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Upstream merge 28 jan #794
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# Description Adds a movement slow when traversing through plastic flaps. The movement slow is considered difficult terrain and is reduced by the Parkour Training trait, and increased by the Bad Knees trait. ## Why / Balance It doesn't make sense for the plastic flaps used mostly for breaking into Logistics to have basically zero cost going through them. Going through flaps should slow you down. Adding a movement cost is also an opportunity to increase the impact of Parkour Training and Bad Knees, and provides a clear and obvious use-case for taking Parkour Training. Regular plastic flaps (the ones that don't suffocate you inside) have a **60%** slow, and airtight plastic flaps have a **75%** slow. For airtight plastic flaps, Parkour Training halves the slow to **37.5%**, and Bad Knees increases the slow up to the maximum modified slow cap of **90%**. This will make going through airtight plastic flaps more dangerous due to the prolonged Blunt damage from no pressure **EXCEPT** if you have Parkour Training, in which you will only sustain minimal Blunt damage. ## Media **(No Trait) Regular Flaps Then Airtight Flaps** https://github.com/user-attachments/assets/c0fca5f6-e087-433e-b57d-3bea50aa8941 **(Parkour Training) Regular Flaps Then Airtight Flaps** https://github.com/user-attachments/assets/9cb57daa-8745-49f6-a121-ab995658639a **(Bad Knees) Regular Flaps Then Airtight Flaps** https://github.com/user-attachments/assets/d4ee0712-b935-4d08-8d34-431ee8fb521d **Updated Trait Descriptions** ![ptnewdesc](https://github.com/user-attachments/assets/894de7cc-2505-448f-896b-353f3bd2e852) ![bknewdesc](https://github.com/user-attachments/assets/465633c4-9758-4553-be8e-34673f4dfeed) # Changelog :cl: Skubman - add: Plastic flaps are now considered Difficult Terrain, and will slow you down substantially when crawling through them. Note that the slows of all Difficult Terrain are halved by the Parkour Training trait, and increased by the Bad Knees trait.
# Description Increases the delay when eating brains from 1 second to 5 seconds, and when someone starts or finishes eating a brain it shows a red popup to everyone in range. Eating a character's brain round-removes them. However, it's easy to do with a 1-second timer and very easy to accidentally RR someone through eating their brain by fat-fingering the "Activate item in hand" keybind. (Disclaimer: I did exactly this LOL). This PR will make accidental brain eating very unlikely. A red popup on eating is also important so everyone in range will be aware if someone might get RR'd through brain eating and be able to try to intervene. This also fixes a _very hilarious_ bug where the target of a force-feed wouldn't get the popup showing the flavors of the food after the force feed was complete. ## Media **Popup on self when eating a brain** https://github.com/user-attachments/assets/66cf0952-4005-4c3f-bfed-585829f78369 **Popup on others eating a brain** https://github.com/user-attachments/assets/bd183de2-c39f-49bd-a633-52cba7b961b1 **Popup on others force-feeding a brain** https://github.com/user-attachments/assets/459042de-42ae-4064-9f43-be2d7f0c73d0 **Popup of flavors on being force-fed** https://github.com/user-attachments/assets/c593263f-96b6-40b0-875c-0dc0b160cd62 ## Changelog :cl: Skubman - tweak: Eating a brain now takes 5 seconds (from 1 second), and feeding someone a brain takes 6 seconds. - add: Attempting or succeeding to eat a brain now shows a red popup message to everyone else in range, e.g. "Urist McHands is trying to eat the brain!" / "Urist McHands ate the brain!". - fix: Fixed a bug where players after being force-fed were not shown a popup showing the food's flavors.
# Description This PR brings back a feature that was present in the Psionic Refactor Version 1, which ultimately never made it into the game. I have substantially reworked the underlying math behind Glimmer, such that it operates on a Logistic Curve described by this equation: ![GlimmerEquation](https://github.com/user-attachments/assets/b079c0f6-5944-408f-adf6-170b8472d6c2) Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount is the "seemingly arbitrary" number 502.941. This number is measured first by taking the derivative of the Glimmer Equation, and then solving for the derivative equal to 1. Above this constant, glimmer grows exponentially more difficult to increase. Below this constant, glimmer grows exponentially easier to increase. It will thus constantly attempt to trend towards the "Glimmer Equilibrium". Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to "Fluctuate", either up or down the graph. This gives a glimmer that swings constantly to both high and low values, with more violent swings being caused by having more probers/anomalies etc. A great deal of math functions have been implemented that allow for various uses for glimmer measurements, and psionic powers can even have their effects modified by said measurements. The most significant part of this rework is what's facing Epistemics. It's essentially no longer possible for Probers to cause a round-ending chain of events known as "Glimmerloose". You can ALWAYS recover from high glimmer, no matter how high it gets. As a counterpart to this, Probers have had the math behind their research point generation reworked. Research output follows an inverse log base 4 curve. Which can be found here: https://www.desmos.com/calculator/q183tseun8 I wouldn't drop this massive update on people without a way for them to understand what's going on. So this PR also features the return(and expansion of), the much-demanded Psionics Guidebook. <details><summary><h1>Media</h1></summary> <p> Psionics Guidebook ![image](https://github.com/user-attachments/assets/6449f518-bdce-4ba5-a9f5-9f87b5c424c9) ![image](https://github.com/user-attachments/assets/5cf5d5a1-8567-40ae-a020-af074cf9abe3) </p> </details> # Changelog :cl: VMSolidus, Gollee - add: Glimmer has been substantially reworked. Please read the new Psionics Guidebook for more information. In short: "500 is the new normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call code white if it gets to 750 and stays above that level." - add: The much-requested Psionics Guidebook has returned, now with all new up-to-date information. - remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to start a chain of events that ends the round if epistemics isn't destroyed. You can ALWAYS recover from high glimmer now. - tweak: All glimmer events have had their thresholds tweaked to reflect the fact that 500 is the new "Normal" amount of glimmer. --------- Signed-off-by: VMSolidus <[email protected]>
# Description Ports the Modular Computer system from Arcadis. I'll document it more later, for now just look to the provided .yml for reference. --- # TODO - [ ] Disk Burner (for creating program disks) - [ ] Some way to make a modular computer --- <details><summary><h1>(Not) Media</h1></summary> <p> No. </p> </details> --- # Changelog :cl: Eris - add: The Modular Computer system has been ported. Expect cool stuff to come soon. --------- Signed-off-by: sleepyyapril <[email protected]> Signed-off-by: Eris <[email protected]> Co-authored-by: sleepyyapril <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description Reworks the Martial Artist trait, making it a more impactful and visually distinct trait. - Left-clicks are now single-target power attacks, requiring less aim than before. - **50%** damage bonus reduced to **20%** damage bonus (same overall DPS with next change). - Gain **25%** attack rate bonus. - The attack rate bonus helps make the trait feel and look distinct from non-Martial Artist melee attacks. - **50%** range bonus reduced to **10%** range bonus. - The damage bonus is now also applied to Asphyxiation and Poison damage, which Lamia unarmed attacks deal. - Trait cost increased from **-3** points to **-5** points. - Striking Calluses (which requires Martial Artist) cost reduced from **-4** points to **-3** points to prevent the Martial Artist/Striking Calluses combo from being too expensive. The combo used to cost **-7** points, now it is **-8** points. The reworked Martial Artist trait is also given to the Boxers, Martial Artists and Gladiators. Also reverted some wizmerge messery that messed up the melee attack rate **again**, and messed up pistol whipping by making the cooldowns of gunshots and melee attacks intertwined. Also while we're at it, Natural Weapons Removal has been disabled for all species whose damage is pure Blunt, including Diona, Dwarf, Arachne and IPC. (IPC have 6 blunt so the trait would literally be a 0-point negative trait for them) ## Technical Details A new trait function has been added for Martial Artist: `TraitModifyUnarmed`, which modifies the player entity's `MeleeWeaponComponent`. The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits have also been refactored under the hood to use `TraitModifyUnarmed`, instead of replacing `MeleeWeaponComponent` which would wipe out all the changes made by the Martial Artist trait. ## Media ### New Description ![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a) ### Martial Artist In Action https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865 ### Striking Calluses New Description ![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053) ### Natural Weapons Removal New Description ![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c) # Changelog :cl: Skubman - add: Martial Artist Rework: Martial Artist now costs 5 points, but it turns all unarmed melee attacks into single-target power attacks, with 20% bonus damage, 25% bonus attack rate and 10% bonus attack range. - tweak: The reworked Martial Artist trait is now given for free to Boxers, Martial Artists, and Gladiators. - tweak: Martial Artists (the job) and Gladiators can now select the Striking Calluses trait. - tweak: The Martial Artist trait now applies bonus damage to the Lamiae's unarmed Asphyxiation and Poison damage. - tweak: The cost of Striking Calluses has been reduced from 4 points to 3 points. - fix: Fixed a bug where slow weapons were fast and fast weapons were slow. - fix: You can pistol whip (right-click melee) immediately after firing a gun again, and the cooldown on firing the gun after pistol whipping is always 0.528 seconds again. - fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt damage from selecting the redundant Natural Weapons Removal 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 --> # 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]? --> Adds frequencies to handheld radios. Ports [this PR](new-frontiers-14/frontier-station-14#1833) with changes. ![image](https://github.com/user-attachments/assets/e39d8fce-7fa3-4e0a-918a-506b0446de35) --- # 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 handheld radio frequencies, accessible by pressing your "Use Item" key while holding one. --------- Co-authored-by: Whatstone <[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]? --> This PR adds credits for lobby screens, the same as lobby songs have. This works by adding `name` and `artist` to the LobbyBackground prototype and storing the prototype rather than just the path to the texture. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/6a348060-0ef2-4775-9adb-39a576a1c21e) </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 credits for lobby screens. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# 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: sleepyyapril, Stop-Signs, Memeji - add: Changed the Warden suit's capabilities. (Original author: Stop-Signs) - add: Repeater, Argenti, and 45 magnum rubber box to Bartender's loadout. - add: Red cloak to loadout (Port from Floof PR #390) - add: Witch Robes to loadout (Port from Floof PR #390) - add: Sawed-off PKA (Port from Floof PR #390) - add: The ChemMaster now has 20, 75, and 80 unit options available. - tweak: Made the ChemMaster wider. - fix: Ported Frontier fix to mag visuals on specific guns. - fix: Fixed heirlooms flickering negative mood when the moodlet ended. --------- Signed-off-by: Stop-Signs <[email protected]> Signed-off-by: sleepyyapril <[email protected]> Co-authored-by: Stop-Signs <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: Radezolid <[email protected]> Co-authored-by: ErhardSteinhauer <[email protected]> Co-authored-by: VMSolidus <[email protected]>
# Description Adds Facial Hair to IPCs. They already have hair and human-like heads like the Zenghu, Ward-Takahashi and Bishop Cybernetics heads, so I think it makes sense to give them facial hair too. ## Media ![ipcfh2](https://github.com/user-attachments/assets/e2e46150-f7b6-4fe6-ab91-2bf88de81cdd) ![ipcfh1](https://github.com/user-attachments/assets/05c9663f-764e-4bec-af3f-f6fb4292314a) ## Changelog :cl: Skubman - add: IPCs can now wear Facial Hair.
# Description Just because I can. I've added requirements to every firearm available in Loadouts, and added a minimum character age requirement to them in order to make them consistent with Space Law(Biesel Republic Law). # Changelog :cl: - add: In order to comply with Biesel Republic laws governing firearm ownership, all firearms now require that a person be 21 years of age or older to purchase.
# Description Adds an alternative set of Bunny Ears and Bunny Tail markings for humans as part of the Kemonomimi markings set, which comes from the bunny ears item. ## Media ![SirinaBunny](https://github.com/user-attachments/assets/2c024ab0-ca8e-46e2-ab13-7bb71042786e) ![BunnyGirlEars](https://github.com/user-attachments/assets/9402700a-a7bd-4874-b505-8ddbdc6f51c9) ![image](https://github.com/user-attachments/assets/d73f0528-c625-4848-b1da-7f7085accd07) ![image](https://github.com/user-attachments/assets/a93f5424-5155-48d7-933c-c13693bcbc5b) ## Changelog :cl: Skubman add: Humans have received alternative bunny ears and bunny tail markings that look the same as the bunny ears from the AutoDrobe, but color-customizable.
# Description Fixes the attack values of mining weapons which were messed up in the Wizmerge. For the pickaxe, I reverted all damage values to be the same as before. For the mining drill however, I opted to keep the rapid fire rate because it was an interesting effect and just added the extra range from pre-wizmerge and the throwing damage back. I also **greatly reduced the mining drill's stamina cost** because it was a common complaint among players. Before the wizmerge, the mining weapons (pickaxe and drill) were in `Resources/Prototypes/Entities/Objects/Weapons/Melee/pickaxe.yml` but they got moved to `Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml` and thus the EE-specific changes got wiped. Also fixes a subtle bug in `SharedMeleeWeaponSystem.OnMeleeSelected`, responsible for resetting the cooldown of a melee weapon upon selecting it, that treated attack rate as attacks per second as opposed to seconds per attack : ```diff private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args) { ... - var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate); + var minimum = curTime + TimeSpan.FromSeconds(GetAttackRate(uid, args.User, component)); if (minimum < component.NextAttack) return; component.NextAttack = minimum; DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack)); } ``` Bug above was particularly noticeable for weapons with a very fast attack rate like the mining drill and north stars, which caused the `NextAttack` delay on select to be 4 seconds instead of 0.25 seconds. Another subtle issue, the Goliath's attack rate field was `0.75` but the field was set from Wizden and means attacks per second, not seconds per attack so I changed it `1.33`. ## Media **Pickaxe** <img width=300px src="https://github.com/user-attachments/assets/8bf1290e-6506-4ac8-9b8b-2bb23a2013b6"> **Mining Drill** <img width=300px src="https://github.com/user-attachments/assets/2f852a29-7b58-4e33-8264-67bab87254fd"> **Diamond Tipped Mining Drill** <img width=300px src="https://github.com/user-attachments/assets/750fa019-17dc-4d21-900c-88526c873771"> **Mining with Mining Drill** https://github.com/user-attachments/assets/a9822ccb-c991-4341-a076-fd89a8689e0c ## Changelog :cl: Skubman - fix: The mining drill now has a fast fire rate and extra range again. - fix: The pickaxe and the mining drill can now be used as throwing weapons again. - fix: Fixed a bug where selecting weapons with a fast attack rate took a few seconds before you could attack with them. - fix: Fixed the Goliath attacking too fast. - tweak: The power attack stamina cost of mining drills has been reduced to 0.7 stamina. - tweak: Re-adjusted the damage of the pickaxe.
# Description This adds the Magistrate to the role list of Central Command VIPs. This also splits up the Central Command VIPs into their own department named "Dignitary" for the purpose of making it clear that Central Command VIPs are above Command and should be responding to orders from Central Command. --- # TODO Lots of stuff to do here, mostly just transferring Chief Justice's loadout to also work for Magistrate (most of it). I'll also list the basics I've done as well. ### Magistrate-Specific - [x] Add Magistrate-only Access (for locker). - [x] Add Magistrate Job, Job Icon, and PlayTimeTracker - [x] Add Magistrate clothes (ported from PS13) - [x] Add Magistrate job spawner. - [x] Add Magistrate Locker Teleporter and Locker. - [x] Add Magistrate Contents to Locker. - [x] Add Magistrate loadout (Chief Justice included). - [x] Add Magistrate stamp and stamped icon. ### Dignitary Department - [x] Add Dignitary Department. - [x] Put Magistrate, Blueshield Officer, and Nanotrasen Representative in Dignitary. - [x] Add FTL for Dignitary. - [x] Put Dignitary above Command. ### Map Stuff - [x] Add Magistrate job spawners to maps. - [x] Add a Centcom Wintercoat to NTR and Magistrate on the Glacier map.\ ### Extras/Fixes - [x] Add winter coats for Magistrate and NanoRep on Glacier. - [x] Fix the category grouping FTL for NTR and BSO. --- # Media <details><summary><h3>Lobby/Customization Screenshots</h3></summary> <p> Jobs Listing ![image](https://github.com/user-attachments/assets/61ebe868-b411-449c-810d-794536b7c76f) Category Grouping ![image](https://github.com/user-attachments/assets/98a6707b-9631-4a38-892a-492a8b9461d3) </p> </details> <details><summary><h3>Items/Clothes/Entities</h3></summary> <p> Stamps (Stamp shows the same in the spawn menu) ![image](https://github.com/user-attachments/assets/7225ccca-a07e-4ae3-bd1f-c2e806a7b377) Magistrate Robes ![image](https://github.com/user-attachments/assets/abb39f42-e9bf-4038-94ad-418f0c642ff7) Spawner & Magistrate Robes ![image](https://github.com/user-attachments/assets/cdd38786-222c-48b8-8aaa-332f65dad265) Access List ![image](https://github.com/user-attachments/assets/f92cc6b5-3884-4a17-b898-095e7968ce2a) PDA Crew Manifest ![image](https://github.com/user-attachments/assets/38c5dc83-6fdf-41fe-b304-2f294359a87d) Lockers with Teleporter ![image](https://github.com/user-attachments/assets/cf1346fc-5b8f-4c52-a7a7-33c0c7bbedb6) Locker with Contents (from Teleported Locker) ![image](https://github.com/user-attachments/assets/9f18290a-07cc-4e4b-93f2-01276c7611b6) </p> </details> <details><summary><h3>Map Spawners</h3></summary> <p> Arena ![image](https://github.com/user-attachments/assets/10ba04c1-9d48-46e7-aa1e-700f22f1d169) Asterisk ![image](https://github.com/user-attachments/assets/a49434ef-2efe-4ae4-ae1e-c405add68704) Core ![image](https://github.com/user-attachments/assets/0fe868e4-92a9-4100-803b-66bb130ee68c) Edge ![image](https://github.com/user-attachments/assets/bbeebbc6-2a82-4707-b874-7ef8216ccb03) Europa ![image](https://github.com/user-attachments/assets/6be71cca-6599-46bb-8f8c-f67be12fdaf2) Gaxstation ![image](https://github.com/user-attachments/assets/02dfe9bb-98ff-41d5-bf9d-d87a4a05fe60) Glacier (Winter Coats for NTR and Magistrate as well.) ![image](https://github.com/user-attachments/assets/1849f239-611d-4370-a58d-2d63b9cba03c) Hammurabi ![image](https://github.com/user-attachments/assets/f8b544be-b8ab-4dd9-b801-d5482d244bb9) Hive ![image](https://github.com/user-attachments/assets/09514381-4131-491e-aa56-fff7b27d200a) Lighthouse ![image](https://github.com/user-attachments/assets/a0ddcddb-9133-40b0-9f77-b6d2a8eb0f21) Meta ![image](https://github.com/user-attachments/assets/695dec69-24f8-4de0-a237-9d24000d2a35) Pebble ![image](https://github.com/user-attachments/assets/1f9926c9-f5fc-4a4d-a4a0-1cabb15e5907) Radstation ![image](https://github.com/user-attachments/assets/b61dda0d-5a4c-4463-bc80-508426039c85) Saltern ![image](https://github.com/user-attachments/assets/57c3e590-09f4-4862-b1d0-193c1db9488e) Shoukou ![image](https://github.com/user-attachments/assets/81a9b185-8d7b-4efa-b565-397f44fe5cd8) Submarine ![image](https://github.com/user-attachments/assets/2e5860c1-8bea-4730-a629-da348056d7c3) Tortuga ![image](https://github.com/user-attachments/assets/e45b066a-3180-4dce-af27-bc4af8c2bb59) </p> </details> <details><summary><h3>Misc. Minor Fixes</h3></summary> <p> Chief Justice Access ![image](https://github.com/user-attachments/assets/10d54485-d0ee-40bb-b048-738e61bf585f) Category Groupings (BSO AND NTR) ![image](https://github.com/user-attachments/assets/8548dc33-f75f-4051-84b2-e26230f3cc2c) ![image](https://github.com/user-attachments/assets/dd67ad17-0128-4ca6-bf8d-9b4fded117a5) </p> </details> --- # Changelog :cl: - add: Added Magistrate role. - add: Added Dignitary Department. - add: Added winter coats for NTR and Magistrate on Glacier Spawn. - tweak: Moved Blueshield Officer and Nanotrasen Representative to Dignitary Department. - fix: Fixed the category groups identifier for BSO and NTR in Loadouts. - fix: Fixed Chief Justice tag in ID Card Computer. --------- Co-authored-by: sleepyyapril <[email protected]>
# Description Adds new attributes to Vigor and Lethargy to catch up with the recent traits: Vigor: - Still has +10 stamina - Now increases stamina regen per second from 3 to 3.6 - Time to regenerate 50 stamina: ~13.8 seconds - (As a reference, the base time to regenerate 50 stamina with 3 regen is ~16.6 seconds) - Now reduces the delay of stamina regen after stamina damage from 3 seconds to 2.25 seconds Lethargy: - Still has -15 stamina - Now decreases stamina regen per second from 3 to 2.4 - Time to regenerate 50 stamina: ~20.8 seconds - Now increases the delay of stamina regen after stamina damage from 3 seconds to 3.75 seconds As a bonus change to be consistent with the traits, Onis and Felinids now have their stamina regen scaled precisely with their non-standard stamina points, such that the time where they regenerate all their stamina is the exact same. Onis have (3 * 1.15) 3.45 stamina regen, and Felinids have (3 * 0.85) 2.55 stamina regen. ## Why / Balance Vigor/Lethargy was one of the traits designed early in Einstein Engines' lifetime. For better or for worse, Vigor has been powercreeped by several traits in the same cost bracket: ![image](https://github.com/user-attachments/assets/7df6a18d-dc6d-499f-8c7d-1a7ef51c10ee) Why get a +10 stamina stat increase when for the same points you can either have a constant source of power attacks (Martial Artist), traverse difficult terrain faster (Parkour Training), or have a constant 10% armor (Dermal Armor)? Adding faster stamina regen could mean more stamina for Power Attacks in prolonged fights, and being able to recover from stamina slowdowns faster, escaping bad situations more efficiently. This makes Vigor more or less up to par with the new traits. ## Media **New Vigor Description** ![newvigor](https://github.com/user-attachments/assets/4735e7e2-70d7-4afe-84d7-ad120d839dd4) **New Lethargy Description** ![newlethargy](https://github.com/user-attachments/assets/089573b8-05e3-40e2-bcce-f5c6b63eabec) ## Changelog :cl: Skubman - add: The Vigor trait now has additional effects! Aside from increasing stamina, Vigor now increases stamina regen per second, and reduces the delay of stamina regen after taking stamina damage. The opposite effects have been added to the Lethargy trait. - tweak: The Oni species now has slightly increased stamina regen, and Felinids decreased stamina regen.
![image](https://github.com/user-attachments/assets/b53f8a0a-422b-47f8-acda-01d830dc8aaa) # 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 full glimmer float being displayed to chat by Sophia.
# Description Fixed plasmamen being permanently slowed after their temperature changes significantly. And slightly lowered their heat damage threshold by -5 C because why not. Bug reported after several Plasmamen entered the same room with a different temperature and all came out with permanent movement slows. ![ahelp](https://github.com/user-attachments/assets/667d4922-e863-44ee-b724-a154fefca4da) ## Technical Details The default `TemperatureSpeed` component has the following thresholds: https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Resources/Prototypes/Entities/Mobs/Species/base.yml#L316-L320 At 293 Kelvin it causes a 20% slow, at 280K it causes a 40% slow. Since Plasmamen have a different normal temperature of 270.15 K instead of 310.15 K, whenever their temperature changes above or below the defined thresholds they will start to be slowed permanently. https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Resources/Prototypes/Entities/Mobs/Species/plasmaman.yml#L118-L129 `SharedTemperatureSystem` only sets the temperature slowdown AFTER the temperature changes above or below a threshold, which caused this bug to go unnoticed. https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Content.Shared/Temperature/Systems/SharedTemperatureSystem.cs#L30-L51 This is fixed by setting the Plasmaman temperature speed threshold to only give a 20% slow at 243 Kelvin, -50 Kelvin less than the default threshold and way below the Plasmaman default temperature. ```yml - type: TemperatureSpeed thresholds: 243: 0.8 ``` ## Changelog :cl: Skubman - fix: Plasmamen will no longer be slowed down near-permanently after their temperature changes. - tweak: Slightly lowered the temperature threshold in which Plasmamen start getting Heat damage.
Ever had the rsi diff bot run and tell you there's spaces in file names in totally unrelated files? Well this should fix that.
…es (#1677) port space-wizards/space-station-14#29224 🆑 CaasGit - add: Solar panels can now be upgraded with plasma or uranium glass. --------- Co-authored-by: CaasGit <[email protected]>
# Description I'm going to go put powergamers on suicide watch. This PR makes it so that specializing in psionic traits, and specializing in cybernetic traits are both mutually exclusive. You are only allowed to have a single cybernetric trait if you wish to have psionic traits. And you are only allowed to have Latent Psychic with no other traits if you wish to have Cybernetics. Also fixes a bug with Thermographic Vision not correctly being measured in seconds. You now get a 2 second pulse with Thermographic vision, as intended. # Changelog :cl: - tweak: Psionic traits are now mutually exclusive with cybernetic traits, and vice versa. - fix: Thermographic Vision now correctly measures its pulse duration in seconds instead of nanoseconds. It provides a 2 second scan. --------- Co-authored-by: stellar-novas <[email protected]>
Howdy, y'all, Here is a quick update for both Meta/Box stations. I just added the psionics registry computer for Mantis and the Magistrate Office. Each command has their Computer ID in their offices now (except the Captain kind of redundant). # Changelog :cl: Mike32oz - add: Meta/Box stations, added psionics registry computer - add: Meta/Box stations, added command's office Computer ID - fix: Meta/Box stations, fixed wires, tiny fan - tweak: Box Station, Expanded the Docking Bay for Salvage Pathfinder - remove: Meta/Box stations, antimov at upload
<!-- 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]? --> Change the AI Hologram to the AI eye --- <!-- 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 --> <summary><h1>Media</h1></summary> <p> old: ![image](https://github.com/user-attachments/assets/f40947f3-7a8c-4d93-bb4a-58ba0c2abcf9) new: ![image](https://github.com/user-attachments/assets/59c84f21-50ee-43bb-8175-2ee59f33dda7) --- # 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: Ichai - tweak: Change the AI Hologram to AI eye
# Description This PR fixes an ANCIENT bug with the clothing system, whereby it wasn't possible to have individual non-hardcoded clothing layers at the same time as species-specific layers. Now we can have species-specific shaded layers, such as the lights on hardsuits/tacsuits. To make use of this new feature, I've started making new sprites for "Unpainted" suits, which will largely replace the suits you get from either Cargo or the Techfabs. Unpainted suits will generally be gunmetal grey, unless they are made of a notably different material. # TODO <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/80bb19f8-58fa-4b2c-b250-4f587cee1283) ![image](https://github.com/user-attachments/assets/46f131e7-ce82-4398-b5ed-d1f08343ebdf) ![image](https://github.com/user-attachments/assets/1fb971d9-816c-4ea5-b085-fd9e58a25152) ![image](https://github.com/user-attachments/assets/fb22bcdd-f230-49fd-b14d-22e0994dc629) New unpainted Elite Tacsuit ![image](https://github.com/user-attachments/assets/0dc14c82-3519-46a1-84bf-2f60063b27a8) </p> </details> # Changelog :cl: - add: Clothing now supports having multiple species-specific layers, and species-specific shaders. - add: New "Unpainted" engineering hardsuit, and "Unpainted" Shanlin Tacsuit. More to come soon. - add: Unpainted variant of the "Shiwei" tacsuit(AKA: Elite suit). This one is uniquely titanium white instead of the standard gunmetal grey. It can either be ordered through cargo at an exhorbitant cost, or manufactured with the Prototype Tacsuits research.
# Description These weren't sanitized because I woefully assumed that nothing could actually escape the bounds of an asymptote equation. Lo' and behold floating point precision rounding errors can. ![image](https://github.com/user-attachments/assets/cda09b59-f81e-47ca-a4b6-27e12fb8aa94) # Changelog :cl: - fix: Fixed an issue where Glimmer can reach infinite values under certain conditions.
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# Description Thanks to MajorMoth for making these sound effects! This PR adds custom sound effects to Hardsuits & Tacsuits that are generated when the wearer moves. However while making this PR, I ran into three different bugs with the EmitSoundOnMoveSystem, so I fixed all 3 of them! # TODO <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/cb5d3873-3eb7-4cab-8ec2-2ba5b5d6480d </p> </details> # Changelog :cl: VMSolidus and MajorMoth - add: Hardsuits now have sounds made when the wearer moves! - fix: Fixed several bugs with EmitSoundOnMove. It no longer plays the same sound 7 times in a row for the client. It can now differentiate between items that must be worn to make sounds and otherwise. It can also have variable distance needed to travel to make a sound. - add: Hardsuits and Tacsuits are now separated into Light, Medium, and Heavy categories, with each category having its own sound effects, mass, throwing statistics, and don/doff time. Most hardsuits are Light. Most Tacsuits are Medium. Some suits like Warden, Juggernaut, Nukie Commander, and Mysta Bombsuit are heavy.
<!-- 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 --- Holopads can finally be right clicked as well as show up in the context menu. Mappers rejoice. --- # 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 holopads being unable to be right clicked on.
# Description This PR adds sound effects for tactical webbing type items. Clicky clinky sounds for when you move. Also fixes some mixing issues with belts in general being entirely too loud. # TODO <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/0b24a71c-35e2-4ea4-ae90-782868902e6d </p> </details> # Changelog :cl: - add: Added sound effects for all variety of "Tactical Webbing", such as Security Webbing, Chest Rigs, etc.
HELP, MY BIRBS CAN'T CHIRP. FIX THIS IMMEDIATELY.
# Description Yes this is a spite PR. I found out Barotrauma gibs you pretty much INSTANTLY. So this removes the ability for Barotrauma to damage body parts. # Changelog :cl: - fix: Space no longer gibs you instantly.
# Description I only just now found out that the stock cloner doesn't transfer your character's appearance. And neither does the Metem machine if you win the roll. This fixes that. # Changelog :cl: - fix: Both standard Cloner, and Metem Machines(when you win the psychic willpower roll) now correctly transfer over your old character appearance.
# Description They're *just a bit* too loud. A 5db reduction should be enough. My salvage techs were complaining of migraines. # Changelog :cl: - tweak: Made hardsuits 5db quieter.
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DO NOT SQUASH MERGE
Fixes bugs with audio and menu