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Update 02 17 2025 #132

Merged
merged 112 commits into from
Feb 18, 2025
Merged

Update 02 17 2025 #132

merged 112 commits into from
Feb 18, 2025

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VMSolidus
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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.

DEATHB4DEFEAT and others added 30 commits February 8, 2025 19:24
# Changelog

:cl:
- fix: Fixed alerts being halfway down the screen

Signed-off-by: DEATHB4DEFEAT <[email protected]>
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# Description

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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.


---

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<p>


![image](https://github.com/user-attachments/assets/cdb2bdb5-a81a-487e-a8b2-8e3a68e199e7)

![image](https://github.com/user-attachments/assets/fb5272cb-f4e1-4cd6-a83e-92f255c20671)

![image](https://github.com/user-attachments/assets/d8bcf5a3-a7a6-4102-b793-16c610b62d63)


https://github.com/user-attachments/assets/dd0afce2-b613-4183-8296-8c86c4782407

</p>
</details>

---

# Changelog

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: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>


![image](https://github.com/user-attachments/assets/562a1241-8140-4627-8065-6c6d4aa17a54)

</p>
</details>

# Changelog

:cl:
- add: Added "Lyre Bird" as a new trait exclusively available to
Harpies. It massively expands their ability to play Midis.
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# Description

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Separate from the shaders toggle because some want one and the other.

---


# Changelog

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:cl:
- add: Added a toggle for the mood visual effects, for the ones with sensitive eyes.
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# 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]>
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# Description

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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.





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# Changelog

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: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:


![0d12727a28b7792aa0e35e61a3903bc9](https://github.com/user-attachments/assets/9cdb1477-77d1-4a34-a198-52677b0127b5)

# 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:


![image](https://github.com/user-attachments/assets/f8e8ad8b-2815-4d99-a850-6d41a3760206)

</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.
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# Description

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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

![02:17:51](https://github.com/user-attachments/assets/5dda2937-0b97-4a90-a600-921e1628a3ec)


---

:trollface:

Co-authored-by: deltanedas <@deltanedas:kde.org>
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# Description

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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)


---

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# Changelog

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:cl:
- tweak: removed LoadoutSecurityWeapons tag from the chester

Signed-off-by: EctoplasmIsGood <[email protected]>
sleepyyapril and others added 19 commits February 17, 2025 15:47
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

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# IPCs now have access to cyber eye traits without having to pick the
initial cyber eyes trait.

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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

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- [ ] Task
- [x] Completed Task

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# Changelog

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: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.
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# Description

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Gives Corpsman the portable crew monitor. It's a criminally
underutilized item that more jobs should have access to.

---

# Changelog

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: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.


![image](https://github.com/user-attachments/assets/7f2fbd2a-05f4-4dfc-b811-fbd82c9f3d81)

BAD EXAMPLES:


![image](https://github.com/user-attachments/assets/2778cbcc-e6cd-48a8-8d87-88313ded9146)


![image](https://github.com/user-attachments/assets/c8d71255-d730-4b54-99cf-340c1b0d65c3)


![image](https://github.com/user-attachments/assets/6b2dee1a-a232-4b17-843a-83b403ab6bfa)

</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>


![image](https://github.com/user-attachments/assets/da665b53-ad0a-4661-bb31-8e9b3bd01b27)

</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:


![image](https://github.com/user-attachments/assets/fc0cbf66-2e17-4486-8e98-d90f54dceb21)

Maints Bar:


![image](https://github.com/user-attachments/assets/14e9d97f-2932-4aef-8456-72c0c0c09065)

Security Checkpoint now a Senior Officer's Office


![image](https://github.com/user-attachments/assets/77fa9b69-954a-4f2b-b517-ddda9de03cbc)

New Salvage Dock, the old salvage dock now contains a fun easter egg
that I won't show here (Faridabirb.png):


![image](https://github.com/user-attachments/assets/6c086962-5230-41a0-b748-6a7d898c3306)

Atmos changes to accomodate for Supermatter & upcoming Malf AI update


![image](https://github.com/user-attachments/assets/25ab8aae-4c3f-4355-a5ea-797230bfb073)

Power room changes:


![image](https://github.com/user-attachments/assets/29de8409-d4a3-42f9-8fb3-568f68d376d3)

New Supermatter Engine!


![image](https://github.com/user-attachments/assets/9b686160-1755-4c07-a9f1-67d84e1b3213)

Engine Control Room & Senior Engineer's Office!


![image](https://github.com/user-attachments/assets/b646053a-4026-467f-98c9-8a7abd9c7294)

</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>

![Content
Client_MHAiLxtLug](https://github.com/user-attachments/assets/907b8a0b-98af-4a1c-855b-e1737a373e0d)

</p>
</details>

---

# Changelog
:cl:
- add: Blueshield Officer lifeline implanter

---------

Signed-off-by: Rouge2t7 <[email protected]>
@VMSolidus VMSolidus merged commit 630752d into master Feb 18, 2025
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