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Wild-magic #5
Wild-magic #5
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## About The Pull Request fixes seedling AI's getting stuck when trying to refill water from water tanks that have been emptied! ## Why It's Good For The Game fixes seedling ai getting stuck ## Changelog :cl: fix: fixes seedling ai getting stuck when trying to refill water from emptied water tanks /:cl:
## About The Pull Request Upstream port of Monkestation/Monkestation2.0#4215 This changes some tgui UIs that used icon2base64/getFlatIcon to display items to instead use DmIcon, just passing the icon/icon_state instead. To be specific: the ORM, the "ore container", and the order console (produce, mining, and bitrunning vendors) <details> <summary><h3>UI screenshots / proof of testing</h3></summary>      </details> ## Why It's Good For The Game gfi bad, especially in ui(_static)_data, dmicon good. ## Changelog :cl: refactor: The ORM, "ore container", and order console UIs (produce, mining, bitrunner vendors) now load icons in a more efficient manner. /:cl:
…ide of soft crit and properly removes its effects when detached (tgstation#87901) ## About The Pull Request Wear off message is only printed if the user actually had the effect active before, and speed modifier is removed alongside the element. ## Changelog :cl: fix: Fixed tenacity effect printing its messages when it shouldn't be, and not removing its' effects when it should've. /:cl:
## About The Pull Request Mechs were playing spin sound effects (_on top_ of normal step sounds) every time they'd take a step while strafing. Additionally, they would not play the spin sound effect when actually turning. This fixes both. ## Why It's Good For The Game Bugfix. Also, cleaner sounding mechs. ## Changelog :cl: Fix: Fixed the triggering of mech turn sound effects /:cl:
## About The Pull Request closes tgstation#87611 ## Why It's Good For The Game it makes sense ## Changelog :cl: grungussuss sound: sandstone blocks have the correct sound now /:cl:
## About The Pull Request This lowers the cost of the singularity beacon to 4 crystals. Right now this item never gets used due to the high cost and niche requirements. According to the statistics it is not even on the list: https://superset.moth.fans/superset/dashboard/4/?native_filters_key=Gd84-_rrITStPTkyo7BlqnE5aYcHmofhLU2GjWEiWdqY-ZaK2WVxrq1eG6qS0bNa Before we had the SM, the singularity engine was often sabotaged with this beacon since all you needed to do was disable an emitter or cut a wire and the singularity would break loose. It was a relatively easy process. The criteria to achieve a singularity now is very difficult. You either have to overload the SM and fight off anyone who tries to fix it OR purchase one from cargo and make a pipe setup to feed it a ton of gas. All the crew has to do to prevent it, is leak the gas by opening an airlock, breach the floor, or a window. If there is an AI or cyborgs, your job is now ten times harder. Then you have another problem. The beacon requires powered wires and if the SMESs gets destroyed by the singularity it's useless. This is guaranteed to happen if using the SM from engineering since it's so close to the SMESs. So now you have to either rely on solars or a generator to power the device. The hassle of spending 10 crystals on this item is not worth it. Too many things can go wrong and it would be a waste of points. ## Why It's Good For The Game This item never gets picked due to it's high cost and difficulty. By lowering the cost, it would make it a more reasonable choice. ## Changelog :cl: balance: Lower the telecrystal price of the singularity beacon from 10 to 4 and reduce the timer to 20 minutes before it can be purchased. /:cl:
…dust spawn aligned lower on the tile (tgstation#87858) ## About The Pull Request - Speeds up the torso part of the dust animation by a few frames, as was requested but I didn't do before merge - Makes remains/dust spawn from being dusted towards the bottom of the tile Videos (take before the remains/dust change) https://github.com/user-attachments/assets/7e9fe699-a44b-49d5-a4d0-2304e09283d5 https://github.com/user-attachments/assets/7b426340-5d3d-49fa-91f1-52b2fc3a560c ## Why It's Good For The Game Should help sell the effect a bit more ## Changelog :cl: Melbert image: Speeds up some frames of the dust animation slightly image: Dust/remains spawned after being dusted are now aligned towards the bottom of the tile image: Bigger mobs now produce bigger piles of ash image: Plasmamen now dust into plasma bones /:cl:
## About The Pull Request You couldn't put cigarettes in gas masks due to a check for if the masks mouth is covered ## Why It's Good For The Game You can now filter the air through your cigarettes as was intended. ## Changelog :cl: fix: removes the gas mask check for if the gas mask mouth is covered. Now it only checks for filters and other cigs /:cl:
…y, causing a harddel (tgstation#87903) ## About The Pull Request See name, if a dummy somehow gets hold of a PDA with the camera app installed (This just so happens to be a default PDA program in the case on Nova, Skyrat, and Bubber), and the delete_equipment proc is called, the camera inside the PDA gets sent to the wardrobe because of `/datum/outfit/job/assistant/gimmick/hall_monitor` having one, and then qdelled with the PDA, leaving a hanging ref This causes a harddel during tests that has caused me great pains to locate. Turns out a single example holodisk with the clown holds a magical key to trigger all this: a single PDA ## Why It's Good For The Game Fixes a harddel. There might be other similar ones hiding in the dark like cameras in other objects. ## Changelog :cl: fix: Fixes SSWardrobe stealing a camera from the camera app when on a dummy, causing a harddel /:cl:
… 516 (tgstation#87889) ## About The Pull Request This makes `/datum/player_details` properly track BYOND version and build separately, as opposed to just the full version string. Whenever a client logs in, and their BYOND version is 516, while their previous version was 515, or vice versa, it'll set a newly added client var, `rebuild_plane_masters`, to TRUE. During the `COMSIG_MOB_LOGIN` signal handler of a mob's HUD (`/datum/hud/proc/client_refresh`), it will check to see if `rebuild_plane_masters` is TRUE - if so, it will set the appropriate `relay_loc` of (based on client BYOND version) of its plane master groups, and rebuild their plane masters. ## Why It's Good For The Game Makes testing stuff across 515 and 516 easier, as your screen won't break when switching between the two. ## Changelog 516 is _still_ in private alpha, so no user-facing changes.
## About The Pull Request 1st SM filter is now set to N2 by default A random hallway apc that started unwired is now wired Chef gets a dehydrator Surgery theatre now has a surgery tray instead and surplus prosthetic limbs to fill in the empty space Greater central maintenance owns all of its walls The chemical closet in pharmacy now has multiver, formaldehyde, epinephrine, basic buffer and the other kind of buffer to compensate for not having a chemstorage room atmos distro air mixer now mixes correctly ## Why It's Good For The Game closes tgstation#87729 also maintenance is supposed to own all of its walls ## Changelog :cl: fix: Added dehydrator to birdshot kitchen. Surgery theatre now has a surgery tray and surplus prosthetics. An unwired hallway APC is now wired. 1st SM filter is now set to Nitrogen. Chemistry closet in pharmacy now contains extra chemicals to compensate for not having a chemical storage. Atmos air for distro mixer now mixes correctly /:cl:
…7786) ## About The Pull Request floor lights have the same light range during nightshifts ## Why It's Good For The Game theyre horrendously bad at lighting up stuff in nightshift and birdshots bar looks horrendous as a result ## Changelog :cl: fix: floor lights have the same light range during nightshift, so you can actually see the bar during a night shift on birdshot /:cl:
## About The Pull Request Wingless creatures don't cause runtimes when they flap their imaginery wings ## Why It's Good For The Game Runtimes bad ## Changelog :cl: fix: Fixes a runtime when wingless creature flaps their wings /:cl:
## About The Pull Request - Fixes tgstation#87788 Usually when you force move an item anywhere `obj/item/doMove()` is responsible for removing the item from the players hand & updating the visuals. When you move that item from say your pocket to your hand we call `attempt_pickup()` which also updates visuals. The one case where these 2 procs don't help is when that item is equipped from anywhere else but the hand(pockets for e.g) into a storage medium that is held in hand. For this edge case we have to drop the item to ground to update the visuals of whatever inventory slot it was attached to Now evidence bag uses the storage pre attack mode rather than implementing its own item interaction thus fixing the visual glitch not just for it but for all items that have `allow_quick_gather = TRUE` ## Changelog :cl: fix: Fixed visual glitches when inserting items from an slot other than the hands into evidence bags & other storages that have quick gather mode enabled /:cl:
Having a non-organic heart ignored the heart damage, so you could just be immortal forever :cl: fix: Nooartrium heart damage can no longer be bypassed with non-organic hearts /:cl: Balance maybe? I don't feel this was ever intended and an oversight in not setting the correct flag --------- Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request title ## Why It's Good For The Game OOC: Blard of Jard: I was trying to cut a cargo tech's leg off for a spy bounty, but instead of just cutting his leg with it targetted on harm intent, it immediately cut his ties and he mag dumped me with his laz gun. ## Changelog :cl: fix: you now snip cuffs with right click to prevent accidental cuts /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request Closes tgstation#88013 ## Changelog :cl: fix: Reconnected Wawa's sci to atmos distro /:cl:
…on#88026) ## About The Pull Request Proc was overriden on the wrong subtype, making all hoverboards have holyboard behavior (being slowed down in space or when hovering in the air) ## Changelog :cl: fix: Fixed all hoverboards having holyboard space slowdown effect /:cl:
## About The Pull Request Makes light mode light again. There is some weirdness going on with imports that I must troubleshoot longer. This will work in the meantime ## Why It's Good For The Game it brite  ## Changelog :cl: fix: TGUI panel light mode should no longer be gross gray /:cl:
…g sure the Core Equipment is priced correctly (tgstation#88042)
… the broadcasting camera (tgstation#88044)
## About The Pull Request Harddels bad passing CI on PRs good Closes tgstation#87484 Closes tgstation#87485
## About The Pull Request Reduced cost of "Spacer" quirk by 2 points ## Why It's Good For The Game Spacer is a quirk with many downsides built in, but it's cost is on par with strong perks that have no negatives. 20% less damage from space and faster movement is debatably worth built in depression while on Icebox or playing Shaft Miner, but it's cost makes using it really restrictive for the flavor and gameplay benefits it offers ## Changelog :cl: tweak: Reduce Spacers cost from 7 to 5 /:cl:
## About The Pull Request removes RMB quiet succumb as it actually works now https://github.com/user-attachments/assets/d59351e5-3d1c-4743-95d9-99b52629e133 ## Why It's Good For The Game the trimtext bug was patched out both in our code and additionally byond 515.1647 ## Changelog :cl: del: removed quiet succumb which is pointless now that the bug got fixed /:cl:
## About The Pull Request Works on details overlooked on the original PR. - Removes screams from damage. - Removes screen overlay from damage. ## Why It's Good For The Game Enhances the quirk by adding on to the bare-bones structure it had while also making it more mechanically unique. ## Changelog :cl: balance: Numb quirk now stops you from screaming and seeing the damage overlay when damaged. Better keep a close eye on your health. /:cl:
## About The Pull Request Makes stairs near arrivals more convenient to use and fixes some long ago mentioned problems   ## Why It's Good For The Game Better version of tgstation#87963 ## Changelog :cl: map: Nebula Arrivals stairs are now easier to navigate map: Fixed unconnected wire in dormitories on Nebula map: Fixed engineers having free pass to cargo department on Nebula /:cl:
…tion#87600) ## About The Pull Request Replaces the mini-UZI beach battle domain reward with a ballistic chameleon gun. Also added a separate possible reward for an uzi bitrunning disk.
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About The Pull Request
Why It's Good For The Game
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: