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Europa requested fixes #1379
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Just tried to log my character off and couldn't find cryo-room... Is there... None?! |
Did you try setting the spawn settings to “cryopods” and see? |
There is no cryo and I'll be removing Europa from rotation until this is solved, if TCJ agrees. |
Europa has the potential, but it has a lot of kinks atm. |
Let me do a quick check |
Atmos techs are also missing the piping network computer which is on Goobstation and similar, would really help this tbh. |
fun both air/waste distro are connected together. |
The map is full of errors and issues, this is largely due to it being a very old map, which had several errors that were not corrected when I ported it, the rework I did was more to be temporary until I create a better layout in SM, there were some things missing but I can fix it very quickly, but not now because I'm focusing on another map currently unrelated to EE. |
<!-- 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]? --> There are a _lot_ of issues surrounding Europa, which include, but the big two are: - How many complaints I'm receiving about it in general. - Engineering issues, including a lack of an alternative beyond an SM (supposedly) - Lacking a cryosleep area. - Distro air and waste are connected together. - More here #1379 (comment) Is there a way we can add people to review maps specifically? I'm not a mapper, but the last few maps that have gotten through have been _bad_ at the start. --- # 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: *Temporarily* removed Europa from map pool, pending some refurbishing.
* Automatic Changelog Update (#1313) * More Bug Fixes (#1311) <!-- 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]? --> [Mice pickup fixed!](https://github.com/space-wizards/space-station-14/pull/33602) [Mobs can no longer spill jugs](https://github.com/space-wizards/space-station-14/pull/33602) Rest in changelog. # Changelog :cl: - fix: You can pick up mobs again with left click. - fix: No more mob jug spill, including you revenants. - fix: Set the Gloves of the North Star to the proper attack speed. - fix: Medibots will no longer try to heal borgs. --------- Co-authored-by: MilenVolf <[email protected]> Co-authored-by: slarticodefast <[email protected]> * Automatic Changelog Update (#1311) * ChemMaster Sorting (#1310) <!-- 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 this Frontier PR.](https://github.com/new-frontiers-14/frontier-station-14/pull/2498#issuecomment-2513268858) --- # 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: DmitriTheDemon - tweak: The ChemMaster is now sorted. --------- Signed-off-by: Remuchi <[email protected]> Co-authored-by: Dmitri <[email protected]> Co-authored-by: Whatstone <[email protected]> Co-authored-by: Remuchi <[email protected]> * Automatic Changelog Update (#1310) * Port Shipyards (#1314) # Description I needed this extremely badly. # TODO - [x] Move all of this out of the DeltaV folders. # Changelog :cl: - add: Added Shipyards. --------- Signed-off-by: deltanedas <[email protected]> Co-authored-by: deltanedas <[email protected]> Co-authored-by: Null <[email protected]> Co-authored-by: Milon <[email protected]> Co-authored-by: Plykiya <[email protected]> Co-authored-by: plykiya <[email protected]> Co-authored-by: Ed <[email protected]> Co-authored-by: Radezolid <[email protected]> Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1314) * Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295) <!-- 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]? --> See https://github.com/space-wizards/space-station-14/pull/28393 and https://github.com/space-wizards/space-station-14/pull/28236 for breaking changes and extra information Works perfectly on a downstream of EE. Changes in third commit have been tested with doors. --- # 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 --> nuh uh --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: DrSmugleaf <[email protected]> * Inverts the Check for Material Whitelist in CanChangeMaterialAmount (#1320) This change was actually suggested by April, I'm not the author. It fixes Pacman generators and god knows what else. Prior to the change you could insert steel in it, or just the wrong kind of fuel. Since you could only load the wrong kind of fuel the generators were not working at all. <!-- 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]? --> Description. --- # 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> Ejecting steel from a pacman gen ![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6) Them working after the fix. ![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9) </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 --> Co-authored-by: sleepyyapril <[email protected]> * Build Your Own TEG! (#1316) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> This PR adds the option of constructing a Thermoelectric Generator (TEG) from scratch, by adding flatpacks for the TEG Center and TEG Circulator, as well as a crate that can be ordered from logistics that contains the flatpacks. The aim is to give engineering crews the ability to add a TEG to stations that might lack one, as a "fun" engineering project that can be pursued on shift. This capability already exists for the Singularity Engine and Tesla Engines. The cost of the TEG Construction Kit is set at 8000 spesos, but this can be changed for balance reasons. Note: Kit may contain small parts not suitable for children under 3 years old. Some assembly required. --- # 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> ![Snímka obrazovky 2024-12-05 202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d) ![Snímka obrazovky 2024-12-05 203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f) </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: TEG components now be ordered from Logistics and assembled on station. * Automatic Changelog Update (#1316) * Several Small Map Fixes to Europa (#1319) <!-- 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]? --> Description. --- # 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] Lack of radiator underneath the SM crystal - [x] Wrong kind of vent and lack of connectors at the gas chambers - [x] Inverts one of the connector pumps in the SM's closed loop - [x] Adds a decal to this inverted pump which was missing - [x] Lack of Mv wire under a APC on a hallway at the north side - [x] Lack of Hv wire connection to a substation in the bridge which powers the bridge and the bar area - [x] Switches a medical records computer in medbay to a crew monitoring one - [x] Adds an autolathe to cargo - [x] Protrudes the cargo dock which was too tight to fit the shuttle --- <!-- 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> Previous docking issue: ![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea) Change in cargo dock design ![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2) Crew monitoring replacing medical records ![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237) Autolathe added to cargo ![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360) <h2>Atmos/SM/Wiring changes:</h2> Added missing Hv connection to a substation in the bridge ![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197) Added one missing Mv wire to this APC ![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c) Changed regular vents into passive vents, added connector slot and attached canisters to it ![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3) Radiator added to SM ![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b) These two pumps in the SM which were redundant, also one of them were missing decal to the same tile ![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef) Showing the changed pump after being inverted ![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551) --- Recenter changes: There were three APC in cargo and north of in which one was connected with cargo's APC for no apparent reason and the other was missing wires entirely. I've put the one missing wires to work in the Lv wiring around it and cut the Lv wires were it seemed appropriate to prevent connecting multiple APCs with Lv for no reason. ![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691) ![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf) Excess lamps not included in the change ![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921) ![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473) ![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f) ![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf) </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: Several small fixes to Europa map, namely to cargo dock, SM and atmos piping and wires, adds autolathe to cargo and crew monitor to med * Automatic Changelog Update (#1319) * Fix Rules (#1321) # Description The latest update killed our generic rules, and made them not work anymore. This PR brings them back. ![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7) # Changelog :cl: - fix: Server rules work again. * Automatic Changelog Update (#1321) * Uplink: Remove Deception Category (#1309) <!-- 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 this downstream PR.](https://github.com/Fansana/floofstation1/pull/315) --- # 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: fenndragon - tweak: Moved the uplink deception category into utility. --------- Co-authored-by: fenndragon <[email protected]> * Automatic Changelog Update (#1309) * [Feat] Bring Back Die Glorious Death, Hijack And Ian's Meat Traitor Objectives (#1323) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Title --- # 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: Reintroduced 3 traitors objectives: steal Ian's meat, Die Glorious Death and Hijack Evacuation Shuttle Signed-off-by: Remuchi <[email protected]> * Automatic Changelog Update (#1323) * The Throwing Update (#1307) # Description Turns a plethora of items into throwing weapons that deal damage when thrown. Throwing weapons cost stamina to throw. ## Technical/Balance Details To make a melee weapon also a throwing weapon, just add `- type: DamageOtherOnHit`, and it will automatically inherit the damage from a light melee attack and the melee sound effect as the thrown hit sound effect. You can set a custom damage value with the `damage` field (necessary when the item is not a `MeleeWeapon`) and stamina cost with `staminaCost`. To make the throwing weapon embed and deal damage over time when embedded, add `- type: EmbeddableProjectile` and `- type: EmbedPassiveDamage`. By default, the embed damage per second is 5% of the throwing damage, but it can be modified on `EmbedPassiveDamage` with `throwingDamageMultiplier`. The default stamina cost for throwing is 3.5 stamina. The baseline cost for almost all DoT embeddables is 5 stamina, because of the extra damage the DoT brings. When a thrown item hits a target with body parts, it will randomly select a body part and only deal throwing damage to that body part. It will also embed to the same body part and only deal passive embed damage to it. ## TODO The unchecked checkmarks are best addressed in another PR but they will stay here for now. <details><summary>Show Todo</summary> - [ ] Deal with prediction issue on embeddable projectile removal - [ ] This happens even before this PR so not really a big issue, maybe in a separate PR - [x] Add embeddable damage numbers to embeddables - [x] Fix throwing angle for surgery tools after the surgical tools sprite update - [ ] Try to make the throw knockback function as if it hit a wall - [x] Esword/desword/e-dagger toggle embed damage - [x] Don't start passive embed damage if EmbedPassiveDamageComponent has no damage - [x] Make DamageOtherOnHit.Damage not nullable - [x] Throwing damage only to a specific body part ### Traits - [ ] **Enraged Throw** (Oni) - [ ] Oni/trait damage bonus applied to throwing weapon too - [ ] Can throw carried bodies, which will do a MassContest between the thrown body and the hit body to determine blunt damage, and stun duration for each party - [ ] 15% resistance to thrown/embed damage - This helps when their enemy uses the items they throw against them. - [ ] **Sharpthrower** (Human) - [ ] 10% more Brute thrown damage - [ ] 50% chance of throw hitting targetted body part - [ ] 40% throwing stamina cost reduction - [ ] 15% resistance to thrown/embed damage ### Embeds - [x] Adjust embed damage per second to be like /tg/ (in /tg/ spear has around ~1.2 embed DPS, adjust for ~45% embed chance since we're not implementing embed chance and its 0.54) - [ ] Merge EmbeddableProjectileComponent and EmbeddablePassiveDamageComponent - [ ] Split SharedProjectileSystem into EmbeddableProjectileSystem - [x] Embed to a specific body part and deal damage only to that part, for now can randomly select body parts on embed - [ ] ~~Normal passive damage becomes x0.2 when lying down~~ - [ ] Increased damage when moving, more bonus damage for running (Jostle DPS on /tg/ is 0.2 running and 0.1 when walking/crawling) - [x] All embeddables have a fall out time (30 or 45 secs) - [ ] - [x] On damage examine, can see that an object is embeddable "It can embed on a target if thrown." - [ ] Negative moodlet for attached harmful embeddables - [ ] On health examine target with embeds, can see embedded objects "He has a spear embedded in his left arm." - [x] On examine item that is embedded, can see to which body part the item is embedded "The spear is embedded on Urist McHands's left arm." - [ ] An embeddable removed outside of surgery deals a lot of damage (x2 thrown damage) - [ ] Lying down prevents natural falling out and thus the damage with non-surgical removal - [ ] Surgical procedure on a body part to remove all embeds on it, using hemostat for removal - [x] Allow anyone to remove embedded cultist weapons even if they're not a cultist </details> ## Media **Throwing Toolbox Tools** https://github.com/user-attachments/assets/4e20568f-adf0-4be8-ac38-fc6b21fed03c **Examine** ![image](https://github.com/user-attachments/assets/ef95e653-1491-4d9b-8f84-785c3df22763) **Examine After Embedding** ![image](https://github.com/user-attachments/assets/edc79c8f-db23-4bd3-9fa7-3b47f79c5881) ## Changelog :cl: Skubman - add: The Throwing Update is here. You can throw most melee weapons at the cost of stamina to deal damage from afar. - add: Dozens of throwable weapons, mainly sharp weapons will now embed on throw and deal damage every second until they're manually removed or naturally fall off after some time. - add: Examining the damage values of an item now shows its throwing damage, throwing stamina cost, whether or not it embeds on a throw, and if the embed deals damage over time. - add: Examining an embedded item now shows what body part it's embedded in. - tweak: The traits High Adrenaline, Adrenal Dysfunction, Masochism and Low Pain Tolerance now affect throwing attacks just like melee attacks. - tweak: The default time to remove embedded items has been increased from 3 to 5 seconds, and both the remover and the target with the embedded item need to stand still during the removal. - tweak: The time to pry up a floor tile with a crowbar and other tools has been decreased from 1 second to 0.5 seconds. The throwing damage of floor tiles has been increased. Go figure. - fix: Attempting to throw a Blood Cultist item without being a cultist will stun you and drop the item you're holding properly. --------- Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1307) * Replace Direct Uses of GameTicker Dictionary with `TryGetValue` (#33222) (#1329) Cherry picks "Fix station events schedulers, antag selection and possibly other systems acting weird in a rare scenario." # Description This is being PRed mostly as a fix to an issue which caused the round to fail to start due to an error in antag selection, which did happen in Thief antags and may also happen with Bloodcult gamemode. Double posting from discord: > It fixed issues caused with antag selection at roundstart which affected roundstart Thief selection. > > Since cultists are also selected exactly at roundstart - unlike traitors for instance, I think this might help with cultists too. > > I tried to force start bloodcult gamemode in the past and it failed to start but I since I had tracebacks disabled trying to improve performance I'm not sure this was the cause. > Credits to April for pointing this out for me after I commented on the issue. ---- This cherry picks 79ff990ddf7c7af40f70bcc7ba2d3220730852ab removing changes which change methods which do not exist yet on our side. <!-- 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 --> Co-authored-by: faint <[email protected]> * Fix Debug Assert. (#1325) nothin' crazy, just annoying. * Fix Melee Weapon Attack Speed (#1330) Description. Melee weapons got swapped from attacks/second to second/attack but the actual attack rate value didn't get changed so weapons got all jumbled. I'm pretty sure I got them all but I might've missed a few in weird folders :cl: - fix: Fixed melee weapons. --------- Signed-off-by: dge21 <[email protected]> Co-authored-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1330) * CVar CharacterRequirement (#1322) <!-- 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 takes in one CVar and one required value and simply checks if the CVar's value as a string is equal to the required value. I could make it use a list of them, but I really didn't think it was needed considering CharacterAndLogic. I also cleaned up CharacterRequirements.Profile.cs a bit. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Update Credits (#1326) 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]> * Back Out "Flash Now Flashes Black Instead of White. (#14642)" (#1331) Original commit changeset: c3dcc7a12464 # Description Dark flash is cowardly. Billions must be flashbanged irl # Changelog :cl: - tweak: Flashes are bright again! * Automatic Changelog Update (#1331) * Nix housekeeping * Port N14 Mapper Assets (#1315) # Description By request from Old Dance Jacket, who wanted to be able to use N14 Mapping Assets in SS14. We should probably trim this list down for what assets aren't actually needed (Any asset that is 100% unique to Fallout for instance) # Changelog :cl: - add: Added a large number of mapping assets from Nuclear14 * Automatic Changelog Update (#1315) * Billions Must Flip (#1318) # Description Billions must flip. https://github.com/Goob-Station/Goob-Station/pull/828 https://github.com/Goob-Station/Goob-Station/pull/832 # Changelog :cl: - add: Spin, flip, and jump emotes have been added. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: username <[email protected]> Co-authored-by: router <[email protected]> * Automatic Changelog Update (#1318) * Re-Enable Clown/Mime Hardsuit and Clown Snoring (#1324) # Description Reverses one of the countless content removals from the old codebase EE was based on by adding back the Clown hardsuit and Mime hardsuit as craftable items. Also re-enables the unique clown snoring sound. ## Media **Hardsuits (renamed to Vacsuit)** <img width=400px src="https://github.com/user-attachments/assets/92f77ef3-3380-4b98-a099-7ed28e260de2"> <br> <img width=400px src="https://github.com/user-attachments/assets/7940d34c-0e7c-4979-bd95-3992e3d79e98"> **Honk Mimimimi** https://github.com/user-attachments/assets/2d8af9a6-d17d-4a94-9f59-7b3aafd987a2 ## Changelog :cl: Skubman - fix: Fixed an issue where players could not craft clown hardsuits and mime hardsuits on the crafting menu. - fix: Fixed an issue where clowns did not have their signature silly snore sound when sleeping. --------- Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1324) * Blood Cult DLC 1: Make It an Actually Playable Game (Mode) (#1276) <!-- 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 You don't actually have to pay for it, y'know? --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Fix bugs from discord thread. --- <!-- 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> ![Example Media Embed](https://example.com/thisimageisntreal.png) </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: In-game guide book to kickstart your sinister activities. - add: Constructs now have abilities. - add: Rending rune and apocalypse rune now should only be placed in the specific spots on maps. Needs to be mapped. - add: Veil Shifter now displays how much charges it has when examining. - add: Cult runes now have descriptions. Also stating how much invokers required for each rune. - add: Blood rites can now be dropped&deleted. - add: Blood rites now suck... blood in 0.5 tiles radius. - remove: Non-cultists can no longer examine runes. - fix: Fixed Cult Objective Target selection. You can (and should) sacrifice your own people now. - fix: Non cultists can no longer use veil shifter. - fix: Teleport spell is no more a cheap rip-off and now actually teleports. - fix: Timed Factories can't no more produce infinite number of entities. - fix: Offering rune should now properly convert someone. - fix: Sacrificing body with mind now properly transfers their mind to soul shard. - fix: Shadow Shackles now cuffs the target instead of the caster (lmao). --------- Signed-off-by: Remuchi <[email protected]> Signed-off-by: Remuchi <[email protected]> Co-authored-by: Raphael Bertoche <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1276) * Pistol-Whipping (Guns as Melee Weapons) (#1335) # Description Adds the ability to use guns as melee weapons and throwing weapons. The gun melee attack is a Light Attack done with a right click. The attack rate is slower than average melee weapons. The cooldown on melee attacks after shooting has been removed entirely, so you can right-click immediately after shooting (like in hero shooters 😎). The cooldown on shooting after a melee attack has been set to a constant 0.5 seconds. ## Balance Technically speaking, weaving shooting and pistol-whipping lowers your overall DPS in most cases, because you can't shoot for 0.5 seconds after doing a melee attack. With _skillful_ usage, however, it provides some key tactical advantages: - Preserving ammo by dealing damage without firing a shot. - Deal stamina damage as a natural effect of dealing melee Blunt damage. - Most non-pistol guns have increased blunt stamina damage factors to help with this. - Bypassing Piercing resists of armors with a higher Piercing resist than Blunt resist like plate carriers. - Doing the combo of right-clicking immediately after shooting deals a big burst of damage. Pistol-whipping also helps as a last resort when you run out of ammo. However, it's almost always better to use a proper melee weapon instead of a gun as a pure melee weapon, because you can't power attack with guns and the guns' melee attack rate are slower by design than most melee weapons. Shotguns benefit the most from pistol-whipping, because their ideal range is close-range where a melee attack can be performed, and their low fire rate means they're not affected too much by the 0.5s shooting cooldown. Guns have received throwing damage. You can throw guns at the enemy once you're out of ammo to deal extra damage. I think this makes fights a little more spectacular to watch. Melee damage sorted by group (from least to greatest): 1. Revolver 2. Pistol (+ Energy Pistol) 3. Sniper rifle 4. Rifle (+ Energy Rifle) 5. Sub Machine Gun 6. Shotgun 7. Light Machine Gun (L6 saw) 8. Heavy Machine Gun ## Media **mk 58** ![image](https://github.com/user-attachments/assets/d17bc1c7-7ec5-4124-93c3-306026f7a23f) **Kardashev-Mosin (Wielded)** ![image](https://github.com/user-attachments/assets/52132262-48ae-48fa-a72c-3df5ae6bfd17) **Basic Combat** https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b **Particle Decelerator Combo (80 damage)** https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261 Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw This combo costs 90 stamina which almost depletes 100 stamina leaving you vulnerable, so the Vigor trait can help you pull off this combo. ## Changelog :cl: Skubman - add: Pistol-whipping has been added. You can press right click with a gun to perform a Light Attack. Most guns will deal Blunt damage, apart from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet. Weaving bullets and melee attacks correctly will give you the upper hand in combat. - add: Guns can now be thrown to deal the same damage as their melee damage. * Automatic Changelog Update (#1335) * Fix Interact Verb (#1346) Finally fixed it. Interact verbs weren't appearing because this is required in BaseMob. * Fix Ripley Hydraulic Clamp (#1344) # Description Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley to drop items far away. --- <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2 </p> </details> --- # Changelog :cl: - fix: Hydraulic clamps now drop entities correctly * Automatic Changelog Update (#1344) * Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347) <!-- 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]? --> i fixed it also added a button "Connect & Go to Lobby" for people testing lobby stuff! Resolves #1131 --- # 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 the bug where switching characters made your width/height change to incorrect values. - fix: Fixed the salvage magnet opening ten times. --------- Signed-off-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1347) * Update Credits (#1350) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> * Fix Bartender Mosin (#1337) Bartender Mosin was replacing their duffel bag at roundstart. * Trait Purchasable Mentalic Powers (#1343) # Description This PR adds a few of the "Mentalic" category of psionic abilities to the Traits System, allowing them to be purchased by any character that is also a Latent Psychic. These powers are: - Dispel - Metapsionic Pulse - Xenoglossy (Also requires Natural Telepath) - Psychognomy (Also requires Natural Telepath) These are all quite expensive, so to help address the "Expensive trait proliferation", I've increased the points granted by the Blindness trait to 10. Have fun being a blind wizard. From this point on, we're going to need to start adding more "High point value" negative traits. # Changelog :cl: - add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be purchased during character creation using trait points. - tweak: Blindness now grants 10 trait points instead of 6. * Automatic Changelog Update (#1343) * Pointy Ears For Harpies And Arachne (#1348) # Description Like half the art references I have for Harpies have them with elf-like pointed ears, another half have them with their feather tufts. We have pointy ears markings, so this PR makes it so that Harpies can have them. Actually it also gives them to Arachne, for similar reasons(It's an oddly common thing on Arachne/Lamia art depictions). # Changelog :cl: - add: Added a variety of Pointy Ears markings for Harpy and Arachne characters. * Automatic Changelog Update (#1348) * Port Cosmatic Drift Arrivals (#1340) # Description Done after a lengthy discussion with @OldDanceJacket about mapping issues, namely the existence of "Walk-In Closets" on maps that take up an inordinate amount of space that would otherwise be usable for other purposes. Seriously, Saltern has a 4x6 room that contains >200 medical uniforms, and is on a map intended only for 15 people(And maximum of 6 medbay personnel). Every map in rotation is like this. Ostensibly, Loadouts were created to provide a solution to this problem, by making it so that players choose their DRIP before spawning in, so that mappers don't need to put in a whole ass room dedicated to medical uniforms. But Mappers ended up keeping the "Walk-in Closets" even after Loadouts were introduced to serve as a "Sanity check" in case of events such as people not choosing their loadouts, or getting hired during the round by the HoP to work in the medbay, etc. To solve this, me and ODJ agreed upon adopting Cosmatic Drift's solution to this, by making it so that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that every map can just piggyback off of. Nobody needs to make the stupid closet rooms, on ANY map, because every map is fully guaranteed to have every closet the players could ever need in arrivals. # Media <details><summary><h1>Media</h1></summary> <p> Dock ![image](https://github.com/user-attachments/assets/af28d549-83ab-4da0-9a4f-a5ec4bb52c7c) Dorms(Spawn points) ![image](https://github.com/user-attachments/assets/b3d57428-ea91-4c4d-ab99-28a46e647b17) Medbay: ![image](https://github.com/user-attachments/assets/ebd47dce-5fb3-45fc-858d-39680d5c511a) Security ![image](https://github.com/user-attachments/assets/0f26a112-eeff-48da-b916-15d69ede601d) Captain/HOP ![image](https://github.com/user-attachments/assets/74ec295f-154e-4743-b36f-8161a966ee4e) Cargo: ![image](https://github.com/user-attachments/assets/ae9f7ee1-c6c8-4c94-8dd1-13731eeb1036) Epistemics: ![image](https://github.com/user-attachments/assets/68293436-9b69-4157-a8eb-8471c18d4f73) </p> </details> # Changelog :cl: - add: Ported Cosmatic Drift's version of the Arrivals Terminal. Terminal now includes every version of department clothing and material lockers that players could ever need, allowing them to try on their chosen job equipment and drip before departing for the station. * Automatic Changelog Update (#1340) * More Dangerous Mindbreaking (#1249) # Description Somehow people weren't getting the memo despite the **HORRIFYING** texts associated with Mindbreaking, that doing so is an almost comically evil act akin to murder. So this PR fixes that. By making it even more obvious. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/cf3280a5-42b3-4137-9191-f1ad26773ced) </p> </details> # Changelog :cl: - add: Added a server option for "Scarier Mindbreaking". Mindbreaking now irreversibly converts a player character into a non-sentient NPC. - fix: Mindbreaking now only works on Psychics. --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1249) * Redshirt And Brittle Bone Traits (#1352) # Description This PR adds two additional "High Value" physical negative traits, to help address a growing need for more high point value negatives, since there is also a very large number of high point positive traits. These two traits are fairly simple, the first is Redshirt, which decreases your Dead threshold by 100, and Brittle Bone Disease , which reduces your Crit threshold by 50. Taking both on an ordinary human would give +18 trait points to work with, but would in turn give a healthbar of only 50/100, compared with the standard healthbar of 100/200. # Changelog :cl: - add: Added Redshirt and Brittle Bone Disease traits. These give extremely large negative modifiers to your healthbar, but also grant a large amount of trait points to work with. * Automatic Changelog Update (#1352) * Jackboots Slowdown Mitigation (PORT) (#1342) <!-- 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 jackboot slowdown mitigation from [space-wizards github](https://github.com/space-wizards/space-station-14/pull/30586). Adds fake version for civilian use. --- # 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 slowdown mitigation to jackboots - add: Added fake jackboots for style outside of sec --------- Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1342) * Fix Redshirt & Brittle Bone Traits (#1355) These were supposed to be negative traits(They give you points), but I accidentally made them positive traits(They cost points). * Example Hub Ad List (#1356) # Description this PR extends the list of default advertiser hubs to include every existing hub except for SSMV(Which is mutually exclusive with the others). If there are more hubs I have missed, please let me know. This will allow our servers to appear on as many hubs as possible. * Saltern Update (#1357) # Description I would like to offer my thanks to the Singularity Network Mapping Team for this update, they've done some great work! This PR launches Saltern with a significant rework to everything on it except for arrivals. <details><summary><h1>Media</h1></summary> <p> Sorry, Map Renderer is dead right now. ![image](https://github.com/user-attachments/assets/53ad601b-087e-4525-b6b6-74b16c5e4dbd) ![image](https://github.com/user-attachments/assets/25bbbed0-18c4-4757-a966-c919379dc5e1) </p> </details> # Changelog Death do NOT change the name given for the Changelog author, the mappers here have requested that "SiN Mapping Team" be given as the name for this PR. :cl: SiN Mapping Team - add: Saltern has been fully reworked! * Automatic Changelog Update (#1357) * v237.3.0 (#1354) the robust toolbox updater!! https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md * Hotfix Saltern (#1359) # Description Small maintenance to do. Bridge needed FixGridAtmos done, and a single light in dorms needed wiring. # Changelog :cl: - fix: Fixed the Saltern bridge being a hard vacuum at roundstart. * Automatic Changelog Update (#1359) * Loadouts Debloating (Colorable Items) (#1364) # Description This PR cuts down significantly on Loadouts bloat by removing all specific color versions of colorable items from the loadouts. I left the original items untouched for compatibility reasons since certain things in the game still need to be able to spawn a "Blue jumpsuit" etc. Additionally, to help aid in clarity for players, I've added localizations for all the generic colorable items so that they have (colorable) in the loadout names, so that players can tell which items have the option without needing to click into the customize button on every item. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/7ab30002-c7d4-4eeb-b018-45a9fda80ae6) </p> </details> # Changelog :cl: - add: Added labels to all generic colorable items in loadouts, so that players can see which items have custom colors as customization options. - remove: Removed all 'specific color' variants of colorable items from Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists. * Automatic Changelog Update (#1364) * More Colorable Items (#1365) # Description This PR adds even more colorable items to loadouts, this time making entirely new whitescale versions of existing items that did not have one previously. This replaces several more options for items that had a whole bunch of specific color entries with a single item that can take any color. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/31438bf7-6ca3-45d2-bf10-af5db5f6e4c4) </p> </details> # Changelog :cl: - add: Added colorable variants of fingerless gloves, headbands, berets, hairflowers, cloth masks, and the neck gaiter. * Automatic Changelog Update (#1365) * Make the EE Logo Match the Banner (#1361) # Description Light mode logo * Loadout Modular Functions (And Loadout Pets) (#1366) # Description This PR implements a reflection based system for applying functions directly to entities spawned by loadouts. In order to provide an "Example" use of this system, I have created a "LoadoutMakeFollower" function, which can be applied to a loadout entity that happens to be an NPC with the Follower blackboard, making it follow the player who purchased that loadout. Basically. Pet mouse. The pet mouse will follow its owner. Yes I actually have tested this ingame, and it works great. The longest part about coding this was me spending almost 30 minutes straight wondering why the mouse wasn't following my character, until I remembered that I had to make a special "Pet" mouse variant that had the right HTN root task. This could be extended to other things. I happen to know that Nuclear14 wanted something like this for a Pet Dog. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/a18b026b-07a3-4ad7-8cce-4ea4dc4c3036) </p> </details> # Changelog :cl: - add: Loadouts can now apply modular functions to items upon spawning in. - add: A new LoadoutMakeFollower function, which lets you buy NPC followers in loadouts. - add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts. All of which use the new LoadoutMakeFollower function. Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1366) * Plushies! (#1369) <!-- 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]? --> Added two new plushies to the game! A harpy plushie and a plushie for the beloved station pet Morty! ![image](https://github.com/user-attachments/assets/3e202da2-3571-4c67-82c9-54a6aaf3c91f) ![mortplush](https://github.com/user-attachments/assets/9f131eb9-ed89-4818-b54c-e9da949e8ce2) ![harpyplushie](https://github.com/user-attachments/assets/47aa5b91-0747-4a2c-8c5c-18c5429ab570) --- # 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: two new cuddly friends to the station! (harpy and morty plush) --------- Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: juniwoofs <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> Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1369) * Traits System Anticheat (#1358) # Description It turns out that there was no system in place for serverside fact checking of whether or not people have a legal traits list. Last night a bug was reported whereby a player used Cheat Engine to give himself every trait in the game, bypassing the points system entirely. It's not actually possible to reduce a trait selection down to a legal list without creating interesting race conditions, which limits my options on how to deal with it. So I made it a vote on the Einstein Engines discord, and the vote was unanimous. PUNISH THE CHEATERS. <details><summary><h1>Media</h1></summary> <p> https://www.youtube.com/watch?v=X2QMN0a_TrA </p> </details> # Changelog :cl: - add: Implemented Anti-cheat for Traits. Attempting to join a round with an illegal traits list will result in hilarious consequences. * Automatic Changelog Update (#1358) * Make Prisoner Not Shitter Role (#1341) # Description Prisoner is consistently the most problematic role in this entire game, being seen as "The Self Antagging Role", which produces endless amounts of administrative burden. This is especially a problem with lowpop servers, or servers that are understaffed with admins. Players just join as Prisoner, *immediately* break out of the permabrig, and then go on a self antagging spree. The solution to this was staring us in the face the whole time. Just give them the same Pacified component that the Thief antag has. Now it's impossible for them to smash the permabrig windows, someone has to intentionally let them out, and even if they do, they will be hard pressed to selfantag when they can't turn on harm intent. # Changelog :cl: - add: Prisoners now spawn with a Pacifier Implant. * Automatic Changelog Update (#1341) * Fix Jittering (#1334) <!-- 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]? --> Title. Ported from https://github.com/Fansana/floofstation1/pull/393 Resolves #1277 --- # 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 jittering displacing your character when shaken. * Automatic Changelog Update (#1334) * Eng Update * Eng Downgrade * CCVar Fix * Sponsor Fix * fix * lang & dream fix * I want to see my dreams.. * good night... * lan * elfslime fix * Mk58 del LP * elfslime fix 2 * elf fix * protofix * HideSpawnMenu fix * SlowEater Fix * some fix * norot * done * language start * language part 2 * Basic Soft-Crit Implementation (#1370) # Description This PR adds a simple server configuration option for enabling basic "Soft-Crit", and not much else because oh my god this system is horribly complicated. When enabled, characters can crawl around very slowly while in crit, and really not much else. This more or less mirrors how crit affects character movement in SS13, where you can at least crawl to relative safety while bleeding to death. # Changelog :cl: - add: Added server config options for basic "Soft-Crit". When enabled, characters who are critically injured can still slowly crawl, but are otherwise still helpless and dying. * Automatic Changelog Update (#1370) * language end (no) * loadout & lang fix + Sec Eng Rework * lang fix * fix * Fix Secrets * fix sponsor * Many Fixes * Small Fix * Zealot fix * KYS now, Zealot * scream & gasp fix * final * really final * i hate yml * huh * drill * Another Saltern Update (#1372) # Description This update comes courtesy of the SiN Mapping Team. - Added job roles Courier, Robotics - Did small edits to every department. - Made escape pod area better. - New arrivals dock area. (Including Sec checkpoint) - Fixed multiple bugs - Reworked a lot of medical - Moved Cryogenics. - New station beacons. - Removed ID computers from all command rooms except HOP - All maints space windows buffed. <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/038eec91-6900-4f33-8e0b-ee4167a8b770) ![image](https://github.com/user-attachments/assets/9670b1ad-4917-4ee5-b99a-a1f819c80f14) </p> </details> # Changelog :cl: SiN Mapping Team - add: Another big update for Saltern Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1372) * Remove Europa From Map Pool (#1380) <!-- 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]? --> There are a _lot_ of issues surrounding Europa, which include, but the big two are: - How many complaints I'm receiving about it in general. - Engineering issues, including a lack of an alternative beyond an SM (supposedly) - Lacking a cryosleep area. - Distro air and waste are connected together. - More here https://github.com/Simple-Station/Einstein-Engines/issues/1379#issuecomment-2564303908 Is there a way we can add people to review maps specifically? I'm not a mapper, but the last few maps that have gotten through have been _bad_ at the start. --- # 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: *Temporarily* removed Europa from map pool, pending some refurbishing. * Automatic Changelog Update (#1380) * Shadowkin Rework (#1200) <!-- 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 compleatly rework shadowkins, slightly been forced this makes shadowkins more "psionic creature" then anything else. This is a WIP, but in general this PR make Shadowkin "Psionic" and fall under the same rule. RIP Shadowkin for me but ye. CHANGES TO SHADOWKINS: Shadowkins now follow the laws of psionic, they will always spawn with DarkSwapPower but can generate others power, they do not spawn with Shadeskip by default anymore, Mana has been lower from 250 to 200; they can now pick normal psionic jobs. Changes to DarkSwap: DarkSwap cost 30 Mana and will raise glimmer on use, its will drain 1 Mana/Sec, will eject the user when mana is fully drained. DarkSwap is now a random roll. Changes to Psionics: Added the Mana Alert for all psionics --- # 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] Psionic Mana Alert - [x] DarkSwap Rework - [x] Remove Unique Shadowkin Psionic Changes - [x] Import bugs fixes/QOL changes. --- <!-- 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> N/A </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: Shadowkins has returned and has been reworked. - add: DarkSwap is now in the Psionic Power Pool. - tweak: Psionics can now see their mana pools. --------- Signed-off-by: FoxxoTrystan <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> * Automatic Changelog Update (#1200) * Revert Bad "SS13" Action Bar (#1333) # Description https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/issues/2 https://github.com/space-wizards/space-station-14/pull/21352 --- <details><summary><h1>Media</h1></summary> <p> <!-- https://github.com/user-attachments/assets/701512ce-1bf2-4020-a2eb-ba1e35b18669 --> https://github.com/user-attachments/assets/d01f01b9-dae7-4d05-91db-ac6e3de30e9f </p> </details> --- # Changelog :cl: - tweak: Added back support for the action bar to have "loadouts" or quick layouts of actions (man, how many things are called loadouts?) * Automatic Changelog Update (#1333) * psionics trans fix * Arrivals Tweaks (#1371) # Description Arrivals spawns have been limited to only the massive cryogenics bay, and impassable barriers have been added that block access to the deeper parts of Terminal. I've also modified the admeme items that were in displays so that they are now fake items that can't actually be used by players even if they SOMEHOW smash their way in and defeat the turrets. I have photo evidence of people doing this. Just in case, I also made arrivals a ProtectedGrid. # Changelog :cl: - tweak: Tweaked arrivals to reduce the playable area, and some concessions have been made to prevent access to admeme items that were on display. These changes are pending a later update where we port Arrivals Job Spawns. * Automatic Changelog Update (#1371) * Adjusts Cargo Market (#1377) <!-- 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]? --> Long story short, cargo and command abuses the new reverse-engineered suits and warning them as admins about it is getting quite tiring. So I decided to put my hand to the craft and comment them out for now, until a better way for them to be gotten is made. I have also taken this opportunity to fix some of the longstanding issues with cargo I have had, such as there missing sec masks in the riot crate or there not being a way to get the swat items. While I am still missing the properly developed versions with space proofing and minor cold/head protection, the old non ARCS riot suit will do for now. This PR fixes https://github.com/Simple-Station/Einstein-Engines/issues/1376 --- # 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] Remove problematic items from cargo - [x] Add proper swat crate Opt: - [x] Make proper swat set (soon:tm:) - [x] Adjust the armor values to fit better (can be delayed) --- <!-- 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> I ain't got nothing chief. </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added swat suit - add: Added swat crate - add: Added new crate category for secure reinforced crates - tweak: Tweaked security supplies and crates - tweak: Tweaked the price of Cybersun's tacsuits because apparently they weren't charging enough to properly scam salvage techs. - tweak: Tweaked `StructuralMetallicStrong` structural protection from 10 to 80 --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]> * Automatic Changelog Update (#1377) * NERF WISPS (#1384) # Description THESE GUYS CAN AND DID SOLO ENTIRE STATIONS, WHAT THE HELL? # Changelog :cl: - tweak: NERFED WISPS, A LOT. * Automatic Changelog Update (#1384) * Fix Mindbreaker and Soulbreaker Rounds Not Injecting Their Solutions. (#1378) # Description Fixes #1374 I'm not sure exactly when this changed, but you now have to specify which solution you want to inject. Also inject on hit defaults to ignoring clothing, so I removed the redundant set. --- # Changelog :cl: - fix: Fixed mindbreaker and soulbreaker cartridges not injecting their solutions. Co-authored-by: sleepyyapril <[email protected]> * Automatic Changelog Update (#1378) * Port Even More N14 Assets (#1385) Ports https://github.com/Goob-Station/Suspicion-on-Space-Station/pull/47 Thanks Goob for helping out. Co-authored-by: Icepick <[email protected]> # Description By request from OldDanceJacket and the SiN Mapping Team <details><summary><h1>Media</h1></summary> <p> </p> </details> # Changelog :cl: - add: Ported several metric tons of mapping assets from Nuclear14 Co-authored-by: Aiden <[email protected]> Co-authored-by: Icepick <[email protected]> * Automatic Changelog Update (#1385) * Ports Shitmed Updates From Goob (#1387) Lots of stuff. Also moved everything I could to the _Shitmed namespace as I do in Goob. Will make future ports way faster # Changelog :cl: Mocho - add: Added some fun organs and other thingies, check out the Goob PRs if you want more details. - fix: Fixed tons of issues with shitmed. Too many for the changelog in fact. * Automatic Changelog Update (#1387) * Fixes Broken Heights/Widths (#1390) # Description I broke some things # Changelog :cl: Mocho - fix: Fixed heights/widths being broken due to the shitmed patch. * Automatic Changelog Update (#1390) * glasses fix * my bad * Soft Crit walk true CCVars * prefix lang fix * Psionic Refactor Version 3 Part 1 (#1383) # Description They say Rome wasn't built in a day, well this entire PR was coded in a single 6 hour Adderall binge. This PR represents the next big leap in code capability for the PsionicSystem, completely reworking how Psionic Powers are added and removed, such that like the TraitSystem, they utilize modular functions governing how they work. Instead of there being only 5 different hardcoded things that Psi Powers can do, there is now a library containing 21 different modular functions, which are slotted as desired into the power prototypes. Additionally, a significant improvement in the logical flow of this is that since each power is responsible for its own "removal codepath", it's now possible to remove individual powers from a character, as opposed to always needing to wipe the slate clean entirely. I'm not going to add any new powers in this PR, nor am I touching the code for the Psionic Actions themselves, that'll come in Part 2, in which I refactor the Psionic-Actions so that they also operate on similar stacks of modular functions. This PR also makes extensive refactors to the PsionicPowerPrototype, as well as PsionicAbilitiesSystem, so that it has all new hooks and datafields for other systems to be able to modify a psion. It is now entirely feasible to create unique "Types" of Psions, with their own distinct power lists. It's also now possible to create "Tech Trees" of powers, by setting up powers such that they write to and modify the personalized pool of available powers to generate. For example, Xenoglossy and Psychognomy are now dependent on Telepathy, and simply won't appear in the list of available powers if a Psion doesn't first have Telepathy. # Changelog :cl: - add: Psionic Refactor V3 is here! No new powers are added in this update, but the options for creating new powers has been SIGNIFICANTLY EXPANDED. - add: Xenoglossy and Psychognomy now can only be rolled if you first have the Telepathy power. - add: Breath of Life can now only be rolled if you first have the Healing Word power - add: Pyrokinesis and Summon Imp now require the Pyroknetic Flare power - add: All new Psychognomy descriptors for many pre-existing powers. Have fun being unint…
Description
So... Europa is out and it's pretty neat, but as engineer it's a nightmare.
Gonna list 'em out and it's gonna be a long one.
So beginning with the whole issue that the passive cooling is useless is one thing as the planet has roughly 80-90°C and that won't work for the passive cooling AT ALL. I can manually fix it by closing it off with a buncha heaters, but normal people won't even notice it.
On top of that, all engineering equipment is hidden in the SM room which is a bloody nightmare. You gotta pass by and lose your birthrights to even get your hardsuit.
Not to mention the nonsensical lockup of random equipment that doesn't even matter and a few tesla coils.
Oh boy the atmos, first of all it comes prepared already in it's tight packaged corner while at the same time missing all the features a regular atmos would need for this size of map. It even comes pre-made in a mega simple way, which means 90% of Atmos techs will just run some air and fuck off.
Next up the miner for Plasma and N2O is outright missing! Meaning you can't make tritium for engine, build TEG or make any normal SM mix.
The little place for dedicated SM use is cute however.
Oh and roundstart the mixer chamber is missing Blast Doors to outside to vent your used mixes, while also missing the button for the already existing Blastdoor which however features a gracious tinyfan below it.
Additionally the map is also missing atmos techs hardsuits, meaning they can't fight fire even if they wanted with the non-pressure resistant fire suits they got.
Tcomms?
Another issue I can see brewing is that all of engineering has full access to the TCOMMs which is bound to make no issues at all when a single antag in the department happens.
Impossible backup power
So it seems you chose material generators as a backup for the station, which makes it near impossible to run if a first time engineer tries booting up SM or forgoes it entirely as they don't understand what they're doing. At least the mats are generous?
You could alternativelly expand on atmosia and give them a TEG.
Additonal notes:
There is definitely more issues than I just listed, but this is top of my head all that I could find in the span of this one round I went and tested things.
Off-note, what's happening with the whole permabrig being hidden behind sec right next to clown's room? The heck?
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