyway. # Changelog :cl: - add: Traits can now add Active Abilities to a character. - add: Traits can now add Psionic Powers to a character. * Automatic Changelog Update (#765) * Made Stamres Show in Resistances View Take 2 (#767) <!-- 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 title for some reason something went horribly wrong [here](https://github.com/Simple-Station/Einstein-Engines/pull/766) --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog no cl no fun --------- Co-authored-by: whateverusername0 <whateveremail> * Minor Ifrit Health Rework (#762) # Description Closes #754 Ifrit is a fire spirit, he really shouldn't be taking 1.5x fire damage. This makes sense and should help with players accidentally killing themselves with the fire ball. For balance, the cold damage modifier was changed to 0.5x, unsure if it should be lower. Minor passive regeneration has also been added, since there isn't another way to heal other than the Mystagogue sitting there hitting them with the book of mysteries. # Changelog :cl: - tweak: Ifrit has received some damage resistance changes --------- Signed-off-by: stellar-novas <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#762) * Fix Missing Icon Error in Admin Menu (#770) Admin menu tried to load a sprite that doesn't exist which spammed errors in testing a lot. * Xenoglossy (#772) <!-- 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 Adds xenoglossy to the power pool. I originally planned it for cataloguer but it looks like that doesn't exist anymore. <!-- 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 --> # 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: Rane - add: Added Xenoglossy to the psionic power pool. --------- Signed-off-by: Danger Revolution! <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#772) * Increase Trait Point Granularity (#775) # Description Since we now have a LOT of Traits, and soon to be another fresh batch of Traits coming in now that they've been refactored to offer even more options, it's come up that Traits are kinda hard to balance with the current combination of point costs and allotted starting points. To help alleviate this problem, I've both doubled the point values of every trait in the game, as well as doubled the default allotted starting points. There is now more room to balance trait costs against each other. I have not however actually made use of the new range of point costs yet, and would like to consult with other contributors and maintainers on which traits need to be adjusted. # TODO - [ ] Go over trait point costs again to address balance. - [ ] Do this again in 6 months when we have 200 traits. # Changelog :cl: - tweak: Trait points have been made more granular by both doubling the available number of trait points, and increasing the base cost of all pre-existing traits. * Automatic Changelog Update (#775) * Fix Heisentests (#778) # Description Attempt number 5000 to get the Heisentests to STOP. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Timemaster99 <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Fix RGB Moths (#777) # Description Magic single line Yml Fix obtained by digging through DeltaV's Blame **GO!** # Changelog :cl: - tweak: Moths can now be colorful again. * Automatic Changelog Update (#777) * Remove DV AGPL License Headers (#781) # Description They're confusing. Co-authored-by: Danger Revolution! <[email protected]> * Return Of The Cataloguer (#779) # Description Cataloguer has returned to Epistemics as the newest 4th member of the "Crew Aligned Wizards Club". The Cataloguer is a variation on the Librarian role, which automatically starts with the new Xenoglossy Psionic Power, which allows him to know and speak all languages. Additionally, the Cataloguer is now once again a member of Epistemics instead of Civilian, and has had Epi added to his access. On all maps that previously did not have a Librarian spawner, one Scientist spawner has been replaced with a Cataloguer. # Changelog :cl: - add: Cataloguer has been re-added to the game as a new roundstart Psionic role. The Cataloguer is a unique role that will always start with the Latent Psychic trait, as well as the new Xenoglossy power, which allows him to know and speak all languages. * Automatic Changelog Update (#779) * Psionic Power Feedback Messages (#776) # Description This PR implements the previously planned feature whereby obtaining a Psionic Power plays some form of notification to alert the player that they have gained a new ability. Since some Psionics like Xenoglossy are purely passive, it's very important to give an indication to players what's going on. To that end, PsionicPowerPrototype has been expanded to include new datafields related to Initialization Feedback. There are now three kinds of feedback messages: Popup, Feedback, and Metapsionic. All feedback will only play for powers obtained during the round, rather than for entities that innately start with powers. - Popups will appear over your character's head as a small, brief message. These should be no more than a sentence at most. - Feedback will appear in the Chat window as a message only visible to the Psion themself. These can be as much as a paragraph in length. - Metapsionic messages are coming in their own separate PR: https://github.com/Simple-Station/Einstein-Engines/pull/774 In a separate PR, I also wish to add Audio feedback as well. # Media I apologize that the video has been bitcrunched to a point that the chat window can't be read. https://github.com/user-attachments/assets/11e30e91-8fc6-48a2-b6a5-9ecf7127065e # Changelog :cl: - add: Gaining a new Psionic Power can now display messages to alert the player, both as a short popup, and optionally a lengthier message sent to the user's Chat window. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Mnemotechnican <[email protected]> * Automatic Changelog Update (#776) * Allow Playing Multiple Announcement Sounds at Once (#740) # Description @VMSolidus said he had issues with SuperMatter announcements not playing correctly. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/e0cbbe77-00ce-4c9e-837a-00c91fee8623 </p> </details> --- # Changelog :cl: - fix: Announcements can play multiple sounds now (you can revert to the old behavior in sound setting if you want though) * Automatic Changelog Update (#740) * Add Insulation to Robots (#773) # Description Soulless Robots didn't have PsionicInsulation, which meant they were eligible targets for powers such as Mindswap. This is a pretty simple fix. # Changelog :cl: - fix: Robots and other mechanical creatures are now correctly immune to non-physical psionic powers. * Implement Mind Contests (#757) # Description Now that the initial Psionic Refactor is out of the way, this is my first new standalone Psionics PR, filling in the MindContest function that was added over a month ago(but was set to always return 1f as a placeholder). Mind Contests are unique among the Contests System in that they do not treat the lack of a Psionic Component as a failure condition, and instead as a variable. No changelog because MindContests are not currently used anywhere, all I'm doing is adding the actual function logic. * Added Language and Healing Components to IPC Entities (#786) # Description This pull request introduces two new components to the IPC entities: 1. **LanguageKnowledge**: This component allows IPCs to speak and understand Galactic Common and RobotTalk. Previously, IPCs were limited to Universal language, which caused communication issues with the crew. With this addition, IPCs can now effectively communicate using the Galactic Common and RobotTalk languages. 2. **WeldingHealable**: This component enables IPCs to heal themselves using a welding tool. Given the nature of IPCs as robotic entities, this feature is essential for self-maintenance and ensures they can stay operational even after sustaining damage. These changes aim to improve the functionality and immersion of IPCs within the game, allowing them to better integrate and interact with other entities while also providing them with the ability to self-repair. --- # TODO - [x] Add `LanguageKnowledge` component to IPC entities to support Galactic Common and RobotTalk. - [x] Add `WeldingHealable` component to IPC entities for self-repair with welding tools. # Changelog :cl: - add: Added the ability for IPCs to speak and understand Galactic Common and RobotTalk languages. - add: Enabled IPCs to heal themselves using welding tools via the WeldingHealable component. Signed-off-by: v0idRift <[email protected]> Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#786) * Fix supermatter.ftl (#790) supermatter .ftl was broken, this fixes it. <!-- 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]? --> Easly fix the supermatter .ftl files that was not set correctly, why? i dunno. now its works. --- # 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: - fix: Supermatter Annoncements Signed-off-by: FoxxoTrystan <[email protected]> * Automatic Changelog Update (#790) * Fix Door Access (#798) # Description Somehow all the doors accesses broke. Seems somebody used the AccessReader Component on the door instead of the door electronics. This PR fixes all the doors that I could find that were broken. # Changelog :cl: - fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman, Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and Psychologist. * Automatic Changelog Update (#798) * Cherry-Pick PR #27113 (#803) # Description This is a cherry-pick of https://github.com/space-wizards/space-station-14/pull/27113 Which fixes a bug that has been reported here where the FixGridAtmos command does not work. # Changelog :cl: - fix: Fixed the FixGridAtmos command. Co-authored-by: Leon Friedrich <[email protected]> * Automatic Changelog Update (#803) * Improve README/Legal Files (#782) # Description Was vague and poorly written, might still be a bit vague, but that's why it's being reviewed. * Return Of The Pibble (#789) # Description This PR Rebases one of Nyanotrasen's funniest features: The Pibble. I mean "Lab Mix", according to the description. Lab Mixes are comically muscular dogs famous for their ability to attack and destroy Felinids, Mailmen, and more recently Harpies. Watch out, there is also a rare variant of Lab-Dachshund Mix, colloquially known as the "Ventbull", which can occasionally be found roaming the station's vents. Please keep your children, Felinids, and Birbs at a safe distance. # Changelog :cl: - add: Lab Mixes have been added to the game as a new random animal. Be sure to keep Felinids and Harpies away from them. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#789) * Make IPC Sounds Great Again (#811) # Description This PR brings back Ekrixi IPC sounds, and rebases IPC sounds on top of silicons. Duplicate of #810 [due to](# "Due to your attempt to evade your ban, you are banned indefinitely. You may appeal your ban, but only at least 6 months after your last ban evasion attempt, and only with a voucher of good behavior from another SS13/SS14 server.") `master` branch skill issues. <details open><summary><h2>Media</h2></summary> None </details> --- # Changelog :cl: router - add: Added more sounds to IPCs. IPCs can now also whistle, whirr, beep, boop, ping, chime, buzz and buzz twice. - fix: IPCs no longer have the default wilhelm sound. - tweak: Silicon deathgasps are now darker. * Automatic Changelog Update (#811) * Add IPC's Missing Components (#793) # Description IPCs were missing Offer Item, Laying Down, and Carriable. # Changelog :cl: - fix: IPCs can now lay down, offer people items, and be picked up and carried. * Automatic Changelog Update (#793) * Temporarily Disable Telegnosis (#795) # Description Telegnosis is broken, and so I'm temporarily disabling it. # Changelog :cl: - fix: Temporarily disabled Telegnosis pending a lengthier update. * Automatic Changelog Update (#795) * IPC Missing Deathgasp (#800) # Description IPC were missing a deathgasp, so I wrote one for them.  # Changelog :cl: - fix: IPC now have their own unique deathgasp message. --------- Signed-off-by: VMSolidus <[email protected]> * Automatic Changelog Update (#800) * Update README.md (#817) Fixes a broken link to RobustToolbox Signed-off-by: Pspritechologist <[email protected]> * Make Shoving and Stamina Great Again (#809) # Description First off, shoving was broken badly. It would roll shoving chance twice, meaning that you had only about 6% chance to actually shove someone, and it would only remove 6% of their stamina. Additionally, stamcrits have always pissed me off by just how stupid they were. Also, some of the code in the stamina system had highly misleading names, which has led vmsolidus to implement mass contests the wrong way there. This PR introduces changes to fix those issues: - Shoving only rolls the shove chance once. - Shoving deals 50 * shove chance stamina damage, as intended, without depending on target's stamcrit threshold. In the future it should depend on the weapon used (claws, fists, etc), but for now it's fine. - Shoving advantage ranges were re-evaluated. Mass difference now can give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x. Stamina difference still gives a neglectable 0.9x - 1.1x advantage. - The stamina slowdown is now added and calculated dynamically using MovementSpeedModifierSystem, which means the slowdown will no longer disappear 3 seconds after receiving damage, and will not stack (however, it now scales with stamina damage). - When you exit stamcrit, you start at (100 - epsilon) stamina damage. There still exists another check that prevents you from getting re-stunned in the next ~5 seconds (maybe we should remove that too?), but the slowdown and combat disadvantages will apply as they are supposed to. This means you can no longer stand up after being exhausted to the point of fainting on the ground and immediately rush back into combat. In addition to that, I also did the following: - Re-added the mass contest to EscapeInventorySystem. It seems like it's been nuked when the new mass contest system was being implemented and never added back. - Fixed the mass contest in carrying again <!-- 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/076b3c3b-cdd1-4ec7-969d-2564c814a40e </p> </details> --- # Changelog :cl: - fix: Shoving once again works correctly, and mass difference matters a lot when shoving someone. - fix: The time it takes to escape one's hands once again depends on the mass difference between the escapee and the holder. - tweak: Exiting stamina crit now leaves you with 0 stamina. You can't be immediately stunned again, but you will suffer from slowdown and combat disadvantages! * Automatic Changelog Update (#809) * Thieves Outside of Traitor (#799) # Description Mirroring a PR from Floof that I was much too lazy to cherry-pick. This just changes gamemodes outside of tator and rev to allow thieves if it makes sense to. --- # Changelog :cl: - tweak: Thieves are now in Survival, Hellshift, and Extended. Signed-off-by: ShatteredSwords <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> * Automatic Changelog Update (#799) * Telepathy (Minor)Refactor (#819) # Description This PR re-introduces a feature that was present in the Psionic Refactor version 1, that of the Natural Telepath trait. Where before Natural Telepath was treated as an "Upgraded" version of Latent Psychic, now it is a standalone trait that makes use of new functionality, where traits can add psionic powers directly, as opposed to relying on just adding components. To accomodate for this, the Telepathy functionality has been modified such that it no longer makes the expectation that PsionicComponent users have the ability to coherently speak telepathically, and instead checks for a specific TelepathyComponent. Since Telepathy is added to a Psion via their ActivePowers list, it is also eliminated when the Psion is mindbroken. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: TelepathyComponent has been split off from the PsionicComponent, now as it's own standalone feature. - add: Telepathy has been added as a new Psionic Power - add: Natural Telepath has returned from Psionic-Refactor V1, now using new functionality from the trait system that allows traits to buy psionic powers directly. - add: Latent Psychics who have neither bought Natural Telepath, nor acquired Telepathy during the round, can sometimes hear snippets of conversation from telepathic chat. - tweak: The cost of Latent Psychic has been reduced from 6 to 4 points, this is to accommodate for the loss of Telepathy as a bonus feature for all Psionics. Since Natural Telepath is a 2 point trait, this gives a net 0 change in trait points for anyone who wishes to keep being a roundstart Telepath. - tweak: Psionic Mantis, Mystagogue, Chaplain, and Cataloguer are all Naturally Telepathic, and thus get the new trait for free. * Automatic Changelog Update (#819) * Psionic Insulation Trait (#820) # Description This PR brings back the x-Waveform Misalignment trait from Psionic Refactor version 1. There's not really much to say here. Having this trait means that you are completely immune to most psionic powers and effects, with the only exception of the physical effects of Elementalist abilities. It is also an extraordinarily expensive trait, the most expensive in the game by far. This trait will get even more useful when Cultists, Wizards, and Heretics are brought into the game. # Changelog :cl: - add: x-Waveform Misalignment has been rebased from the Psionic Refactor v1. x-Waveform Misalignment is an extraordinarily expensive trait that grants full immunity to nearly all psionic powers and effects, both positive and negative. --------- Signed-off-by: VMSolidus <[email protected]> * Automatic Changelog Update (#820) * New Interaction System (#733) # Description This implements the New Interaction Verb System™©, designed to allow defining verbs using yml and make adding new verbs way easier than it was before. This was initially designed just to bring back generic no-op interactions like hugging, but can now be used to create way more unique interactions for all the different entities. In the core of the system lies InteractionVerbPrototype. Besides defining the obvious qualities of the verb itself, such as the name, description, interaction constraints, it also has several important properties: - The requirement of the verb - what is required for the verb to show up as "enabled" in the context menu and be allowed to be performed. There's just one requirement slot, but using the ComplexRequirement class you can use multiple requirements and choose whether they are combined via boolean or, boolean and, or something in-between. - The action of the verb - it defines its own IsAllowed (whether the action is applicable to the target entity at all), CanPerform (called before and after the potential do-after), which defines whether this exact attempt at performing the action succeeds and shows a success popup, or fails and shows a fail popup, and finally Perform, which tries to perform the action and return a boolean result, which determines... well, what was stated before. Similarly to requirements, there are complex and conditional actions which can be combined into whatever monstrousity you can imagine... In fact, it is entirely possible to build a turing-complete programming language out of actions! - Effects, specifically three of them: one that is shown when the interaction performs successfully, one that is shown when it fails, and one that is shown when the do-after for the interaction begins succesfully (which means the first CanPerform check of the verb has succeeded). Each one of them defines a popup (configuration for which is stored in a different prototype) and a sound. Those are also designed to be highly customizable: you can choose who sees the popup and where, and more. Verbs can be global or local. Global verbs are added to any entity should it meet the prerequisites and pass all the necessary checks (which are also designed to be highly configurable). Local verbs are defined in OwnInteractionVerbsComponent and InteractionVerbsComponent of the user and target respectfully. At the moment of writing there are 8 built-in global verbs and 1 non-global verb, not including abstract verbs: - 3 no-op actions that are made for RP purposes, that is looking at someone, hugging someone, petting someone. The latter two may be later used to modify the target's morale should the PR for it be merged. - 2 actions related to standing: one for forcing someone down, and one for helping them get up, waking them up and removing 2.5 seconds of stun in addition to that (before you could click someone with empty hand to remove 1.5 seconds of stun - I removed that in favor of the new system) - 1 action for making someone who's laying down (on the bed or otherwise) to sleep. - 1 actions for falling asleep yourself (no need for bed or bag or whatever to tell you that you can sleep - this does not provide any healing properties or anything like that, purely an RP feature). - 1 action for pinching yourself - made simply with the intent of testing some possibilities of the new system, I decided to keep it because it's a bit funny. Local actions include: - An action for knocking on windows, doors, windoors, computers, machines. More are to be added to this list as the progress continues. # TODO - [X] Implement the core of the system - ~~Add more, way more actions. Possible ideas include: [slapping/kicking someone, hugging toys/plushies, pressing random buttons on a computer, ... ]. I could use some ideas for that.~~ - skipping for now, we can do it in follow-up prs to clutter this one less. - [X] Port all InteractionPopupComponents to the new system, and remove their old usages from non-animals. - [X] Introduce contests and a way to configure them (could reuse RangeSpecifier for that; certain actions such as pushing down/helping up would benefit a lot from this). - [X] Hide chat logs for people who cannot see the action being performed. - [X] Implement cooldowns - [ ] Cleanup. <details><summary><h1>Media</h1></summary> <p> Note: this video was made before a few important fixes were made. https://github.com/user-attachments/assets/17b616dd-4bc8-4af3-916c-6a5d16c77064 Newer video - demonstrates various actions and shows that chat logs cannot be seen if the source of the logged popup is outside the view. https://github.com/user-attachments/assets/d6228855-fb7f-45d1-812f-56afe10f3f86 </p> </details> --- # Changelog :cl: - add: A new interaction system has been implemented. The right-click menu now provides a wide variety of different interactions with different entities. Some old default interactions, such as hugging, knocking, fence rattling, have also been moved to that system. --------- Signed-off-by: Mnemotechnican <[email protected]> * Automatic Changelog Update (#733) * Rebalance Radiation Shielding (#791) # Description This PR is a MUCH needed QOL update for all of our downstream servers that have started mapping in Supermatter engines. I have gone through every single entry of the RadiationResistance component in the game, and tweaked the values of them so that it is actually reasonably practical to provide some protection to the rest of the station during a Supermatter delamination. This fact is highly relevant since one of the things I am working on is a rebase of the wizden map CORE to EE, which will include a replacement of its Singulo with a Supermatter engine. With the pre-existing radiation shielding values, such an engine will near instantly cleanse the entire station of all life within a matter of seconds should it so much as think about delaminating. However with this PR, it's actually practical to shield the station from it. One major problem, and something that defies player expectations, is that **Radiation Shutters did not previously provide significant protection from radiation.** They were infact not much better than a standard wall, and provided worse protection than a reinforced wall. For reference to understand the issue, a Supermatter engine during its delamination produces 45 rads per second. Which is so overwhelmingly strong, that the Edge station's Supermatter could kill people from as far away as the reporter's office. Something like 70% of the station becomes lethally radioactive. On smaller maps such as Syndicate Station's Shoukou, fully 100% of the map is lethally irradiated. The flipside of this is that ordinary walls have had their radiation resistance reduced. Don't count on anything not-reinforced to provide protection. Trust your life in reinforced walls, radiation shutters, blast shields, and plasma/uranium glass or walls. I did however add a concession that firelocks now block 1 point of radiation. It's not much, but it'll help just a smidge. :) <details><summary><h1>Media</h1></summary> <p> What I'm dealing with, and why I can't actually in good conscience release said map unless this PR is merged:  </p> </details> # Changelog :cl: - tweak: Radiation shielding objects have been rebalanced, such that objects that players previously assumed would provide reasonable protection from radiation, now factually do. For instance, Radiation Shutters now actually block radiation. * Automatic Changelog Update (#791) * Glacier Real (#1169) (#728) * glacier real * troll * atmosia tweaks * 1 less can of plasma not too op * replace troll generator with solar crate * add StationSurface to glacier * add surface map * biome stuff upstream #28017 * unpause after loading * fix no terrain * comment out the surface spawning * shipyard * glacier justiceroid * updateprototype and cleanup * fix random shit * untroll * courier * add to test :trollface: * fix * futureproofing * hot loop inlet lmao * tweak some pumps in atmosia * carpy and make salv locker lighting better * Edit lights, move salv dock, add justice maints, edit entity names for casing consistency, other minor edits --------- <!-- 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 Ports Glacier from DeltaV. Justice department has been yeeted. # Changelog :cl: - add: Glacier Returns. --------- Co-authored-by: deltanedas <[email protected]> Co-authored-by: Velcroboy <[email protected]> * Automatic Changelog Update (#728) * Rebase Saltern (#804) # Description Saltern, now featuring a full Epistemics department, and a Supermatter engine. :) <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: Saltern has been added to the map rotation. Now featuring a compact Supermatter engine, full Epistemics department, and a significantly expanded Chapel and Library. * Automatic Changelog Update (#804) * Core Supermatter (#792) # Description **Walks into a room** **Slaps down CORE, but with Supermatter** **Doesn't elaborate** **Leaves** <!-- 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>   </p> </details> # Changelog :cl: - add: Core has been added to the list of maps in rotation. This time featuring a custom Supermatter Engine * Automatic Changelog Update (#792) * Fix InnatePsionicPowers For Mapped Entities (#824) # Description InnatePsionicPowers needed to be moved from ComponentStartup to MapInitEvent, which is a deceptively named event that ALSO functions identically in use to ComponentStartup, except that it's safe to use for entities that are mapped in, in addition to joining the round or being spawned in. Whereas ComponentStartup isn't allowed to modify or add components for any entity that is mapped(which includes Spawners apparently). This change allows for entities like Oracle and Sophia to make use of InnatePsionicPowers, which is done by request from Rane, who for mysterious reasons wishes for the two divine statues to be both Prayable, and have the Noospheric Zap Power. I have also verified by ingame testing that this does infact apply to people who join after the map is initialized, as well as things pre-existing on the map. So Oracle still gets her powers, while a latejoining Mystagogue still gets his. # Changelog :cl: - fix: InnatePsionicPowers now operates on MapInitEvent instead of ComponentStartup, meaning that it can now be safely used on entities that are mapped in instead of spawned. - add: Oracle and Sophia are now recognized as Divine, and as such are creatures that can be prayed to. * Automatic Changelog Update (#824) * Update Credits (#837) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * Disable Mood In Debug (#806) # Description MoodSystem has a Race Condition against DeleteAllThenGhost. # TODO - [ ] Run the tests 10 times in a row to see if DeleteAllThenGhost will appear. * Diagonal Window Smoothing (#805) # Description Diagonal windows weren't updated to use the new smoothing when we added a bunch of new sprites designed around connected textures. This PR fixes that for all diagonal windows.  # Changelog :cl: - add: Diagonal windows now use connected textures. --------- Signed-off-by: VMSolidus <[email protected]> * Automatic Changelog Update (#805) * Maximize Default Description Limits (#788) # Description The current in game UI can reasonably support names up to 48 characters in length, as well as descriptions up to 1024 characters long. Any longer, and the UI requires a scroll bar. This change is present on Cosmatic Drift, which uses the same character UI we currently have. I've had many people requesting this change, and while I am aware that we wish to at some point update to a new character UI(such as Parkstation's UI), but a stopgap here is still nice, and it's just two Const variables. # Media  # Changelog :cl: - tweak: Character names can now be up to 48 characters in length. - tweak: Character descriptions can now be up to 1024 characters in length. This is the maximum size descriptions can be without the menu having a scroll bar. And while we'd like it to be bigger, we're going to want to get a new UI for this in the future! * Automatic Changelog Update (#788) * Reduce Default PowerAttack Stamina Cost (#840) # Description The default stamina cost for Power Attack was supposed to be 10, so imagine my surprise when I find out it's been 20 this whole time. Which wasn't intended. # Changelog :cl: - fix: The default stamina cost for Power Attacks for any weapon that doesn't explicitly modify it is now correctly set to 10 stamina(down from 20). * Automatic Changelog Update (#840) * Bot for Changelog (#833) :cl: - add: Changelogs should be shown in Discord now --------- Signed-off-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: TAZIKLIK <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#833) * Update actions_changelogs_since_last_run.py (#841) Signed-off-by: DEATHB4DEFEAT <[email protected]> * Added Jukebox (#26736) (#802) <!-- --> # Description <!-- --> Adds super cool super nice Jukebox to the bar! Ran off .ogg files, can use any royalty free song. --- <!-- --> <details><summary><h1>Media</h1></summary> <p> ![Example Media on]  </details> --- # Changelog <!-- --> :cl: Kacey, Nova - add: Added Jukebox with basic songs. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: iNVERTED <[email protected]> Co-authored-by: DJBIGYAPPA420 <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#802) * Psionic Extraplanar Creatures (#829) # Description Certain things in the game were intended to be classed as Psionic(And mostly without powers), but were apparently lacking the components. To clarify, ANYTHING that comes from an alternate layer of reality, alternative plane of existence, extra dimensions, other universes, bluespace, etc, is intended to have a PsionicComponent to abstract represent their nature as a magical being of some variety. The importance of this is largely related to the use of Metapsionics to detect them, but also for the valid target lists for Anti-Psychic abilities, such as the bonus damage from the Anti-Psychic Knife. While here, I've also added the "Loto Oil Slime" from Psionic Refactor Version 1, now that Reagent Slimes(as Extraplanar creatures brought to this world by Liquid Anomalies) have a PsionicComponent. needs https://github.com/Simple-Station/Einstein-Engines/pull/824 # Changelog :cl: - add: Revenants, Reagent Slimes, and Ore Crabs are now considered to be Psionic(But cannot gain powers randomly). This is due to their status as "Magical And/Or Extraplanar Creatures", which makes them valid targets for anti-psychic abilities such as the Psionic Mantis' Anti-Psychic Knife. - add: Some Reagent Slimes can now contain Lotophagoi Oil. * Automatic Changelog Update (#829) * Cloning Refactor (#735) # Description Since Cloning code is effectively abandonware by it's original codeowners, and I was the last person in this entire game to update it, I am technically the codeowner of Cloning. And by extension, it's also my responsibility to maintain the Cloning code. I've been putting this off for awhile due to how busy I've been with other projects, but since I'm now waiting on all my other refactors to be reviewed, I decided to finally sit down and comprehensively refactor Cloning. In addition to massive substantial code cleanup(Cloning machines no longer run on Frametime for one!), here's most of the changes. - Cloning Pods must be powered for the entire 30 second duration of the cloning process. - Said "30 second duration" is no longer hardcoded. Although no methods currently exist to reduce it. I plan on revisiting this after I bring back Machine Upgrading. - Cloning can now FAIL partway through. If the cloning pod is Depowered, Unanchored, or Emagged, it will automatically swap to the "Gore" state. - When in a Gore state, Cloning Pods will destroy the entity they were trying to clone, replacing them with a pool of blood and ammonia that scales with the mass of the entity that was to be cloned! - Clones come out of the pod with a significant quantity of Cellular damage, and are almost always in need of resuscitation. Consider using Cryogenics to "Finish" your clones. Doxarubixadone is literally named after this process, and is a perfectly suitable cryo chem for resuscitating clones. <details><summary><h1>Media</h1></summary> <p> New gore sprites for the Metem machine, because it can now have gore mode.  </p> </details> # Changelog :cl: - add: Cloning & Metempsychosis Machines have been refactored! - add: Cloning can now fail at any point during the cloning process, turning the would-be clone into a soup of blood and ammonia. - add: "Clone Soup" scales directly with the mass of the entity you're attempting to clone. Fail to clone a Lamia, and you'll be greeted with an Olympic swimming pool worth of blood when the machine opens. - add: Cloning will fail if at any point during the procedure, the machine is depowered, unanchored, or emagged. - add: Clones come out of the machine with severe Cellular damage. Consider using Doxarubixadone in a Cryo tube as an affordable means of "Finishing" clones. - tweak: Cloning Time is now increased proportionally if an entity being cloned is larger than a standard human(smaller entities are unchanged) - tweak: The cost to clone an entity can now be configured on a per-server basis via CCVar "cloning.biomass_cost_multiplier" - tweak: The Biomass Reclaimer can now be toggled to round-remove ensouled bodies or not via CCVar "cloning.reclaim_souled_bodies" - add: The effects of Metempsychosis now scale with a Psion's relevant caster stats. More powerful psychics are more likely to get favorable results from being forcibly reincarnated. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Pspritechologist <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#7…
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Description
People asked for tables, so get it.
Added table recipes.
The video is attached.
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Media
tables.mp4