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Update Stable (10/13/2024) #1046
Commits on Sep 14, 2024
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Weather Block Marker, Rad Markers and Invisible Walls (Simple-Station…
…#862) Ported from Nuclear14 by request of @OldDanceJacket as they wanted the weather blocking markers. Tought you may as well get the rest of the stuff for rad markers and invisible walls too. Useful for planets. --------- Signed-off-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Commits on Sep 16, 2024
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Harpy Flight System (Simple-Station#919)
# Description This PR adds a generic system which gives an entity the ability to fly. Optionally increasing their speed in exchange for a continuous stamina drain, which can, and **will** stamcrit them if left unchecked. --- # Technical Details? We normally dont have this section but I'd like to outline the changes since I messed with quite a few systems: - Introduces a `FlightComponent` which can be added to any entity in YML, needs to be tied to an action with an event of type `ToggleFlightEvent` This component holds properties for: - Toggling animations on and off, either at the entity level or the layer level. - Altering shader animation properties - Altering speed, stamina drain, sounds played, delay between sounds, etc etc. - Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey` which points to a shader, and optionally can apply it to either the entire sprite, or a given layer. - Adds a check in `SharedGravitySystem` for making the entity weightless when it has the `FlightComponent` and is flying. - Adds a check in `SharedCuffableSystem` to disable cuffing when the target has the `FlightComponent` and is flying. - Introduces a new field in the `StaminaComponent` which serves as a dictionary for persistent drains, with the key being the source (UID) of where it came from. The drains can also indicate if they should apply the stamina slowdown or not (relevant for both this PR, and for an eventual sprinting PR) --- <details><summary><h1>Media</h1></summary> <p> [![Flight Demo](https://i.ytimg.com/vi/Wndv9hYaZ_s/maxresdefault.jpg)](https://youtu.be/Wndv9hYaZ_s "Flight Demo") </p> </details> --- # Changelog :cl: Mocho - add: Harpies are now able to fly on station for limited periods of time, moving faster at the cost of stamina. --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Commits on Sep 17, 2024
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Physical Pulling (Simple-Station#883)
# Description Fixes pulling being obnoxiously unphysical. Entities now exert a specific amount of force defined as the product of their mass and the SpecificForce set in their PullerComponent. Doing a ctrl-right click now sets a target position where your entity begins to continuously push the pulled entity towards, instead of throwing it or pushing it once (however, it should still be possible to drag people and disposals and the like). Additionally, your entity will properly experience recoil from dragging someone around. # TODO - [X] Do stuff - [X] Fix stuff - [X] Fix aghosts not being able to push (?) - [X] Fix pulling giving you free kinetic energy while in spess (how?) - [ ] Test if throwing felinids into disposals via pulling still works :trollface: <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/2498ef8c-f743-4702-b73c-b2da0c16e9aa </p> </details> # Changelog :cl: - add: Pulling has been reworked. Your character will now try to continuously push the pulled entity when you use the push keybind. - remove: You can no longer push the pulled entity while walking, and pushing now follows the momentum conservation laws.
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Core Fullsize (Underfueled) AME (Simple-Station#927)
# Description By request. A typical engineering team takes as much as 40 minutes to setup a Supermatter engine with no experience. Core is designed to **FORCE** players to setup a Singulo, which takes 15 minutes, therefore Core loses power in 20 minutes with its comically undersized and underpowered AME. I increased the size of Core's AME so that engineers have more time to setup Supermatter. A lot more time actually. # Changelog :cl: - tweak: Core now has a 6-Core AME, which is supplied with two jars of fuel. This should give Engineers significantly more than 20 minutes of time to setup the Supermatter engine.
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Fixes to Bench and Barber Chair Rotation (Simple-Station#925)
# Description Changed the textures of wooden and metal benches. Now wooden benches are turned correctly, and metal ones have the correct texture of the left and right halves --- # TODO - [x] Task - [x] Completed Task --- ![Screenshot_80](https://github.com/user-attachments/assets/ff51a698-5387-4b4e-8d2e-4408c2893577) ![Screenshot_81](https://github.com/user-attachments/assets/235f4dbd-c379-45cd-86ea-821a145f0862) ![Screenshot_82](https://github.com/user-attachments/assets/04757bd0-c317-4f3f-91eb-91c1c2d52dec) ![Screenshot_83](https://github.com/user-attachments/assets/dcf006e9-50d6-443f-80b1-c2cce22b1b9a) --- # Changelog :cl: JayJacobs - tweak: Changed the sprite of the barber chair. - fix: Fixed bench textures. Co-authored-by: Flybik <lfybbk2222@gmail.com>
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Re-Adds Fireaxe Prying (Simple-Station#921)
<!-- 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]? --> - Makes the fireaxe once again able to perform its primary function. - There is now a way to emergency space a room without using an RCD. - Viva Atmosia. --- # 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] Return Fireaxe Prying --- <!-- 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: zelezniciar - tweak: The fireaxe once again can pry subfloors Co-authored-by: SsalamethVersaach <thebluettdle@gmail.com>
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9 More Traits (Simple-Station#918)
# Description This "ZERO C#" Pr adds 10 additional traits to the game, which only make use of pre-existing components, along with some of the new TraitSystem functionality. These are the following new traits: - **Photophobia**: Functions as per Vulpkanin Light Sensitivity - **Clumsy**: Functions as per Clown clumsiness - **Small**: Functions as per Felinid PseudoItem, requires a character be Felinid sized - **Temperature Tolerance**: Functions as per Vulpkanin low temperature resistance - **Spinarette**: Functions as per the same ability from Arachnids. - **Talons**: Replaces your melee natural attacks with Piercing talons - **Claws**: Replaces your melee natural attacks with Slashing claws - **Striking Calluses**: [Human only, requires Martial Artist or Boxer job], increases your base unarmed attack to 6 damage, from 5. - **Natural Weapon Removal**: For species with melee attacks other than blunt, replaces Talons or Claws with Fist. ## TODO: - [ ] Adjust the points costs/additions for these traits to ensure balance. Although I can't imagine most of them being changed. I do still wish for a decent number of traits to be within the 1 to 3 point range. <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/c2e7a42b-2b1f-43ea-8f0d-5275c06c51ae) ![image](https://github.com/user-attachments/assets/bb60ffbe-0755-483b-b3a4-028764b465a7) </p> </details> # Changelog :cl: - add: 10 new Traits have been added to the game. Photophobia, Clumsy, Small, Temperature Tolerance, Claws, Talons, Natural Weapon Removal, Striking Calluses, and Spinarette. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Open Market Tacsuits (Simple-Station#845)
# Description I've spoken with this subject with quite a few people so far, that there's some inherent issues with the game's setting as regards to corporations, and people readily identifying certain companies as being "Syndicate Companies". It makes absolutely no sense for things like that to be completely public knowledge that X-Company is explicitly antagonistic, when publicly they would just be companies that sell products to an open market-- an open market that NanoTrasen buys from. And while we've been doing this lately with adding non-NT company names to the names and descriptions of hardsuits, one thing has been bugging me and other people for awhile. "If the Cybersun tacsuits are meant to be something that the Nukies literally bought on the open market and painted red. Why can't the station also purchase these suits from the same market? If a manufacturer of these suits notably declined to sell its products to another company, it would be an extremely obvious tell that they were overtly hostile to that corporation. It makes more sense if they openly sell said products at an inflated cost, so that they can put up public appearances of neutrality". This also brings to mind that the Reverse Engineering Machine, in it's current rendition, is extremely problematic for establishing the game as a serious setting, given that it currently functions as what is essentially "Press button to commit industrial espionage". Having talked with its original creator, Rane also agreed that- especially in the context of the "Blukie Suits", this presents an issue for the game's setting presentation. It's a plot hole that makes very little sense. So, what this PR does, is make it so that station Logistics can purchase crates containing CSA branded Tacsuits, painted in the blue, at a massively overinflated cost. These crates come with Security locks, meaning that they would be bought for use solely by the station's security. Additionally, this removes the ability for the Reverse Engineering machine to violate the intellectual property of other corporations, which in-universe would be something highly illegal under a truly neutral space law. I actually also believe that other hardsuits and tacsuits, including ones purchased from Five-Points-Armory, Hephaeustus, etc, should all be purchasable from cargo. Technically, any weapon, hardsuit, or armor, should also be purchasable, but making it so that cargo can order a Sec-Crate with a C-20r in it would be extremely controversial, and is best left to a separate PR. # Changelog :cl: - add: CSA-51a "Shanlin" and CSA-80UA "Guan-Yu" Tacsuits can now be purchased from Logistics for use by station security personnel, at an extremely overinflated price. These suits come prepainted in blue. - remove: Reverse Engineering machines can no longer violate the intellectual property rights of publicly traded corporations. This means that Cybersun Tacsuits; regardless of where they were obtained from or what color they were painted, can no longer be reverse engineered. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Psionic Power Rolling Rework (Simple-Station#830)
# Description This PR implements a long overdue rework of the underlying system for actually giving Psions their powers, by making it a semi-deterministic system that favors people having a small handful of powers, unless said person has inherent modifiers that let them generate them more consistently. A common complaint I received from the new Psionic System is that stations tended to become "Space Hogwarts" given enough time, since people could very easily game the system to consistently get new powers every 20 minutes, until a majority of the station was throwing fireballs at each other. Now, obtaining new powers gets more difficult the more powers you have, exponentially so. Powers can also declare in their prototype how many "Slots" they occupy, meaning that certain powers can make this even more difficult, or not at all, as desired. # Changelog :cl: VMSolidus & Rane - add: Psionic Power "Rerolls" have been reworked. Psions now have a stat called Potentia, which is increased by sources of Psionic Rerolls such as Space Drugs, Loto Oil, and Random Events. Instead of being an all-or-nothing "D100 with modifiers" roll, whatever you roll is added to your Potentia stat, and when Potentia reaches a certain threshold, it is automatically "Spent" to buy a random new power. Your first power costs 100 Potentia, your 2nd power costs 200, 3rd costs 400, and so on. The more powers you have, the more difficult it is to obtain new ones. - tweak: Some powers, such as Telepathy and Xenoglossy, do not count as a power for the purpose of Potentia Cost --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
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IPC Refactor (Simple-Station#771)
# Description IPCs were ported from a codebase that didn't necessarily follow all of our repo's coding standards. And while I had done my part to cleanup as much of the system as was practical within the bounds of a Maintainer Review, there were a lot of things that I felt were inappropriate to leave to review, and wished to go over with a fine lense. Thus, here is my Refactor of IPC code. Do not merge this without first testing that nothing was broken. Because I haven't tested it myself yet.
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Commits on Sep 18, 2024
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Filespace ContestsSystem.cs (Simple-Station#931)
# Description I CAN'T BELIEVE I MISSED THIS.
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Fix Uncloneable Feedback Message (Simple-Station#926)
# Description Clone Pod isn't the one that has the ability to say the message, the cloning console does. This fixes a bug where Uncloneable messages aren't being played. # Changelog :cl: - fix: Cloning Consoles will now correctly state when a body has the Uncloneable trait.
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Commits on Sep 19, 2024
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Better Lying Down System (From White Dream) (Simple-Station#815)
# Description Port of WWhiteDreamProject/wwdpublic#2 And now also WWhiteDreamProject/wwdpublic#8 Because Lying Down System is dependent on the Telescope System. # TODO - [x] Reconcile the code with core code, do code cleanup. I'll undraft this when I'm done. Probably not going to be tonight, because I will have to get some sleep soon to get up early for my calculus classes. # Changelog :cl: Spatison (White Dream) - add: Added lying down system / Добавлена система лежания - tweak: Lying down now uses do-afters that are visible to other people to indicate what is going on. - add: Added telescope system / Добавлена система прицеливания - tweak: Now you can aim from Hristov / Теперь можно прицеливаться из Христова --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Remove DeltaV Options (Simple-Station#928)
<!-- 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 Remove and the DeltaV Option Tab while moving the specie filter to the general accessibility tab. View Media for images. This PR also Rebase the option and removed useless duplicated, CVars are moved, .ftl files. Tho cvar name is unchanged so the option will still be enable if you enabled it before. This PR fixes Simple-Station#481 and put PR Simple-Station#630 stale. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/55fdf75d-2c02-4c25-b0df-e76cce564a33) ![image](https://github.com/user-attachments/assets/88a170fb-ba32-467c-b432-b0a8c554a489) </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: - remove: DeltaV Option Tab (Options moved)
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Fix SpawnAndDeleteAllEntities (Simple-Station#932)
# Description After doing an archaological exploration of the fucking SpawnAndDeleteAllEntities test fail, I eventually tracked down the bug to an issue where InternalEncryptionKeySpawner is randomly being handed a Null EntityUid which was Null Forgiven to make the compiler shut up. The actual EntityUid factually cannot be null during ordinary operation, except for the dumbass race condition provided by TestSpawnAndDeleteAllEntities.
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[Port] StepTriggerGroup From WhiteDream (Simple-Station#929)
# Description This is a port of WWhiteDreamProject/wwdpublic#53 from White Dream. This PR improves the StepTriggerImmune component by making it operate on a more granular Blacklist system, such that StepTriggerImmune entities can further clarify via prototypes which kinds of floor traps they are immune to, such as landmines/mousetraps, and not have blanket immunity to everything. Because it turns out things like Lava and Soap also were caught by the immunity, when really we just wanted Harpies & Felinids to not trigger landmines. <details><summary><h1>Media</h1></summary> <p> > # Описание > Необходимо настроить модификатор урона, чтобы IPC не получали урон от осколков стекла. > > Иммунитет StepTriggerImmuneComponent доработан. Теперь имеются несколько типов (types): Lava - тип тайла, наступив на который появляется урон. Это собственно лава и LiquidPlasma Landmine - мины. Chasm - дырка в карте, куда можно провалиться Mousetrap - Мышеловка SlipTile - Все, что должно подскальзывать игроков, имеющее размер тайла SlipEntity - Все, что должно подскальзывать игроков, имеющее развер энтити. Разделено для баланса. Самые ловки могут игнорировать мелкие предметы (энтити), т.е. уворачиваться от них. Но большие по площади вещи (тайлы по типу разлитой воды, бананиума) просчитываются отдельно. > > # Изменения > * [x] Улучшить StepTriggerSystem (Immune) > * [x] Добавлены типы триггера. - Lava Landmine Shard Chasm Mousetrap SlipTile SlipEntity > * [x] Исправить осколки у IPC > * [x] Исправить отсутствие урона от лавы и падение в дыры у фелинидов и гарпий. > > 🆑 Hell_Cat > > * Feature: StepTriggerSystem is improved | Улучшена StepTriggerSystem > * fix: IPC: Immunity for shards and SpiderWeb | Иммунитет осколкам. > * fix: Felinid | Фелиниды : Immunity for Shard Landmine Mousetrap SlipEntities | Иммунитет для осколков, жидкости, мин, мышеловок, мыла и бананов. > * fix: Harpy | Гарпия : Immunity for Shards Landmine Mousetrap | Иммунитет для осколков, жидкости, мин и мышеловок. > * fix: Mice | Мыши : Don't blow up on landmines | Мыши не подрываются на минах. </p> </details> # Changelog :cl: Hell_Cat Feature: StepTriggerSystem has been improved with new StepTriggerGroups. Additionally, the StepTriggerImmune component now allows declaring for specific StepTriggerGroups for a given entity to be immune to. Some examples may be, Felinids, Mice, and Harpies being unable to set off Landmines. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Ivan <126400932+HellCatten@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
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Fix Laying Down Bugs (Simple-Station#933)
# Description This fixes prediction issues, both where pressing the Lay down key causes all entities on your screen to glitch and lay down, as well as the bug where upon receiving ANY movement input, a player would be visually changed on their screen to be laying down. # Changelog :cl: - fix: Fixed issues with the LayingDownSystem. Laying down no longer causes all entities on your screen to lay down at once. Using any movement input no longer causes the character to appear to the player as to be laying down.
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Commits on Sep 20, 2024
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Non-Destructive Universal Language (Simple-Station#899)
# Description UniversalLanguageSpeakerComponent has NUMEROUS issues, which previously were easy to ignore since it was a language only obtainable by Admins. But now that it's both a Psionic Power(And a trait that adds said power), the issues with it have been highlighted. Here's just a FEW 1. UniversalLanguageSpeaker overwrites all known languages, preventing you from speaking anything else 2. It overwrites the ability to use sign language. 3. It also overwrites the Mute trait. To fix that, I've made it follow *MOSTLY* the logic all the other languages use, so that it's less of a special snowflake case. Now if you have access to it, it will appear in your language list alongside other languages, rather than fully replacing the entire list. That way you can intentionally choose not to speak in a language understood by all. Fuck it, I also added the ability for the TraitSystem to just call LanguageSystem and directly add arbitrarily any desired language, rather than needing a component to do so. # Changelog :cl: - fix: UniversalLanguageSpeaker(And Xenoglossy by extension) will now appear in your language menu alongside other known languages, rather than replace all known languages. You can effectively now choose whether or not to speak it, or to use a normal language. - add: Traits can now add Languages directly. - add: Traits can now remove Languages directly. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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NyanoCombat Part 4: MeleeSystem Refactor Part 2, Electric Boogaloo (S…
…imple-Station#934) # Description Surprise motherfucker, here's a massive fucking refactor of SharedMeleeWeaponSystem. The MeleeWeaponComponent now allows for melee weapons to directly configure how and what members of the ContestsSystem they wish to utilize for influencing damage. Additionally, the damage of a melee weapon modified by Contests is now also visible when examined(Although this only reflects damage as per the current condition of the user). # Changelog :cl: - add: Melee Weapons can now individually define their interactions with the ContestsSystem. - add: Added the ContestArgs type, allowing arbitrarily any component to contain a list of arguments for ContestSystems. - add: Added the ContestConstructor, a new type of meta-Contest that enables other systems to use components to define all possible contest behaviors, rather than needing to hardcode specific interactions.
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Allow Crawling Entities To Go Under Tables (Simple-Station#939)
# Description Adds a CVAR that when enabled, allows entities to crawl under tables/flaps by lowering their DrawDepth, which in turn protects them from being targeted for projectiles while crawling. Additionally tables and plastic flaps were given collision properties along with reduced damage thresholds, so guns can target & destroy them easily if your mouse is on top of them. --- <h1>Media</h1> <p> https://github.com/user-attachments/assets/77a04198-11cb-4895-bf2d-6f82b7f2bb5b </p> </details> --- # Changelog :cl: - add: Adds an optional server variable which allows entities to crawl under tables. - tweak: Tables and plastic flaps are less resistant to damage, and can now be targeted by guns by aiming on top of them. --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Melee Part 5: Less Exhaustion (Simple-Station#938)
# A followup PR to the previous melee rebalancing, taking in feedback from multiple sources. There were some unintended changes bundled with the previous melee changes that didn't flow well together. I'm documenting everything here but would like to preface this by saying that, while a number of folks have had issues with the changes, there's been a surprisingly quiet amount of people who have just come forward and said that they've liked a number of the changes. Instead of just being satisfied with this, I would like to appease the folks who have had difficulties adjusting to the melee changes by improving the experience on a number of weapons and strange outlier cases that have cropped up. Below is the changelog any item not listed was either only changed by the Default Wide Swing change or had no change at all: **Default Wide Swing** Angle 45 -> 60 Stamina Cost 10 -> 2.5 MaxTargets 1 -> 3 _-I wasn't aware that the max targets and angle was being dropped when I made my initial changes, the stamina cost was a bit too high(was originally supposed to be 5 at one point). 2.5 should be rarely felt and does more to halt stamina regen than directly impact the stamina pool. Any weapon denoted below with a ^ symbol is buffed by this change._ **ElectricGuitar** heavyStaminaCost 10 -> 7.5 **BassGuitar** heavyStaminaCost 10 -> 7.5 **RockGuitar** heavyStaminaCost 15 -> 10 **Banjo** heavyStaminaCost 10 -> 7.5 _-All of the guitars have received less of a stamina cost, excluding the acoustic which is fine at 10._ **RubberDuck** range 1.3 -> 1.5 heavyStaminaCost 5 -> default _Fear the duck._ **BrokenBottle** attackRate 1.5 -> 1.4 range 1.3 -> 1.4 _-Normalizing the range to feel less ass, but pulling back the attack rate a smidge as a result._ **FireExtinguisher** heavyStaminaCost 10 -> 7.5 maxTargets 8 -> 6 **HolyBible** maxTargets 3 -> 4 **MiniHoe** heavyStaminaCost 5 -> default **PlantClippers** heavyStaminaCost 5 -> default **Hatchet** ^ range 1.25 -> 1.4 **Mops** heavyStaminaCost 10 -> 7.5 _-Mopfu is real._ **Drill** range 1.3 -> 1.4 **Scalpel** range 1.25 -> 1.4 **CircularSaw + AdvancedCircularSaw** attackRate 1.25 -> 1.15 range 1.4 -> 1.5 heavyStaminaCost 15 -> 10 _-The heavy attack for these weapons is a 360 spin, try it out._ **SecLight** BluntStamina 1.5 -> 2 heavyStaminaCost 5 -> default _-This now does about 14 stamina damage on hit, for when you really need to harm baton._ **GasTanks** heavyStaminaCost 15 -> 10 maxTargets 1 -> 3 angle 140 -> 100 _-Been told this is a strong weapon, but a bit odd and unreliable. This should be easier to use but still keep it's flavor._ **JawsOfLife** attackRate 0.75 -> 0.85 range 1.75 -> 1.65 heavyStaminaCost 10 -> 5 **Toolboxes** ^ heavyStaminaCost 10 -> 7.5 **BaseTools** heavyStaminaCost 5 -> default **RollingPin** heavyStaminaCost 5 -> default maxTargets 1 -> 2 **BaseballBat** heavyStaminaCost 15 -> 10 **RitualDagger** range 1.4 -> 1.5 **EldritchBlade** range 1.75 -> 1.65 heavyStaminaCost 10 -> 7.5 **UnholyHalberd** attackrate 0.75 -> 0.85 heavyStaminaCost 10 -> 7.5 **HomeRunBat** heavyStaminaCost 25 -> 15 maxTargets 2 -> Default **Knife** range 1.4 -> 1.5 heavyStaminaCost 5 -> default _-This change parents over to majority of knives including the cleaver._ **Shiv** range 0.75 -> 1.4 _-Whoops!_ **Crusher** ^ attackRate 0.75 -> 0.85 range 1.75 -> 1.65 heavyStaminaCost 10 -> 7.5 **CrusherDagger** heavyStaminaCost 5 -> default **Pickaxe** attackRate 0.75 -> 0.85 range 1.75 -> 1.5 heavyStaminaCost 5 -> default maxTargets 2 -> 5 angle 60 -> 80 **Drill** attackRate 0.5 -> 1.2 range 1.4 -> 1.5 Blunt 9 -> 6 heavyStaminaCost 10 -> default maxTargets (default) _-I really despise the current balance of mining/salvage, the gameplay loops require you to destroy fifty rocks to get two plasma and a bar of gold. Your tools are now fixed._ **Sledgehammer** attackRate 0.75 -> 0.8 heavyStaminaCost 15 -> 7.5 _-This can hit 10 people btw._ **Spears** _-No changes here, just a remark that they are pretty strong and a good option yet again._ **Stunprod** attackRate 0.8 -> 1 range 1.4 -> 1.5 heavyStaminaCost 5 -> default maxtargets (default) angle (default _-So when not powered this thing does 15 stam damage when you smack someone with it, so if it runs out of power you can still smack the person a bit to stun them, but here, it's been buffed a bit more._ **Katana** heavyRange 3 -> 2.75 heavyStaminaCost 10 -> 15 _-The heavy attack of the Katana is comically overpowered, it has an absurd range. This is still really funny and cool but a little more balanced._ **Machete** ^ heavyStaminaCost 10 -> 7.5 **Claymore** heavyStaminaCost 20 -> 15 **Cutlass** heavyStaminaCost 10 -> 7.5 **StunBaton** bluntStamina 2.0 -> 2.5 heavyStaminaCost 5 -> 1 maxTargets (default) angle (default) _-Wow, from all the reports I got about this I thought I messed up on the balance of the stun baton, but honestly it was just a case of security players actually just sucking, lmao, this one is a full problème de compétence but whatever, I'm changing the stamina cost to 1, which shouldn't drop you at all, but will prevent your stamina from recovering if you just spam your wide swing. I've also further buffed the harm baton functionality._ **Truncheon** heavyStaminaCost 10 -> 7.5 . And that's it. Realistically this is just an overall adjustment of stamina costs to be a bit less punishing but this is all fairly redundant, a number of the 'issues' were spawned by default melee values not being updated properly to some codebases and people just spamming their power attack because that's how its been for a few months. This should be considerably better but please left click a little instead of flailing around. :cl: ODJ - tweak: Tweaked melee; Less stamina usage on heavy attacks. Co-authored-by: jcsmithing <jcsmithing@gmail.com>
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Variable NPC Juke Aggression (Simple-Station#935)
# Description This PR un-hardcodes the JukeSystem timer, such that individual NPC HTN Blackboards can directly state how often, and how far they wish to juke. The effect of this is that NPCs are no longer completely impossible to hit with left-clicks in melee combat, while also allowing for more "Elite" enemies that juke more aggressively and more often to be created. Additionally, by introducing an exit condition based on this new "Juke Cooldown", I have made the Juke Operator run a metric shitload of expensive calculations 5000 times less often. <details><summary><h1>Media</h1></summary> <p> Melee enemy with the new default juke settings, 0.5 second juke duration, with 5 second juke Cooldown. The reagent slime will attempt to close to melee with its enemy, but will now only attempt to evade melee attacks once per 5 seconds. They will otherwise attempt to stay within melee range. https://github.com/user-attachments/assets/653e2064-e404-4be6-a958-da43096de502 </p> </details> # Changelog :cl: - tweak: JukeOperator now allows for JukeDuration and JukeCooldown arguments. JukeCooldown is a new feature where enemies must wait an amount of time in seconds equal to the JukeCooldown, before they are allowed to attempt to dodge a melee attack. - tweak: By default, NPCs will only attempt to dodge attacks once every 5 seconds. - fix: JukeOperator now performs extremely expensive math 5000 times less often. EXIT CONDITIONS PEOPLE!
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Update SetOutfitCommand.cs (Simple-Station#941)
# Description I hate when people don't use nullables correctly, and SOMEHOW a null reference is still being handed into IPCs.
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Longarms Require Wielding (Simple-Station#913)
# Description Take 1, I hope it's this simple. This is an important balancing feature that means you can't use longarms (Rifles, Machine Guns, Shotguns, etc.) without holding them in two hands. I might revisit this later and create options that can bypass this requirement, but for now this is needed so that Nukies in EE don't just "Buy Jugsuit, L6, Eshield, Auto-Win". # Changelog :cl: - add: All "Long-arms", Rifles, Light Machine Guns, Shotguns, now require wielding to use.
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Ports Atmospheric Alerts Computer (Simple-Station#922)
<!-- 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]? --> - Ports the Atmospheric Alerts Computer, as implemented on WizDen --- # TODO [x] small fixes <!-- 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 --> n/a --- <!-- 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> ![Snímka obrazovky 2024-09-13 225958](https://github.com/user-attachments/assets/e03a5535-4e1d-427b-97b3-91b515e7df59) </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: zelezniciar - add: Added Atmospheric Alerts Computer Co-authored-by: SsalamethVersaach <thebluettdle@gmail.com>
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Basic Language Menu (Simple-Station#936)
# Description This is a very _early_ take on a Language menu, making use of the new CharacterItemGroups functionality, as well as functionality added to the trait system that allows it to add and remove languages directly. This PR adds in the languages Tau-Cetic Basic(taking the place of Galactic Common), Tradeband, Freespeak, Elyran Standard, and Sol Common(I'm replacing the extremely basic bastardized Sol Common we had before with the fully realized version of it from Bay12). <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/68d054b6-975b-42db-b039-d517e337ace3) </p> </details> # Changelog :cl: - add: A basic Languages menu has been added into the Traits tab. - add: Tau-Ceti Basic, Tradeband, Freespeak, Elyran Standard, Sol Common, and Sign Language have been added to the Languages tab.
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Remove Become Psionic Objective (Simple-Station#940)
# Description This should have been removed awhile ago. This objective shouldn't exist because you automatically win it entirely by default if you selected the Latent Psychic trait in Chargen. And you permanently fail the objective if you didn't select said trait. # Changelog :cl: - remove: Removed the "Become Psionic" traitor objective. It was literally impossible to fail if you took the Latent Psychic trait, and literally impossible to greentext if you didn't.
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Commits on Sep 21, 2024
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Update Credits (Simple-Station#923)
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
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Reimplement Part Upgrading (Simple-Station#917)
# Description By extremely popular demand(Both internally, and from our downstreams), this PR reimplements Part Upgrading. Since some of the systems that this PR touches were substantially changed since the removal of Parts, I had to do a lot of very in depth by-hand edits of individual systems. Shockingly, the only one that really proved any trouble was Cloning System, so I'm genuinely surprised wizden didn't substantially touch any of these codes since removing parts.. # Changelog :cl: - add: Part Upgrading has returned! --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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[Port] Uplink Discounts From White Dream (Simple-Station#930)
# Description This is a port of WWhiteDreamProject/wwdpublic#11 from White Dream. This feature selects random items in the traitor uplink each round to be discounted and moved to the Discount tab, which are the same for every traitor. This in theory helps encourage players to be spontaneous, and use items that they otherwise might not normally consider using, which helps mix things up from round to round. <details><summary><h1>Media</h1></summary> <p> > # Описание PR > Порт скидок в аплинке. > > # Изменения > 🆑 Spatison > > * add: Added discounts in uplink / Добавлены скидки в аплинк </p> </details> # Changelog :cl: Spatison add: Added discounts in uplink / Добавлены скидки в аплинк --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Psionic "Heal Other" Powers (Simple-Station#942)
# Description This PR introduces two new Psionic Powers, Healing Word, and Breath of Life, both utilizing a new PsionicHealOtherSystem, which operates on datafield event arguments rather than a "hardcoded" component. Thus, any number of powers can be created which share this system. Healing Word is a power that features a short cast time, and heals a small amount of each damage type to a target(while reducing the target's rot timer slightly). It has a relatively short cooldown, and a low glimmer cost. Breath of Life by contrast, is an extremely rare power with a longer cast time, healing a much larger amount of each damage type to a target, reduces rot significantly, and attempts to revive the target. It has a 2 minute cooldown, and a high glimmer cost. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/ba01ccce-639f-4b03-84bb-55f96b5aeda3) </p> </details> # Changelog :cl: - add: Healing Word has been added as a new Psionic Power. When cast on another person, it heals a small amount of every damage type(scaling with Casting Stats), while also reducing rot timers. Healing Word has a very short cooldown, and a fairly low Glimmer cost. - add: Breath of Life has been added as a new extremely rare Psionic Power. When cast on another person, it heals a large amount of damage(scaling with Casting Stats), while also substantially reducing rot timers. Additionally, it will revive the target if it is possible to do so. Breath of Life has an incredibly long cooldown, a long interuptable cast time, and an extraordinarily high glimmer cost(A typical Psion will spike glimmer by more than 50 points when casting it). - add: The Chaplain now starts with the Healing Word power. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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More Objects Hit By Projectiles (Simple-Station#943)
# Description This PR is a follow up to Simple-Station#939 By increasing the number of items that are struck by bullets, or can be targeted by bullets. To add to the "Cinematic" experience of a gunfight, Bottles, Cups, and Plates of all kinds are automatically struck by bullets when fired over, and *probably* destroyed given that they only have 5 hit points. This also serves to aid in limiting the amount of things that can be hidden underneath when crawling under a table, since the station's bar counter will likely explode into a ton of glass and spilled booze when a gunfight gets near it. I also added Chairs to the "RequireProjectileTarget" feature, so that if you click on a chair, you'll shoot the chair and (probably) destroy it. # Changelog :cl: - add: Bottles, Drink Glasses, Plates, and all liquid containers are now struck by bullets(and most likely destroyed in the process). We hope that this will offer both a small tactical advantage/disadvantage, as well as contribute to making gunfights around the bar more "Cinematic". - add: Chairs are now hit by projectiles if a shooter clicks on them, in addition to Tables.
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Commits on Sep 22, 2024
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Update Credits (Simple-Station#946)
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
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Commits on Sep 24, 2024
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Fix HealingWord & Revivify Bugs (Simple-Station#949)
# Description Playtesting uncovered a few bugs with the HealOtherSystem, these are luckily pretty simple to fix. I also made a few of the functions in this system nullable as a performance optimization. # Changelog :cl: - fix: Fixed a bug where Breath of Life and Healing Word would set living people to crit, which would knock them down. - fix: Fixed a bug where Breath of Life could revive people who were rotten(It will still heal them and reduce the rot timer as intended, but will not revive unless said rot timer reduction brings them below the 10 minute threshold). - add: The Do-After bar for Breath of Life and Healing Word is now hidden if glimmer is low enough. The threshold for which scales with your Dampening stat. More Dampening = stealthier casting.
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More Quick Construction Recipes And Upgrades (Simple-Station#945)
# Description This PR adds a few new recipes to Quick Construction (accessed by pressing Z on commonly used construction materials/items, such as rods, glass, steel, plasma, etc etc). Along with simple nesting for grouping items up under categories, akin to how the RCD works. Which allows engineers to massively speed up pipe laying work, disposal rebuilding, setting up the supermatter, etc etc. First time doing UI code, apologies for the shitcode in advance :godo: --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/9d540d7f-7e4f-4a43-874d-5ea069011a37 </p> </details> --- # Considerations Is this powergamey? Probably. Is it fucking awesome? Hell yeah. Some servers might question the fact that everyone can build stuff this fast now that they dont have to deal too much with the construction menu for the most common things... And might want to lock it behind traits or given as a job freebie, like CPR for doctors. Other servers might appreciate it if they are looking for more action to happen over the round, and giving everyone the ability to deal with breaches and repairs quicker is probably a step into that direction. I'll be observing for feedback and adjust accordingly. It also shouldn't invalidate any eventual RPDs, or other devices of the kind since this is just a shortcut for construction, you still require materials and a doafter for most of them. --- # Changelog :cl: Mocho - add: Added a lot of recipes to the quick construction menus. Give it a shot by pressing Z with different construction materials in your hand! --------- Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Commits on Sep 25, 2024
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IPCs Don't Weigh 5kg (Simple-Station#959)
# Description The people who made IPC apparently never setup a fixture for them, so they were using the BaseMob default fixture, which provides a mass of 5kg. I've swapped it out for a standard human fixture for the time being. # Changelog :cl: - fix: IPC now weigh 71kg by default instead of 5kg. Seriously who the fuck made the BeepBoops out of feathers!?!
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Commits on Sep 26, 2024
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Enemies and Allies Content Port (Simple-Station#956)
<!-- 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 is a batch of changes I made for Floof station being ported over to the upstream branch --- # 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 new neutral xenos, events, and reagent slimes --------- Signed-off-by: fenndragon <fenndragon@gmail.com> Signed-off-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
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Remove InteractionPopup From IPCs (Simple-Station#961)
# Description Grrrr, I may have forgotten to remove it as a part of Simple-Station#733. Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
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Commits on Sep 28, 2024
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Backpack Loadout Category (Simple-Station#957)
# Description Simple-Station#794 apparently silently deprecated the Backpack Preferences button. Selecting a backpack preference no longer actually does anything, and instead your backpack comes from your Loadout. This would have been fine if we were warned about this, but because nobody merged upstream for 2 weeks after the release of PR794, this issue went unreported. Well now the solution is going to require adding every backpack in the entire game to a new Backpacks tab. I've started this PR, but because it's really late and I have Calculus classes in the morning, I won't be able to finish it tonight. So I'm enlisting the help of a few other people I know to PR to this PR to help get the backpacks in. After we have backpacks in the loadout tab, and after Wizmerge, I'll probably do a separate PR to actually remove the now useless Backpack selection button. This is probably for the better long term. Since this technically means Backpack slots are no longer hardcoded to "Backpack/Duffelbag/Satchel", and now the back slot is freeeeee to be used for anything. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/7081660f-68f0-471e-99eb-67f026b7e122) </p> </details> # Changelog :cl: - add: Backpacks, Duffelbags, and Satchels have been added to loadouts. - remove: The button for "Backpack Preference" has been removed. Backpacks selection is now done via Loadouts. - remove: The button for "Suit/Skirt Preference" has also been removed. Suit selection is done via Loadouts.
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Fix IPC Reboot Button (Simple-Station#963)
# Description This fixes a bug with IPCs where the button to reboot them wasn't appearing. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6cd8e896-916d-4021-9095-1bdf90c80715) </p> </details> # Changelog :cl: - fix: Fixed a bug where the button to reboot IPCs wasn't appearing.
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Fix HealthContest Crash (Simple-Station#954)
# Description Apparently _mobThreshold.TryGetThresholdForState() fucking crashes if you hand it a mob that doesn't have a MobStateComponent, even though it optionally accepts no MobStateComponent at all as one of its inputs. Easy solution for this is to just pre-emptively TryComp for the MobStateComponent and then pass it in explicitly, but I also hate this because TryGetThresholdForState shouldn't be crashing if you hand it a mob without a MobStateComponent... I hate Resolve() so much for this behavior. # Changelog :cl: - fix: Fix a crash related to Luminous Entities.
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Fix Moodlet Popup Spam (Simple-Station#948)
# Description This fixes a bug whereby smoking a cigarette spams your screen with the funny "I feel as if I have been standing my entire life and I just sat down" message. Now moodlet popups only play once when the moodlet is obtained, rather than being constantly spammed. I have tested this ingame to verify that it works correctly. # Changelog :cl: - fix: Smoking cigarettes or drinking loto oil will no longer spam moodlet popup messages.
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Update Noospheric Events' Glimmer Ranges (Simple-Station#969)
# Description Webedit ops. The changes to those events were balanced around the fact that all english downstreams had the glimmer changes early-merged, and were not reverted after the said glimmer changes were dropped. Now: - PsionicCatGotYourTongue occurs above 400 glimmer - FreeProber occurs above 300 - GlimmerRevenantSpawn occurs above 450 and burns a substantial amount of glimmer, giving epistemics a chance to recover - GlimmerMiteSpawn occurs above 250 - GlimmerRandomSentience occurs above 250 Not sure about NoosphericFry. I'm pretty sure probers no longer shoot lightnings, but I'm still opting in to keep it as it is, above 550 glimmer. # Changelog :cl: - tweak: Noospheric events should once again occur on lower glimmer levels. Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
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Pulling Minor Fixes (Simple-Station#966)
# Description - Fixes BeingActivelyPushed not resetting when pulling stops, resulting in entities who broke out of pulling being able to fall into trashcans and whatnot. - Makes it so that the puller does not receive impulse while pushing under gravity (as it turns out, it is, in fact, annoying when you are small) - Increases the default continuous push duration to 5 seconds to make pushing heavy objects easier. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565 </p> </details> # Changelog :cl: - tweak: Pushing something no longer causes your character to move, but only if there is gravity holding you down. - tweak: Pushing an object with Ctrl-RMB now pushes it continuously for up to 5 seconds instead of 2.
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Kemonomimi Markings For Humans (Simple-Station#964)
# Description Drunk Solidus. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/b4ff8d3b-593e-4fc6-afb5-bd01f77da18b) </p> </details> # Changelog :cl: - add: Humans can now have tail and ear markings.
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Harpy Language! (Simple-Station#968)
# Description This PR adds a new Language specific to the Harpy species, which is composed of syllable charts taken from Polish, Serbian, Greek, and Turkish. It uses Cambria as its font, which is modestly different from the standard font, but still reasonably readable. This also adds a Language menu trait that allows people to buy the language with a trait point. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/929a5110-2339-4410-a97d-9f1bcf537e7b) </p> </details> # Changelog :cl: - add: Harpies now have their own species-specific language, called Valyrian Standard - add: Valyrian Standard can now be bought as an extra language in the Traits menu. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Commits on Sep 29, 2024
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Heal Other Bugfix 2 (Simple-Station#970)
# Description This fixes a bug with HealOtherPowerSystem where if the performer was forcibly moved during the cast, they would permanently become unable to cast it. # Changelog :cl: - fix: Fixed a bug with Healing Word and Breath of Life where if the caster was moved by another person mid-cast, they would permanently become unable to cast it again.
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1984 Psionics Guide (Simple-Station#972)
# Description The Psionics Guidebook is straight up outdated, wrong about a metric shitton of things, and I actually have zero intention of updating it to have correct information, because Psionics is completely intended to be a "Find Out In Game" kind of thing. I'm actually pissed off by how much the guide misleads people, and getting nonstop questions about why Psionics doesn't work the way the guidebook says it works. So this PR removes the Psionics guidebook entry outright. You're welcome. **FIND OUT IN GAME. PSIONICS IS ENTIRELY INTENDED TO BE VAGUE. YOU ARE NOT SUPPOSED TO GET STRAIGHT ANSWERS FROM ANYTHING. YES THE POPUP TEXT IS VAGUE. I'M NOT GOING TO HOLD YOUR HAND. FIGURE OUT WHAT THINGS MEAN BY CONTEXT CLUES, OR JUST GUESS. YOUR BEST GUESS IS BETTER THAN ASKING IN AHELP ABOUT EVERYTHING.** # Changelog :cl: - remove: Removed the Psionics Guidebook. It was straight up wrong about most things, and is not ever going to be updated to match new Psionics Content. You are fully intended to "FIND OUT IN GAME" how things work through guessing, trial and error, and just pure happenstance. Experiment with shit. The popups are intentionally vague. You're supposed to think about what they mean. Stop asking admins in Ahelps what the vague text means.
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Fixed Cyberlimbs and Named Color Categories (Simple-Station#974)
<!-- 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 --> Fixed cyberlimbs in loadout categories and added names for color sections for all IPC limb markings. Fixed the issue of some cyberlimb markings being in the wrong category (such as right foot being in the right hand section), and added names to each color section so it will show up as "Primary Hand color," etc. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/ebd71c4c-e913-485a-a2d4-62de90a8ec86) </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: - fix: Fixed markings having incomplete names for color sections - fix: Fixed IPC marking categories
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Nerf Reagent Slimes (Simple-Station#977)
# Description This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent Slime Vents was a "Round Ending Event". # Changelog :cl: - fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much HP, spawn half as many during reagent slime vents, deal significantly less damage, and inject a lot less chems when biting people.
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Commits on Sep 30, 2024
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Interaction Verb Minor Fixes (Simple-Station#965)
# Description - Updates the standing state requirement and the change standing state action to use the new laying down system (CurrentState instead of the old boolean Standing). - Makes it so that you cannot use any interaction verbs on entities you cannot interact with (fixes it being possible to look at entities while being in crit) - Changes the interaction popup clipping algorithm to include a predicate that ignores any entity that does not occlude light (fixes mobs, welding tanks, and some other non-opaque things preventing you from seeing interaction popups) - Makes it so that the verb requirements are checked one additional time before the verb is interaction is actually executed. (this e.g. prevents the MakeSleepOther from working if the target stands up during the do-after) # Changelog :cl: - fix: Fixed multiple minor issues with interaction verbs. Most importantly, interaction popups will now always be shown correctly.
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Update LobbyGui.xaml (Simple-Station#962)
If possible need to fix loadout to work normally WWhiteDreamProject/wwdpublic#64 🆑 Spatison - fix: The size of the Lobby cannot be changed now / Размер лобби теперь нельзя изменить --------- Signed-off-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
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Shadeskip Power (Simple-Station#987)
# Description This PR adds the first of the "Anomalist" powers, that of Shadeskip. Upon activation, Shadeskip summons a small amount of living shadows around the caster, functioning almost exactly like a Shadow Anomaly, only smaller. <details><summary><h1>Media</h1></summary> <p> A very early rendition of Shadeskip: https://github.com/user-attachments/assets/2425aca8-4d09-48a2-80f5-572b3aa864b1 </p> </details> # Changelog :cl: - add: Added Shadeskip as a new psionic power. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Psionic Mood System Interactions (Simple-Station#988)
# Description This PR implements an initial first foray into adding MoodSystem interactions with Psionics. To put it simply. High mood raises Amplification and lowers Dampening. Low mood lowers Amplification and raises Dampening. Sanguine and Saturnine are basically psionic-related traits now. If you're willing to tolerate Saturnine's other debuffs, it will now by extension start making psionic abilities much safer to cast. # Changelog :cl: - add: Mood System now has some interactions with Psionics.
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More Psionic Traits (Simple-Station#983)
# Description This PR adds 7 new Psionic-related Traits. All of these traits require that a character either be a Latent Psychic, or be one of the roundstart-Psionic roles. # TODO - [x] Finish the descriptions by making them extremely vague. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6c9cc7e5-8420-4645-97a2-e15618aed764) </p> </details> # Changelog :cl: - add: 7 new Psionic-related Traits have been added to the game: High Psi-Potential, Low Psi-Potential, Power Overwhelming, kα Abundance, kα Deficiency, kδ Proficient, and kδ Defect - add: Oni now have a built-in negative trait that acts as a more severe version of Low Psi-Potential. Oni now have significant penalties to generating new Psionic Powers. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
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Better Narcolepsy (Simple-Station#967)
# Description This reworks the narcolepsy system: - Before you actually fall asleep, you have a chance to see a warning popup and prepare for the nap. - If you go to sleep normally, and spend more time sleeping than the minimum time of a narcolepsy incident (10 seconds normally), your narcolepsy timer will reset, allowing you to make sure you won't fall asleep mid important work. - Your narcolepsy timer no longer decreases while you are sleeping. - However, if you do fall asleep for any reason while being close to a natural narcolepsy incident (close enough for a warning to be shown - 25 seconds by default), a narcolepsy incident will happen immediately. - When you wake up after sleeping enough to reset the narcolepsy timer, a popup is shown. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/600bb287-1919-4f55-9672-313b55189aaa ![image](https://github.com/user-attachments/assets/759b93f9-b1fc-4c4e-951c-a549e7019be7) </p> </details> # Changelog :cl: - add: Narcolepsy has been reworked. You can now know when you're about to fall asleep, and can choose to go to sleep willingly to reset the narcolepsy timer and avoid an incident.
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Commits on Oct 1, 2024
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Space Dragon Gib/Butchering Fixes (Simple-Station#992)
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR fixes the issue where any corpses devoured by a space dragon dissapear upon the Dragon being gibbed or butchered. Cherry-picked from Wizden #28709 --- # 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 --> n/a --- <!-- 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: zelezniciar - fix: Space dragons that get butchered or gibbed will now drop devoured corpses. Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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Undo Accidental Revert Of Rampant Brand Intelligence (Simple-Station#947
) # Description Rampant Brand Intelligence was apparently accidentally reverted by Simple-Station#794 , and I didn't realize it until the MobMimic Heisentest mysteriously returned. I apologize that it took me so long to realize that meant we were missing an entire event. This is all still shitcode, so at *some point* I'm still probably going to revisit this whenever I get around to it. # Changelog :cl: - fix: Rampant Brand Intelligence has been unreverted. It was reverted by complete accident a few weeks ago. I apologize to anyone who missed the thrill of killing murderous vending machines. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
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Fix Markings Menu (Simple-Station#997)
# Description This PR adds a vertical scroll bar to the Markings tab, which fixes an issue where markings with > 2 color selections could not be used. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/fe4ea61a-ced2-4d6d-bc8c-92e752a77d98) </p> </details> # Changelog :cl: - fix: Fixed the Markings menu by adding a scroll container to it. Markings with greater than 2 color selections can now be used.
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Commits on Oct 2, 2024
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Uncomment Immovable Rod (Simple-Station#973)
# Description Part of the important gameplay loop for engineering is that they're supposed to be repairing the station when shit breaks it, so the ImmovableRod event is a key part of the game. However, it was currently commented out because people didn't like it gibbing characters with no reactability? Well news flash for people, there's a datafield for that. I can also directly control how much damage it deals. So in exchange for uncommenting the Immovable Rod event, I've set the immovable rod spawned to be a little fairer for players, while still being able to cause damage to the station that will require repairs(And also expose players to vacuum. So that it puts them in danger. # Changelog :cl: - add: Immovable Rod Event has returned - add: Immovable Rod Event has been made more fair. It won't automatically gib people, just crit them with a ton of blunt damage(That you can survive by wearing good armor), or just being an Oni funnily enough.
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Harpy Guidebook (Simple-Station#993)
# Description This PR adds a long overdue Guidebook for Harpies. However, I am physically incapable of half-assing it, so it contains ALL information about Harpies. Where they come from, notes on biology, what traits they have, what their average height is, what Language do they speak, etc. Also while I was at it, I put the singing animation in the character creation screen. So now it's basically impossible for anyone to miss out on the silly fact that they can do this. ![image](https://github.com/user-attachments/assets/134a80e8-7d9a-4bb0-8cdc-bb49dcb2399a) ![image](https://github.com/user-attachments/assets/5c35c2e2-aaf3-4695-a2e1-a69e13991dc8) # Changelog :cl: - add: Added a full Guidebook entry for Harpies. Unlike previous species guidebooks, this document contains extensive lore and background information for Harpies, in addition to notes on their game mechanics.
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Fix Command Dumping To Uncategorized (Simple-Station#989)
# Description Between me and a few other people, we have cumulatively spent numerous man hours combing through Loadouts trying to find why the Command loadouts were being dumped to Uncategorized. Finally I've had enough, so they're getting put back into the JobsCommand category. # Changelog :cl: - fix: Command Loadouts no longer appear in the Uncategorized tab.
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More Kemonomimi Markings (Simple-Station#981)
# Description This PR adds many new kemonomimi-style markings, my thanks to Oniks for providing me with all of these. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/9c23a6c9-3319-4081-ad9c-9c7f6e8465c2) </p> </details> # Changelog :cl: - add: 13 new Kemonomimi-Style markings. 4 Ears, and 9 new tails!
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Vent Spawn Fix (Simple-Station#982)
<!-- 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]? --> updated the spawn tables for events to fix some of the issues run into Dangerous things spawn less often, helpful things spawn more. --- # 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: Tweaked the spawnrate of certain mobs within the ventcritters rule. --------- Signed-off-by: fenndragon <fenndragon@gmail.com> Signed-off-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Uncomment Grapple And Tether Guns (Simple-Station#1000)
# Description Pretty easy PR, this just uncomments Grapple & Tether Guns, such that players can once again obtain them from Science. # Changelog :cl: - add: Grapple & Tether Guns have been re-added.
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Fix Mail Doors (Simple-Station#986)
# Description Fixes mail doors. I missed this door when working on the previous PR # Changelog :cl: - fix: Fixes door access for mail doors
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Anomalist Power System (Simple-Station#991)
# Description This PR extends the system originally created for Shadeskip, into a system that allows any (currently existing) anomaly effect to be replicated as an Instant Action psionic power. This will be needed for Wizard/Rogue Psion antagonists. I'll be making a metric shitton of new powers using this in separate PRs. This is extremely blatantly re-using code as-is from the various Anomaly Systems, because it unfortunately turns out that it's simply not possible to build a constructor to interface between Psionics and Anomalies. # Changelog No changelog because this isn't player facing. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
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Add LocalizedPrototype Type (Simple-Station#747)
# Description Adds a new Type for Prototypes to inherit instead of IPrototype with standard localization formats and lambda shortcuts to them. ---
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Commits on Oct 4, 2024
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Telekinetic Pulse Power (Simple-Station#1002)
# Description This PR adds a new psionic power, that of Telekinetic Pulse. This also fixes a crash related to the Anomaly Power System. # TODO - [x] Finish localizations. <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> # Changelog :cl: - add: Added Telekinetic Pulse power. - fix: Fixed a crash related to Shadeskip
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Windows And Tables Resprites! (Simple-Station#958)
<!-- 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]? --> Changes Windows, Tables Sprites, and fixes the state for the airalarm. Directional windows needed to be updated as we updated the previous ones, tables looked ugly and needed an update, its was provided. Airalarm has its danger state set to warning, and the other inverted, this fixes it too. --- # 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] AirAlarm State Fix - [x] Window/Windoor Sprite - [x] Tables --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/aa05ca6e-5d1c-4ade-9158-78cfb7ced31d) </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: Directional Windows and Tables has gotten new sprites! - fix: AirAlarm Inverted Alert States has been fixed!
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Port Respawn System (Simple-Station#998)
# Description This ports WWhiteDreamProject/wwdpublic#56 The new Respawn System is one that allows players to return themselves to the lobby after a configurable delay, while also requiring that they respawn as a different character upon returning. # TODO - [x] Finish the usual cleanup # Changelog :cl: - add: Ported a Respawn System. This system allows players to return themselves to the lobby, while also requiring that if they re-enter the round, that they must do so on a different character. --------- Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
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Nerf the Fuck Out of Winter Boots (Simple-Station#1004)
# Description Who the fuck gave them 80% temp resistance? TODO: actually test this # Changelog :cl: - fix: Winter boots are no longer able to protect you from insane temperatures. Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
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Commits on Oct 5, 2024
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Fix some Locales Seemingly Made Using Google Translate (Simple-Statio…
…n#1006) # Description How did this pass code review? # Media <details> ![image](https://github.com/user-attachments/assets/1161cc1e-3f61-4b2d-95e1-ab120fd3a1e1) ![image](https://github.com/user-attachments/assets/3bc1c945-98db-403e-94b1-351d13574aaf) </details> # Changelog N/A --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: stellar-novas <stellar_novas@riseup.net>
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Blood Regeneration Affects Hunger/Thirst (Simple-Station#1007)
# Description Makes natural blood regeneration use up some hunger and thirst, and halt completely when you are starving/dying of thirst. This is necessary to fix two issues: 1. It being possible to feed off of your own blood, by repeatedly drawing your blood and injecting it back with a syringe. (I actually know a few people on floof who do that on a daily basis) 2. Hunger and thirst having no real impact on gameplay, besides giving you a mildly annoying depression overlay when low. This PR also slightly refactors the blood deficiency trait so that it's no longer completely hardcoded in the bloodstream system. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/f8634de5-19bd-44a5-ada2-62f4504bf3d4 </p> </details> # Changelog :cl: - add: Blood regeneration now uses up hunger and thirst, and comes to a halt when you are very hungry or thirst. - fix: It is no longer feasible to drink your own blood to satiate your own hunger.
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Unathi Lore Update (Simple-Station#1008)
# Description This PR updates the Localizations relevant to the Reptilian species by significantly expanding upon them as Unathi, which is how they are typically referred to as in both /tg/station and Baystation12 derived codebases in SS13. I have added a new "Rare" language taken from Aurora, called Azaziba, which can only be taken by Unathi as a bonus language trait. Translators for this new language Azaziba are intentionally not obtainable ingame except as spawned by Admins. This is a "Rare" language, and shouldn't be accessible to players outside of Unathi obtaining the trait. The biggest change in this update however is a massive expansion upon the Unathi Guidebook entry, providing a significant volume of Lore, which is largely taken(with slight modifications) from https://wiki.aurorastation.org/index.php?title=Unathi (Which, I can do this since their wiki has a Creative Commons license). This is probably the best way to get good quality lore for them, other than by writing it myself. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/842d9c40-3cf3-41ab-a9fe-f0aac81c1bce) ![image](https://github.com/user-attachments/assets/f1ef8090-97a4-46f9-8548-9389606d4e3b) ![image](https://github.com/user-attachments/assets/870ab41c-fe00-45cf-8440-51cfe3f0b164) ![image](https://github.com/user-attachments/assets/09a8548a-cb98-4158-b0a8-e641078ecf80) </p> </details> # Changelog :cl: - add: Localizations for Reptilians that acknowledge them now as Unathi. - add: Azaziba has been added as a new "Rare" language that can only be taken by Unathi. Translators between Azaziba and Tau-Ceti Basic do not exist, please do not make them. - add: SIGNIFICANTLY expanded upon the Guidebook for Unathi by including a large volume of lore taken from the Aurora Station Wiki.
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Update CloningSystem.Utility.cs (Simple-Station#1009)
# Description Fixes a bug with CloningSystem. It now correctly spills blood upon cloning fail. # Changelog :cl: - fix: Fixed a bug with CloningSystem. It now correctly spills blood upon cloning fail.
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MoodSystem Crit Threshold CVar (Simple-Station#1010)
# Description This PR adds a CVar that allows server hosts (such as N14 who need it) to optionally disable the Crit Threshold modification part of the MoodSystem. This is useful if a server has some other system that frequently messes with Thresholds, and that a server host wishes their system to not have to fight with Mood for it. # Changelog No changelog because this isn't playerfacing.
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Commits on Oct 7, 2024
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Draw Depth Fixes For Downed Entities (Simple-Station#1017)
# Description Fixed some logic issues on downed entities, as beds and being carried would change their draw depth to a SmallMobs without setting it back appropriately. --- # Changelog :cl: Mocho - fix: Fixed downed entities having their draw depth set incorrectly after being picked up, or laying on a bed.
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Respawn System CVar (Simple-Station#1015)
# Description This PR adds a CVar to the Respawn System that optionally allows players to respawn as the same character. # Changelog This isn't player facing, so none.
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More Drug Moodlets (Simple-Station#1014)
# Description This PR adds two more drug related moodlets, neither of which are addictions. This would be Space Drugs and Ethanol. # Changelog :cl: - add: Added positive moodlets for drinking Space Drugs and Alcohol.
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Nerf Lotophagoi Oil Addiction (Simple-Station#1013)
# Description This PR nerfs the Lotophagoi Oil addiction so that the bonus only lasts 10 minutes, and the withdrawl only 10 minutes as well. # Changelog :cl: - tweak: Nerfed Lotophagoi Moodlets so that both the positive and negative moodlets only last for 10 minutes. The total mood modification has been left untouched.
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Nerf Shadeskip (Simple-Station#1012)
# Description This PR removes the Supercrit mechanic from the standard Shadeskip. The Supercrit version will return as a WIZARD POWER. # Changelog :cl: - add: Shadeskip no longer creates Stationwide Shadow Kudzu when casting at high glimmer.
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Commits on Oct 9, 2024
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Replace Shittle With Pathfinder (Simple-Station#1027)
# Description Part 3 of my evil plan to make salvage not suck: Give them a fancy goody, but with a twist. This PR adds the Pathfinder Expedition Vessel from Frontier, which replaces the Shittle as the default salvage shuttle to spawn on each map. I have my own funky reasoning for this. The primary one being, "The Pathfinder is powered by an AME. This means salvage are REQUIRED to periodically return to the station to get fuel. It is impossible for them to refuel themselves away from the station." It also, notably, spawns with an Expedition Console. More on that in a follow-up PR where I rework expeditions to work "More like Frontier". # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f516ffdc-585b-4e00-83b3-f1fd78b3ffd1) ![image](https://github.com/user-attachments/assets/8c6bffcb-f6a7-4963-93a8-8f6d90957eb8) </p> </details> # Changelog :cl: - add: The Salvage Shittle has been replaced with the Pathfinder Expedition Vessel from Frontier.
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Re-Add Crusher Weapons (Simple-Station#1026)
# Description I apparently accidentally removed the Crusher weapons from their spawner. This PR corrects that. Additionally in case this ever happens again, I've also decided to add the Crusher Dagger as a loadout option for salvage techs. # Changelog :cl: - add: Salvage techs can now buy a Crusher Dagger in their loadout. - fix: Re-Added the Crusher weapons to salvage spawners.
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Port Gax From Estação Pirata (Simple-Station#1019)
<!-- 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 ports the "Gax" map directly from Estação Pirata, making some changes and corrections. This PR ports rbertoche/space-station-14#80 Gax is a recreated ss13 map, originally from YogStation (SS13) --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29) </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: A new map called NCS Gax has been added to rotation. --------- Signed-off-by: Ichaie <167008606+Ichaie@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Security Loadouts Expansion 2 (Simple-Station#1025)
# Description This PR *significantly* expands upon Loadouts available to the entire Security Department. First to note, is that all security roles no longer automatically spawn with a weapon, instead every security role has a single selection choice from the new Security Duty Weapon group, with many of the options being free or very little points. But it also now features significantly more options available. Players can freely choose whether they want their duty weapon loaded with Lethal vs. Nonlethal, with a modest restriction that Lethals require some Security playtime for Shitter Protection. The basic choices are either a Disabler, a Mk58, or an Inspector revolver, but players can spend loadout points to "Trade up" for a fancier gun. Security equipment now also includes selections of magazines for one's own Duty Weapon(The first magazine is free!), while a spare magazine can also be bought with some loadout points. I didn't forget Oni either, and I know they suck with guns. So Oni have an option of taking a Truncheon as their Duty Weapon. <details><summary><h1>Media</h1></summary> <p> New Duty Weapon selections ![image](https://github.com/user-attachments/assets/35d8454c-b8a3-4136-97f4-f32facdba5bf) More Equipment selections! ![image](https://github.com/user-attachments/assets/98afbe8f-b5b8-401c-9b46-8921adadd26a) </p> </details> # Changelog :cl: - tweak: Almost all security loadout gear is now free. - remove: All Security roles no longer spawn with a pistol by default. This has been moved to Loadouts. - add: Security characters can now choose from a selection of different firearms to use as their Duty Weapon. Disablers, Mk58, and Inspector revolvers are free, fancier weapons such as an N1984 can be bought with loadout points. - add: Oni can opt to take a Truncheon in lieu of a handgun. - add: Security characters can now take handgun magazines and spare magazines in their loadouts. - add: Security Backpacks to loadouts. - fix: Fixed issues with the security belt options(webbing, belt, holster) not correctly replacing the original item, and also not containing items either.
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Fix Librarian Access (Simple-Station#1023)
# Description Small fix for the Curadrobe not being accessible by the Librarian/Cataloguer. # Changelog :cl: - fix: Librarian/Cataloguer now correctly has access to his own clothing vendor.
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Psionic Potential Trait Fixes (Simple-Station#1022)
# Description The two Psi-Potential traits are mutually exclusive(Due to adding the same component), but I forgot to add a condition that prevents you from taking both. # Changelog :cl: - fix: Fixed High & Low Psi-Potential traits lacking a requirement that you don't have the opposite trait. The two were mutually exclusive, so taking both caused issues.
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Update Languages.ftl (Simple-Station#1020)
# Description Just a small fix for Unathi language localizations. # Changelog :cl: - fix: Fixed localizations for the Sinta'Azaziba language.
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Random Bark Revamp (Simple-Station#1003)
# Description This improves the random barks by: - Fully moving the random barks to localization files, with the ability to re-use existing types - Adding many new (english) random bark types - Making the random bark system add a random punctuation mark at the end of a random bark - Adjusting some existing random bark configs This also reparents MobSecurityDog to MobCorgi and MobArcticFox to MobFox because for some reason delta-v decided to copy the original mobs instead of using inheritance??? Either way, laika and siobhan will now also have random barks, can be carried, etc. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/2f429d8d-fa3a-4ac1-8f04-0eefa2541de3) ![image](https://github.com/user-attachments/assets/84a2bf32-07a5-4b7b-9afc-d077333ee620) ![image](https://github.com/user-attachments/assets/b4b099c3-4c59-444b-b2f8-f13d11d93f30) ![image](https://github.com/user-attachments/assets/f9d8de0d-06ff-4f9a-8358-e5dd38e9571d) </p> </details> # Changelog :cl: - add: Animals now have more unique things to say when not controlled by a player. --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
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Language Refactor 3 (Simple-Station#937)
# Description This significantly improves the quality of the language system by fixing the mistakes I've made almost a year ago while developing it. Mainly, this throws away the old half-broken way of networking in favor of the component state system provided by RT. Language speaker comp is now shared with SendOnlyToOwner = true, and its state is handled manually. In addition to that, this brings the following changes: - UniversalLanguageSpeaker and LanguageKnowledge are now server-side - DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so that future systems can be built in shared, if needed) - Everything now uses the ProtoId<LanguagePrototype> type instead of raw strings (god, I hated those so much) - The server-side language system now accepts Entity<T?> arguments instead of EntityUid + T - UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent and gets an Enabled field, which allows to turn it off. This may have some use in the future. - Some minor cleanup <!-- TODO MEDIA <details><summary><h1>Media</h1></summary> <p> ![Example Media Embed](https://example.com/thisimageisntreal.png) </p> </details> --> # Changelog No cl --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Station Only Glimmer Mites (Simple-Station#976)
# Description This PR makes it so that Glimmer Mites can only spawn on "The Main Station", as defined by GetSpawnableStations. Yes this is seemingly pretty hardcodey, but because on our codebase it's simply not possible for GetSpawnableStations to ever return anything other than a list with an index of 0, we can extremely reliably count on GetSpawnableStations()[0] to be "THE Station". This fixes an issue whereby Glimmer Mites can spawn in places where it is simply not possible for players to reach them. Such as random asteroids in space, CENTCOMM, Nukie World, or the Syndicate Listening Outpost. # Changelog :cl: - fix: Glimmer Mites can no longer spawn anywhere other than "THE" Station.
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Custom Specie Name (Simple-Station#994)
<!-- 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]? --> Add a Custom Specie Name for servers that wishes to allow players to have custom names. This simply add some variables to the Profile/Humanoid, meaning copying the profile will keep the custom names. By default its is disabled, for servers owners wishing to enable those please edit the Specie Prototype and add: ``` customName: true ``` Enabling it will make it able for players to edit the specie name of the selected specie, and will have the window enabled. This is my first time fucking with Profile and Database, i fucking hate it. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/a6226fef-c015-45be-add9-ff8e3660d4bb) ![image](https://github.com/user-attachments/assets/cf440f13-5882-44fb-863a-4ba7d8dd1f68) </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: Custom Species Names. --------- Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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Cargo Hardsuit Market (Simple-Station#1024)
# Description This PR adds several hardsuits to a new "hardsuits" category for the cargo menu. This is part of an ongoing effort to provide reworks to Salvage gameplay. This should pair quite well with merging Frontier's changes to Salvage Expeditions, as well as a variety of other changes I've been talking about. My theory is that if Expeditions are changed to provide money rewards deposited directly to the station's account, then Salvage can benefit the station by A: Providing station funds whether they want to or not. And B: Be encouraged to do so because by getting cargo a shitload of money, they will be able to directly buy the equipment needed to go on higher tier expeditions. And to do this without needing to gamble on wrecks for 2 hours straight, desperately hoping you get the specific wreck that contains that security hardsuit. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/287aab37-e16a-4f59-8f8a-a1941aa2e908) </p> </details> # Changelog :cl: - add: Logistics can now directly order a variety of hardsuits. "NT In-Network" hardsuits being substantially cheaper thanks to backroom deals. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Commits on Oct 10, 2024
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Resprites Service Uniforms & Adds Rolled Sleeve Variants (Simple-Stat…
…ion#1021) # Description This PR resprites the service uniforms with the Aurora variants, as well as doing minor yaml cleanup for the base_clothinguniforms.yml Aurora has 2-3 variants for service staff; based on which company they're associated with. So far I've just picked the Nanotrasen variant, because SS14 uses Nanotrasen. My question is: A) Should I port the extra uniforms and stick them in loadouts, for variety & drip? i) Should I keep the company names on these uniforms if I port them, or should I keep it Nanotrasen? This PR also removes in-hand variants; they're not supported in aurora and it's not critical game info to see someone carrying a shirt & pants. This PR similarly removes the animal variants; the Vox PR should have displacement maps to support it. --- # TODO - [X] Bartender Jumpsuit - [X] Bartender Vest - [X] Bartender Hat - [X] Janitor Jumpsuit - [X] Chef Jumpsuit - [X] Chef Freezer Jacket - [X] Chef Hat - [X] Botanist Uniform - [x] Librarian Uniform ^ Librarian Jumpsuit has been added with four extra variants, some corporations who do not employ Librarians still have jumpsuit sprites. --- <details><summary><h1>Media</h1></summary> <p> ## Nanotrasen Bartender ![image](https://github.com/user-attachments/assets/f92b9dd2-43ee-4b90-9178-688041b1a47a) ![image](https://github.com/user-attachments/assets/1b363bb6-6243-4c36-b932-ac2068231502) ![image](https://github.com/user-attachments/assets/05fab0ba-f214-4e94-9767-b4b5bb150aca) ![image](https://github.com/user-attachments/assets/ed7941c5-630a-48a0-8825-4df3b1cd3585) ## Nanotrasen Chef ![image](https://github.com/user-attachments/assets/2df1dcfe-3999-499b-a6b5-8005b65ea1d0) ![image](https://github.com/user-attachments/assets/ecaa5b05-ac62-4c77-8420-8055637777e7) ![image](https://github.com/user-attachments/assets/bfb1864b-3dfc-4f9b-b6c1-be8b95bb80f6) ![image](https://github.com/user-attachments/assets/76c44aca-1014-4371-92c6-b3a0498c8b2d) ## Nanotrasen Botanist ![image](https://github.com/user-attachments/assets/f2569669-b862-4bfa-b9ad-4a44e4393eb2) ![image](https://github.com/user-attachments/assets/f3d56d27-11a9-4990-85f6-de53aa78ee31) ![image](https://github.com/user-attachments/assets/9018e2ee-6025-4a4d-ab85-f431423779aa) ![image](https://github.com/user-attachments/assets/8e0761ac-790f-4323-a34a-d51b7dcb6523) ## Nanotrasen Janitor ![image](https://github.com/user-attachments/assets/26bdae8d-dd5a-4653-9288-f4d0e22fbe2c) ![image](https://github.com/user-attachments/assets/6c5aee12-b4ed-4bdb-ab9c-dc7249724458) ![image](https://github.com/user-attachments/assets/da42d89c-e5ce-4f43-8a80-f9f09e68c4fc) ![image](https://github.com/user-attachments/assets/dc0bb874-2ed7-4c22-aa56-6e4adead87ac) ## Nanotrasen Librarian ![image](https://github.com/user-attachments/assets/a3c17db1-bfec-466a-9380-33a33cbfec57) ![image](https://github.com/user-attachments/assets/98687682-d743-41dd-9f27-4cd972ecc57f) ![image](https://github.com/user-attachments/assets/2fdb771d-8b77-421d-9d98-8b1e83b3cdb2) ![image](https://github.com/user-attachments/assets/3465c21e-7da5-4b80-9ed9-3ffbbb008f3b) </p> </details> --- # Changelog :cl: DangerRevolution - add: Resprited basic Service Staff uniforms - add: Add rolled sleeve variants for Service Staff uniforms.
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Commits on Oct 11, 2024
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Head of Security Equipment (Simple-Station#1031)
# Description This PR adds a new "Head of Security's Antique Weapon Collection" item group to loadouts, which fully replaces the weapons that were originally map-specific entries for the Head of Security. Instead of whatever map giving the HoS a unique weapon in his office(And thus, overloading him with entirely too many guns), all of these weapons(And a few new ones) have been placed in their own special loadout category for the HoS. The HoS is entitled to a single free pick from any of these weapons. Now here's the fun tradeoff. All of them are steal objectives. Since it turns out the game will never give a steal objective to a traitor for an item that doesn't exist, I can actually make steal objectives for items obtainable only via Loadouts. Thus, all of the special weapons that the HoS can spawn with can be targeted by traitors. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f2a594aa-0aae-44b0-be5d-5bd926b43993) ![image](https://github.com/user-attachments/assets/71c77c17-4560-4e71-b078-26bd986de103) ![image](https://github.com/user-attachments/assets/191dd5a6-71ee-43db-bac3-35e7a64c6087) ![image](https://github.com/user-attachments/assets/2551aa8b-9f65-4335-9eb9-05fd5214fa28) ![image](https://github.com/user-attachments/assets/37f788bf-9313-4dda-81d8-ca3a06b3fd5f) </p> </details> # Changelog :cl: - remove: The X-01 multiphase energy gun has been removed from the HoS locker. - add: A new Loadout Item Group, "Head of Security's Antique Weapon Collection" has been added. Rather than being given a unique weapon by whatever map creators put in the HoS Office, each Head of Security is entitled to a single item selected from this new loadout category, free of charge. But beware, whatever item chosen from this list may potentially be used as a Steal Objective for traitors. You may have a fancy new submachine gun, but it also makes you a target. - add: antique Bulldog, antique C-20r submachine gun, x-01 multiphase energy gun, antique energy sword, antique pulse pistol, antique Wt550, and a pair of Katana Sheaths have all been added as loadout options for the Head of Security.
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Port a New Map: RadStation (Simple-Station#1034)
<!-- 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 Port the RadStation map from Estação Pirata RadStation is a map made by CRISO, ported from BeeStation from ss13 to Estação Pirata, I made some updates to make the map playable on EE --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![Rad-0](https://github.com/user-attachments/assets/f18cf403-4545-40f5-8fc7-d325707dfbef) </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: A map called "RadStation" has been added to rotation. - add: A new Evac shuttle called "emergency_neol" has been added to RadStation
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Feat: Sleeping and Muzzle Block Vocal Emotes (Simple-Station#1037)
# Description So you can actually muzzle a felinid to stop them from meowing. Or a vulp from barking. Or a human from screaming. You get the point. This muzzle part of this PR is a bit hardcode-y, but it's because the muzzle simply adds a replacement accent to the entity instead of using its own system to block speech. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/0e5e4986-d2a0-471a-a119-579741265178 </p> </details> # Changelog :cl: - add: Sleeping and muzzled entities can no longer use vocal emotes (scream, meow, etc).
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Commits on Oct 12, 2024
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Bluespace And Normality Ores (Simple-Station#1042)
# Description This PR adds new ores in the form of Bluespace and Normality ores, the former being just as rare as artifact fragments, and the latter being even rarer still. These ores can be mined by salvage, will generate on asteroids or expeditions, and can be processed in an ore processor into bluespace or normality crystals, which Epistemics can use to create psionic related objects. Note that the two are currently indistinguishable from the other until you actually mine them. Yes this DOES infact make it easier to make glimmer drains and probers. I need this as an excuse to make psionics even more dangerous. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/2c7b38a4-d700-43d6-ad47-a063839f0540) ![image](https://github.com/user-attachments/assets/5da73dff-acca-4395-855d-75a04f369ead) ![image](https://github.com/user-attachments/assets/269e231d-d702-4387-9c89-f8aec7854fb3) </p> </details> # Changelog :cl: - add: Added Bluespace and Normality ore as very rare ore types. Salvage can occasionally find these ores on Asteroids or on Expedition planets. Bluespace and Normality Ore can be smelted in an Ore Processor into Bluespace and Normality Crystals. Make sure to bring these to Epistemics so that they can do their job. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Commits on Oct 13, 2024
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Fix Arrivals Shuttle (Simple-Station#1040)
# Description Fixes the arrivals shuttle choosing to correct docking port. --- - [ ] Fix all maps and place the correct airlock (yeah not gonna do that in this PR) - [x] Fixed arrivals shuttle logic --- # Changelog :cl: - fix: Fixes the arrivals shuttle choosing to correct docking port.
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Custom Name Fixes (Simple-Station#1032)
<!-- 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 is an emercency fix regarding Custom Name, apprently this is fucked... wow... Regarding DB issues please @DEATHB4DEFEAT review or check if you can assist or anyone. Thank you. --- # 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: Custom Specie Name! --------- Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Cherry Pick "Fix Latejoin Antag Preferences Not Being Respected" (Sim…
…ple-Station#1038) <!-- 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 meow. Project compiles and starts. Is the bug gone? I hope so. --- # Changelog :cl: - fix: Latejoin antag selection should respect player's antag preferences. --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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Add ArachneWeb to Spiderweb. (Simple-Station#1033)
<!-- 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 add the missing tags for webs for Oneirophage to hide in webs (works tested on floof) Overall Oneirophage need more changes, languages, psionic, ect but so far this is needed. --- # 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: Oneirophage is once more psionic invisible in webs. Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
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Feat: Togglable Under-Table Crawling (Simple-Station#1036)
# Description This reverts most code changes done by Simple-Station#939 and re-implements them in a better way: - Players can now toggle under-furniture crawling with a keybind (shift-R by default) - Crawling that way is 50% slower for obvious balancing reasons - The respective cvar for it is now true by default and prevents players from beginning the "crawl under furniture" thing Also cleaned up a few methods I was seriously pissed off by. There is still a lot to clean up and fix, but I will leave it for a dedicated PR in the future. # Why (balancing) Let me lie on the bed instead of under it!!!!!!! <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9 </p> </details> # Changelog :cl: - add: You can now toggle crawling under furniture! The default keybind is Shift-R, you can change it in settings.
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Improve "Show Clothing" Button Labels (Simple-Station#1030)
They also didn't have `:`s like everything else. # Changelog :cl: - tweak: Made the show clothing/loadouts button labels more clear Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Update Credits (Simple-Station#1043)
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
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Make Brains Not Food (Simple-Station#1044)
# Description This is a fucking stupid method of irreversible round removal. Gib someone and then eat their brain instantly. This PR makes brains not food, so that they can't be eaten instantly. # Changelog :cl: - tweak: Brains now can no longer be eaten.
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Transhumanism Physical Traits (Simple-Station#1035)
# Description This PR adds several new "High Cost Physical Traits", that each follows a theme of Transhumanism. Bionic augmentations that provide the user some benefit, typically at a very high cost. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f2d0b007-5632-45a6-87a5-c4a677742fd6) ![image](https://github.com/user-attachments/assets/ebd336f5-df98-4ef4-a4f1-edbdfdfda27d) ![image](https://github.com/user-attachments/assets/e9ff5d13-099e-4004-b2cd-162601bddfc3) ![image](https://github.com/user-attachments/assets/cb3dfc03-72f9-4d9a-9897-22d14a579787) </p> </details> # Changelog :cl: - add: Added 8 new Physical Traits. These are, Cyber-Eyes Basic System(Plus 4 different modular options), Bionic Arm, Dermal Armor, and Platelet Factories. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
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Service Contractor Loadouts (Simple-Station#1041)
# Description This PR adds several new "Contractor" uniforms to service roles, as well as several job specific loadout categories. These make use of sprites taken from Aurora, as well as corporations from Aurora. Currently no jumpskirts are available for these. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/f6ce6471-6da5-4881-b730-8fe08c2d630b) ![image](https://github.com/user-attachments/assets/89e30b8c-5a86-489e-8c22-13459aa2b08e) </p> </details> # Changelog :cl: - add: NT has started hiring contractors from other corporations to fill out station staff. New loadout items for corporate contractors are now available for Bartender, Botanist, Cataloguer, Chef, and Janitor. Currently there are no jumpskirt versions of these uniforms. We are looking for people willing to make skirt variations of each of these.
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Feat: Port All Delta-V Mail Improvements (Simple-Station#1011)
# Description Showing some love to our hard-working couriers. This cherry-picks the following PRs from delta-v: - DeltaV-Station/Delta-v#1472 - Adds a MailMetrics PDA cartridge for couriers and the LO - DeltaV-Station/Delta-v#1652 - Ports mail tweaks from frontier to delta-v, adding large packages, RPDs (mail cannons), and more mail - DeltaV-Station/Delta-v#1788 - Adding a couple more packages - DeltaV-Station/Delta-v#1925 - Fixing the non-functional "last known location" part of mail descriptions Some mail items, such as the opporozidone syringe and rainbow joints/blunts, had to be disabled because we don't have them (yet?) <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/2299ffc3-17ce-4743-886c-7705e8789e96) ![image](https://github.com/user-attachments/assets/a2ee1a07-d765-41e7-8f70-f94a50412398) ![image](https://github.com/user-attachments/assets/03b16b8e-0eff-4332-99ad-d4a201ee8f2b) ![image](https://github.com/user-attachments/assets/44d2e5c2-db79-4d8d-8877-693648edd35d) ![image](https://github.com/user-attachments/assets/f3d7bdbb-fc14-4f2f-bf30-aa54fdf49099) ![image](https://github.com/user-attachments/assets/b1e4c53f-c9d8-496b-a72e-f4f4b702e368) </p> </details> --- # Changelog :cl: - add: The Courier and Logistics Officer now have a new program in their PDA for tracking mail delivery performance, including earnings and percent of packages opened, damaged, or expired. - add: The list of possible mail packages has been greately expanded, and now includes large parcels. - add: The CourierDrobe now offers a rapid mail delivery device, along with capsules for it. --------- Signed-off-by: Adeinitas <147965189+adeinitas@users.noreply.github.com> Co-authored-by: portfiend <109661617+portfiend@users.noreply.github.com> Co-authored-by: byte <50130120+huckleton@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Adeinitas <147965189+adeinitas@users.noreply.github.com> Co-authored-by: ErhardSteinhauer <65374927+ErhardSteinhauer@users.noreply.github.com> Co-authored-by: Dvir <dvirf01@gmail.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> Co-authored-by: Whatstone <whatstone3@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Milon <plmilonpl@gmail.com>
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