everything from tg before jan. 1st#1074
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carda-sometimesknownas-paxilmaniac wants to merge 1293 commits into
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everything from tg before jan. 1st#1074carda-sometimesknownas-paxilmaniac wants to merge 1293 commits into
carda-sometimesknownas-paxilmaniac wants to merge 1293 commits into
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…hemselves (tgstation#94478) ## About The Pull Request ``remove_reagent`` requires a type, not an instance ## Changelog :cl: fix: Fixed damp rags not removing reagents other than space cleaner from themselves /:cl:
## About The Pull Request Stored mobs wider than 32 pixels, like worn purple raptors, would have offset runechat messages because they tried to use their own base_pixel_w instead of base_pixel_w of the atom that actually displayed the message ## Changelog :cl: fix: Fixed runechat offsets for stored mobs /:cl:
## About The Pull Request title ## Changelog :cl: fix: Fixed smacking ectoscopic sniffer after you unwrenched it. code: Minor code improvements for ectoscopic sniffer. /:cl:
…a bluespace fishing reel) (tgstation#94042) ## About The Pull Request Huzzah! It's been a good while since I last added more fishing features (instead I focused on small fixes now and then), but here I'm at it once more. This PR adds two designs to the Marine Utility techweb node (which previously only had the bio-electric generator kit): The fish gene-gun an as well as the bluespace fishing reel. The fish gene-gun is a pretty easy concept. It's a device that takes empty syringes. When used on a fish with an empty syringe loaded inside it, It'll prompt the user to choose which trait to extract. Once the trait is extracted, the syringe is replaced with a specialized 'fish trait injector' containing said trait. You can then hit another fish with the fish gene-gun again to inject the trait, or use it to remove the injector, which can then be used on its own, or loaded into the gene-gun later (the results are the same anyway). There are two caveats though: Using the fish-gene gun on the same fish more than once (extracting or injector) will kill it, and it also cannot be used on dead fish. The fish can still be revived though. The other thing is the bluespace fishing reel. It greatly increases the cast range, and it also goes through walls and other solid objects and is not disrupted by them. If used on objects, reeling the item in will move it through wall and solid objects as well. Other than that. It's a pretty standard fishing reel. However, it has one flaw, and that is it cannot go through reinforced walls (as well as indestructible ones), so no stealing from the armory etc. ## Why It's Good For The Game I've been having some honest to god skill issues with aquariums at times (they were also half-broken in the past but things have gone for the better...). Some of the fish traits are good, some are bad, others are utterly terrible (*looking at the anxious zip zap*) and kinda withhold some of the potential stuff that can be done, which is what prompted me to make this PR. Also, bluespace fishing reel because ~~JoJo Vento Aureo reference~~ it's such a neat concept. ## Changelog :cl: add: Two items have been added to the The Marine Utility tech node: a fish-gene gun to add and remove traits to/from fish, and a bluespace fishing reel. /:cl: --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request What it says in the title. 2 href exploits. ## Changelog :cl: fix: Fixed 2 infinite credit exploits. /:cl:
…er things) (tgstation#94228) ## About The Pull Request Modsuit storage modules are now called compact storage modules and the expanded ones are just regular storage modules. (Regular because they have the same capacity as a backpack afaik) They're researched in the modular suit equipment node instead of all the way on the advanced engineering node, and the small storages only take up 1 capacity. ## Why It's Good For The Game Picking your storage module is now more of a choice instead of "I'm not going to get a modsuit until advanced engineering suits are researched". The advanced engineering node is still good though because it has ion thrusters. ## Changelog :cl: balance: Expanded storage modules are now unlocked much earlier balance: Regular storage modules require 1 complexity instead of 3 spellcheck: Regular storage modules are now called compact storage modules and the expanded ones are just called storage modules. /:cl: --------- Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request ignore my terrible spelling https://github.com/user-attachments/assets/fe6fd4f1-5b45-44e1-bf5c-60a893ea76bb god bless https://www.byond.com/docs/ref/skinparams.html (ignore the fact i'm putting it on a non-main window, it just works) ## Why It's Good For The Game It's very annoying that much of your text is cut off when using the bar ## Changelog :cl: fix: The chat bar now scrolls as you type. /:cl:
## About The Pull Request Empty TCG card decks cannot appear in spawners anymore ## Why It's Good For The Game getting the concept of trading cards but no cards for christmas is a pretty unthoughtful gift ## Changelog :cl: fix: Empty TCG game decks will no longer appear in presents /:cl:
…ion#94534) ## About The Pull Request regenerate_organs is a carbon proc that heals all of your organs and replaces missing ones. It's called when you use a regenerative extract or an implanted legion core or get ahealed or whatever. This PR makes it remove emp-derived failure from your cybernetic organs, because it's supposed to fullheal them and that feels like it should be a part of fullhealing. ## Why It's Good For The Game bugfix ## Changelog :cl: fix:full healing effects now remove emp-derived failure from cybernetic organs /:cl: Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request The left and right icons were backwards, south-left-side had south-right-side and visa-versa. ## Changelog :cl: Melbert fix: Fix inverted south stair icons /:cl:
…tion#94652) ## About The Pull Request - Fixes tgstation#94061 ## Changelog :cl: fix: dimensional anomaly transformed airlocks save their cycling id /:cl:
## About The Pull Request Closes tgstation#92741 and informs the player about ESC to clear the current keybind. ## Why It's Good For The Game We should probably tell players this instead of passing it down verbally from generation to generation. ## Changelog :cl: LT3 qol: Keybindings page now tells you how to clear a keybind /:cl:
## About The Pull Request Before: <img width="530" height="177" alt="dreamseeker_FlzPesJnIz" src="https://github.com/user-attachments/assets/80c7548b-873a-4d25-8d00-e7f78fa63090" /> After: <img width="541" height="110" alt="dreamseeker_slppdfXtaW" src="https://github.com/user-attachments/assets/39a243c7-7df5-4300-8a6c-0db345029e82" /> ## Changelog :cl: fix: Fixed population lock text in uplinks /:cl:
## About The Pull Request This PR changes it so that if you commit suicide via handheld experiment scanner, all of your belongings are placed inside the resulting toilet's cistern rather than just your brain. ## Why It's Good For The Game It was pointed out that most forms of suicide that "destroy" the body preserve the items, while this one does not. This is largely a measure for ensuring that various items required for traitor objectives or other reasons are not destroyed. ## Changelog :cl: fix: Meat toilets will now contain all of the belongings they were wearing prior to transformation, which can be retrieved if the cistern is open and the lid is closed. /:cl:
## About The Pull Request Fixes tgstation#94663 It seems that using the "Deploy to Shell" verb as an AI will launch a popup asking which mob in view you want to trigger the verb as, which is obviously unintended behaviour. I've resolved this by moving all of the behaviour to a proc which the verb calls, so existing code which passes in a mob should still function as it did previously. There might be a different way to do this but I'll be honest I try not to ever add verbs so I don't know what it is. ## Why It's Good For The Game When you use a verb from the verb panel you implicitly expect to be the mob using the verb, not to have to select yourself from a list first. ## Changelog :cl: fix: AI shell deployment verb no longer requires you to select yourself from a list first /:cl:
## About The Pull Request Merry Christmas! This PR expands on the more gruesome areas of chef content, such as cannibalism. Human limbs can now be individually butchered for their meat and skin with a knife or another butchering implement once the skin has been cut and retracted (forks now can be used as bootleg retractors). If the limb contains organs, those will need to be removed first, which also can be quickly performed with a butchering tool at the cost of damaging the inhards (head and chest will require the bone to be cut first, which can be done with a butcher's cleaver if you don't have a saw) You can also butcher humans whole by right clicking them with a butchering implement on combat mode, which will attempt to gut/cut apart the selected limb. Obviously this requires the limb to be prepped first, so meat hooks/kitchenspikes now allow mobs strung on them to be operated on without needing drapes. Its a pretty bad spot to be performing surgeries at though, so beware! Torsos can only be butchered after all other limbs have been. The gutting/butchering delay is based off the owner's stat, halving if the limb is detached and doubling if the owner is still alive and kicking. <img width="392" height="265" alt="dreamseeker_D7QWbWKStd" src="https://github.com/user-attachments/assets/050d7c25-3572-4b02-ae93-d8efefe54885" /> (The video is too large for github) https://streamable.com/459a0y After being butchered, most limbs will leave behind a nonfunctional skeletal limb (with exceptions like jelly limbs with no skeleton inside) which is always disabled. Skeleton chests husk their owner, so you'll need to replace it first. Gibbers now source their meat from the victim's limbs (and not their species) at an RNG-based percentage based on the matter bin's tier. As to allow individual limbs to be butchered, you can now perform (some) surgeries on individual limbs. There are some obvious restrictions like zombification or bioware surgeries, but most of the ones that make sense can be performed on someone's chopped off head as long as you've got the tools. Wounds also contribute to surgeries now, major slash wounds count as cut/open skin (and sealing the vessels would reduce their bleed rate), and critical blunt wounds count as sawed bones. I've refactored gibbers, butchering and meat spike code as well as fixed some backend bugs while I was at it. ## Why It's Good For The Game While rather gruesome, I feel like the freedom which these mechanics provide fits us pretty well. We already have plenty of nasty stuff and this doesn't really go that much further, and a chef serving their own leg in their dish is pretty funny. (Also you can scrape plasma off plasmamen bones)
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About The Pull Request
see title
Why It's Good For The Game
one of these days we'll be only a month out of date rather than more than 6