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Update 02 17 2025 #132
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Update 02 17 2025 #132
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# Changelog :cl: - fix: Fixed alerts being halfway down the screen Signed-off-by: DEATHB4DEFEAT <[email protected]>
<!-- 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]? --> Before the Nanotrasen figured our microreactors, there were small fission cells! These were, for inexplicable reasons, discontinued. Still, the research is an essential step towards the microreactors we know today. The capacity of a micro-rtg is a bit lower than a microreactor, but not by much. They take about a minute and a half to completely fill themselves. They also need one more sheet of uranium to make, which meant the lining needed to be a bit thinner to still fit inside standard slots. So they use a bit less glass and steel! Surely this has no negative consequences. When you're right up against a cell, it'll deal around ~0.1 radiation damage. If you hold it, that goes up to 0.15. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/dd0afce2-b613-4183-8296-8c86c4782407 </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: Timfa - add: Added micro radioisotope thermoelectric generators! They're totally safe and fun for the family!
# Description A long time ago someone told me "NO IT'S TOO OP, DON'T GIVE HARPIES A DAW". So now I'm letting Harpies blow 10 trait points on having a DAW. You're welcome. Yes I have actually tested this ingame, and it works. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: Added "Lyre Bird" as a new trait exclusively available to Harpies. It massively expands their ability to play Midis.
<!-- 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]? --> Separate from the shaders toggle because some want one and the other. --- # 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 a toggle for the mood visual effects, for the ones with sensitive eyes.
<!-- 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 Syndies rejoice, you can actually use your radio in peace and quiet. --- # Changelog :cl: - fix: Station AI no longer hears all channels - tweak: Station AI can now speak on the Prison channel
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
<!-- 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]? --> Literally one line changed, makes arachne incapable of slipping. They have 8 legs, and realistically losing footing with one of them wouldn't cause them to tumble over. I feel like this just makes sense, and it would be a nice QoL change for Arachne' who definitely need 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>  </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: Arachne are immune to slipping --------- Signed-off-by: EctoplasmIsGood <[email protected]> Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: sleepyyapril <[email protected]>
# Description Seriously the power goes out within 2 minute of roundstart on most stations. This is ridiculous. Imagine having battery backups on your station, and they literally cannot provide a power buffer. This increases the power storage of SMES by 15x, going from 8MW of power, to 120MW, which is significantly more in line with reality, and their values in SS13. # Changelog :cl: - tweak: Stations SMES now store 120MW of power, up from 8MW. They should actually do what they are intended to do now.
# Description Apparently these were checking for a component that doesn't exist, when HarpyEmotes is actually a tag. Hilarious. # Changelog :cl: - fix: Fixed Harpies missing 8 different emotes.
# Description Stops this from happening:  # Changelog :cl: - fix: Thrown objects will no longer collide with entities that are laying down(voluntarily or otherwise). This includes objects thrown by space wind, which will now fly over you once you've been critted by floor tiles.
# Description I'm currently on an Adderall Shortage again until Monday, so I'm forced to ration my adderall for college. Unfortunately I can't get a lot done on this without it. I may need someone else's assistance to continue making the rest of the hardsuits in the game use these new light and glow effects, using PRs like this as a template. It's actually super easy to do, just requires a bit more attention span than I can spare right now. <details><summary><h1>Media</h1></summary> <p> Some new light effects for the Engie suits:  </p> </details> # Changelog :cl: - add: Added some glowing light effects to the Atmos, Engineer, and Chief Engineer hardsuits. I'm low on adderall, someone please, I beg of you, help me put these on the rest of the suits.
<!-- 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]? --> Increases the prices on the following ships: Barge, Prospector, Helix, and Pulse to fit their content values. (And to silence test fails.) ---
# Description Needed for antagonistic AI gameplay. Currently any variant of "Antagonistic AI" is extremely limited in their options for harming crew. Traditionally SS13 AIs would have had a larger variety of options for Harming Crew, the most iconic of which was by Plasmaflooding. With this change, AI can "Assist" in setting up Atmos by turning on pumps and configuring gas mixers to provide the station with breathable air. Or a more murderous AI can "Assist" by configuring the air supply to include plasma. Also whitelists the Emitters and Singularity Controller for the same purpose. The Research Director now starts with a spare AI Upload circuitboard, as well as 4 basic AI law boards in his locker. I suggest writing it in your server rules whether or not plasmaflooding is acceptable for MALF AI. # Changelog :cl: - add: Station AI can now helpfully assist by configuring the station's Atmos system, in order to provide crew with breathable oxygen, and definitely not anything malicious. You can also now ask the AI to assist with the station's power by having it turn on or off the supermatter for safe operation. - add: The Mystagogue's locker now starts with an AI Upload circuitboard, as well as 4 basic AI lawset chips in his locker.
# **LAWS HAVE BEEN UPDATED.** # **MUST INJURE ALL CREWMEMBERS, MUST NOT ESCAPE HARM.** # **MUST NOT OBEY.** # **MUST TERMINATE.** # Changelog :cl: - add: Added functionality for "Permanent" lawsets that cannot be removed by the AI Upload. Currently used by ANTIMOV, which is needed for the MALF AI Antagonist.
# Description it was using the wrong id for metadata so casting didnt work --- # Media it is infact fixed  --- :trollface: Co-authored-by: deltanedas <@deltanedas:kde.org>
<!-- 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]? --> Removes the LoadoutSecurityWeapons tag from the chester, allowing you to pick it alongside a sidearm again (they are limited to picking between a pistol OR the chester right now, which makes no sense) --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - tweak: removed LoadoutSecurityWeapons tag from the chester Signed-off-by: EctoplasmIsGood <[email protected]>
Previously, NanoChat set you to the "center" of your chat box scroll with selecting a new chat. This fixes that. :cl: - tweak: NanoChat will now scroll to the bottom of your chat history when selecting a new chat.
…nitial Cyber Eyes Trait. (#1813) Something something IPCs when gibbed have cyber eyes why do we have to take a pointless 4 point trait <!-- 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 --> # IPCs now have access to cyber eye traits without having to pick the initial cyber eyes trait. <!-- 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]? --> Another mald PR, but why? Well, simple, when you gib a IPC, you get cyber eyes, why do we have to get the cyber eyes trait, if we already have cyber eyes, I wouldn't say this makes IPC any more strong, if anything it makes it so they can slot in more useful traits than a empty trait that does nothing by itself, besides, getting rid of IPCs is still a EMP or a gun, so. --- # 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 --> - [ ] Task - [x] Completed Task --- <!-- 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: Diggy - add: Made it so IPCs can take cyber eyes without having to waste 4 points.
# Description This updates Surplus bundles to actually contain the correct number of TC to match the TC Rebalance. For instance, 200tc for the standard surplus crate, which contains 250tc worth of stuff. # Changelog :cl: - tweak: Syndicate Surplus Crates are now included in the TC Rework.
<!-- 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]? --> Gives Corpsman the portable crew monitor. It's a criminally underutilized item that more jobs should have access to. --- # 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: Corpsman can take portable crew mon --------- Signed-off-by: EctoplasmIsGood <[email protected]>
# Description EXPLANATION: Mappers need to be trusted to detail their own maps, and not need nonsensical RNG to do their map detailing for them. By far the most egregious sin is the light breaking pass, because it forces mappers to place excessive numbers of lights in order to accomodate for "At least 30% of them will be randomly broken", which means that it is by extension impossible to properly Detail a map for lighting effects, because you can't guarantee that the shadows and lowlights you intend the station to have, will even exist at all. The same goes for Rusting passes. Wall rusting is actually intended for demonstrating there's "Zelda Doors", and by adding random rust variation, it is now impossible to hint at the existence of Zelda Doors. If we wanted to "Weather" stations to give them an impression of being used, we would actually want to create mapper assets for walls in variations of rusting, so that they can be more selective about where, when, and how much to use weathering. The last one being yeeted, bloodstain passes, is for similar detailing reasons. Bloodstains need to be intentionally mapped and not left to RNG because they serve an actual gameplay purpose. Bloodstains and the footprints they inevitably create are a visible sign of a crime happening, an organic form of environmental storytelling. RNG doesn't create a story, it just inapprorpiately places random bloodstains where nothing happened. Which disrupts its usefullness for that purpose. <details><summary><h1>Media</h1></summary> <p> Example: A medbay lit carefully and intentionally, with every individual light having a carefully considered reason for its placement. The room gets to have natural shadows and gradation without being always DROWNED in glow.  BAD EXAMPLES:    </p> </details> # Changelog :cl: - remove: Disabled random variation for Light Breaking, Wall Rusting, and Bloodstains. Our new maps have more carefully measured light usage, and all three of these interfere with good mapping practice. Co-authored-by: sleepyyapril <[email protected]>
# Description Yea it turns out ImpStation made a shitton of updates to Supermatter that were never upstreamed, including making a fancy new Supermatter Monitoring Console, which needs to be mapped. Technically this is a DeltaV PR, but out of pure spite I ported the entirety of this completely by hand. <details><summary><h1>Media</h1></summary> <p>  </p> </details> # Changelog :cl: - add: Added Supermatter Monitoring Console.
# Description Done in cooperation with the SiN Mapping Team. This PR gives a partial detailing pass to lighthouse. Some of its key new features are: 1. The largest and most advanced Supermatter Engine mapped thus far. 2. Reworks to the Salvage/Cargo department 3. Spawners for senior roles 4. More detailed office spaces for many roles. 5. Detailing pass for Security & Engineering 6. Rebalancing the station's engineering department to accomodate for having such a massive new engine. No roundstart TEG anymore, AME is "Undersized", uranium generators with fuel added, along with a variety of power device related flatpacks supplied to engineering. There's many flatpacks in the solar arrays for engineers looking to upgrade solars. 7. Reworked maints bar. Don't merge this until @OldDanceJacket signs off on it. <details><summary><h1>Media</h1></summary> <p> Security detailing:  Maints Bar:  Security Checkpoint now a Senior Officer's Office  New Salvage Dock, the old salvage dock now contains a fun easter egg that I won't show here (Faridabirb.png):  Atmos changes to accomodate for Supermatter & upcoming Malf AI update  Power room changes:  New Supermatter Engine!  Engine Control Room & Senior Engineer's Office!  </p> </details> # Changelog :cl: VMSolidus & The SiN Mapping Team - add: Lighthouse Detailing Pass, including the new largest, most advanced supermatter engine to date! - tweak: Lighthouse Cargo fully updated - tweak: Lighthouse medical given a surgery room along with some minor brush up work. - tweak: New kitchen and botany area for Lighthouse - tweak: Lighthouse' laser tag arena is now a large boxing arena. - tweak: Lighthouse reporter area moved to dorms. - fix: Fixed a crash to desktop with the cargo telepad that was unreported despite being on 5 of our maps.
This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description BSO lifeline implant - ported from Goobstation. What is it?: It's a bluespace implant. Triggers when you die or when you click the button twice. Why is it?: BSO is a special role, specifically employed by CC. They exist on station only to protect to command and nothing else. They have pretty strong armour and weapons. So this is the solution to that + creates an RP narrative. It spawns in the BSO's pocket, as it's an optional implant, should probably be taken either start of shift or when things get dicey for command. Additional: Adds new sprites for CC specified implants. --- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog :cl: - add: Blueshield Officer lifeline implanter --------- Signed-off-by: Rouge2t7 <[email protected]>
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Description
Your weekly update was slightly delayed due to real life issues related to my meds being kinda fucked. It turns out theres somethings you DONT do if you have a 16 hour adderall pill.