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# This PR changes a lot of turf icons, turf offsets, and planetary turfs. Give it a proper TM and tell me when it is in so I see anything going wrong and fix it. ## About The Pull Request This pr makes a few changes to various commonly-used planetary turfs (mainly the 70x70 ones) in order to make mapping with them less of a headache. **Most of this should not be player-facing if I did my job right, which is why this needs a review from someone experienced with overmap 5 and/or turfs to tell me if I did something wrong.** Icon filepaths and states for grass, sand, etc. have been corrected so they actually reflect what they look like ingame in SDMM. All 70x70 planetary turf types have been given a -19 X/Y pixel offset that resets to 0 on initialization so that they are centered in SDMM. Many of the now deprecated turfs on Jungle, Lava, and Space ruins have been replaced with their updated overmap 5 counterparts. Please screenshot any broken sprites/atmos weirdness due to these changes and report it here so I can have a look at it. (Beach was not touched due to its turf atmos differences needing an arguably unnecessary subtype) Also removes some deprecated/unused/legacy grass turfs as a result of the map turf changes. Some decals in the walls of the NT and NGR outposts were causing warnings, so I removed them in this PR before they could become a problem. ## Why It's Good For The Game Ideally, this PR is **only** mapper-facing. The only player-facing change are the different turfs in some ruins, and those turfs should be almost-identical anyways to their legacy counterparts. The benefit is that mappers now should have turfs that actually match what they look like ingame without the horrific offset applied by the 70x70 sprites, mainly Grass. I wanted to map jungle greebles and instead spent 3 hours screaming profanities at mismatched turf icons. Fuck my stupid mapper life. Before:  After:  ## Changelog :cl: add: replaces a large amount of planetary turfs on ruins (jungle, lava, space) with their updated overmap 5 counterparts. please report any atmos issues or missing sprites. fix: fixed unset icon files for various planetary turfs fix: fixed large turf offset in mapping software for 70x70 planetary turfs (shouldnt be player facing, needs review) fix: removed some decals inside walls on NT_ice & NGR_rock outposts that were causing warnings del: removed unused lavaland and wasteplanet grass types del: removed legacy lavaland grass types /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## Changelog :cl: fix: minute bar fluff un-regressed /:cl:
## About The Pull Request  this has been my admin log since people landed on planets with minefields ## Changelog :cl: del: random minefields /:cl:
🆑 fix: holocalls now report who's calling /🆑
…hiptest-ss13#5100) ## Changelog :cl: balance: thronglers deal more damage but have a wound bonus based on your armor and spread the damage out /:cl:
…guage + refactors sign language to be an actual language (shiptest-ss13#4814) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Understanding sign language now actually requires knowing sign language. Sign language has also been refactored into an actual language, and adding other non-spoken languages is now supported. ## Why It's Good For The Game fix ## Changelog :cl: fix: Fixed being able to understand sign language without knowing sign language code: Refactors sign language into an actual language /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Theos <theubernyan@gmail.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request - Makes the filled rooms fill naturally using a normal gas pump instead of a volume - Reduced level of plasma on already existing floors - Added some more scribbled in crayon to the engineering room - Removed two catwalks that annoyed me - Added in some O- blood and an IV drip to medbay ## Why It's Good For The Game Some stuff I forgot and too much plasma ## Changelog :cl: balance: Decreased amount of plasma in flooded rooms in Onehalf and added some misc tweaks like blood packs /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the Kiwi-class Prospector, an N+S Logistics vessel centered around mining, drilling, and exploration. Also changes the behaviour of the furnace processing consoles to link with the furnace based on a range variable rather than needing to be directly adjacent. Shouldn't have any effect on already existent working setups (thank you @Gristlebee for code help). Also adds a few new outfits to spawn every role unequipped, like my previous colossus remap. > "A common sight in N+S's Frontier fleet, the Kiwi-class acts as the company's mainstay prospecting vessel. Outfitted with a heavy-duty mining drill and armed mining team to ensure it's continued operation, these vessels are built to locate and capitalize on valuable near-surface mineral deposits. Boasting moderate cargo capacity, dual ore refineries, and comfortable (if cramped) crew cabins, Kiwis are designed to be self-sufficient for some time and tend to outcompete smaller, independent mining ventures."  Crew Complement: * Supply Director (Captain Analogue) * Lead Miner (2ic) * Miner (x3) * Paramedic * Engineer * Cargo Technician (Ripley Operator) * Assistant <details> <summary>StrongDMM Screenshots</summary>   </details> ## Why It's Good For The Game Our beloved Corporate Cartel still lacks in-game representation appropriate for their size and significance in-lore. N+S is called "the galaxy's largest logistics company", but in-game only has a single cargo freighter in their roster. This PR aims to diversify their lineup and bring more players to the faction.  ## Changelog :cl: add: Kiwi-class Prospector, a mining vessel operated by N+S Logistics code: Processing consoles now use a range distance variable to detect furnaces. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request removes deepthroat ## Why It's Good For The Game its back ## Changelog :cl: del: removed deepthroat /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds ramzi clothing to the game, places them in various maps so they arent unused. <img width="973" height="642" alt="image" src="https://github.com/user-attachments/assets/2a999b22-53f1-40dc-bb64-e51c1be48052" /> <img width="546" height="391" alt="image" src="https://github.com/user-attachments/assets/8ba23c01-0f8f-4f03-b037-557589779f9c" /> ## Why It's Good For The Game pirates should be identifiable, not using old ass assets that look meh. Believe this keeps in the spirit of "Old and dated ICW Clothes" even if theyre called ramzi clothing (which is because pirates should be identifiable) ## Changelog :cl: add: Various Ramzi Clique Clothing /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Reflavours the Mudskipper to being Hardline instead of Miskilamo <img width="992" height="544" alt="image" src="https://github.com/user-attachments/assets/e0dff765-ed77-4595-a5a6-9c9fd1a26da8" /> <img width="1141" height="669" alt="image" src="https://github.com/user-attachments/assets/31ba0fa8-4999-46f6-b1aa-78c783a4a30b" /> <img width="992" height="544" alt="image" src="https://github.com/user-attachments/assets/1077b369-b4d0-402d-a773-5a930d742b46" /> Other changes: - Slightly changed desc - Added anti-rad foam + backpack tank for it because its cool - Added very basic ingredients and changed the kitchen to accommodate more table space and utensils - Moved weapons storage into the hallway - Moved welding tank to Not be in front of the recharger and into engineering - Added new captain clothes to the bridge and moved the broad intercom out of the bridge - Adjusted cargo bay layout to keep it more open - Switched some light tubes to bulbs to conserve power to run at 40kw without compromising APCs - Replaced utility suits with overalls - Bunks - Notice board in cryo - Soap and towels in the bathroom - Shuffled some things around to fit a fax and photocopier into the office - There shall be no Grimy Tile on my beautiful earth - Changed all indie engineer outfits to no longer start with toolbelts and insulated gloves. That stuffs mapped into lockers for you to put on after getting out of cryo ## Why It's Good For The Game Never was very fond of the Miskilamo-ing of the Mudskipper. I tried to make it work with a few follow-up prs after it dropped but I still don't like it. Mudskippers pretty geared and well-equipped for salvaging which keeps it apart from the shittier Miskie ships anyways. And Hardline doesn't have a small ship yet. Couple other misc changes are just to use some new stuff and very basic supplies for 506 FSC living. ## Changelog :cl: add: Reflavoured the Mudskipper to be a Hardline vessel. Many changes including new walls, decal-style, and shuffling around of equipment and machinery add: Indie engineers now start with olive overalls balance: Indie engineer roles no longer start with toolbelts and insulated gloves. Both of these now spawn in engineer's closets. /:cl:
…tus effects (shiptest-ss13#4928) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Ports Jitter/Drunkenness/Dizziness as status effects, which should make them less weird to deal with. Generally speaking. ## Why It's Good For The Game I don't like the 12000 jitter stack making you look like a crackhead behind 7/11 going through withdrawls (drank an energy drink) ## Changelog :cl: melbert, Erika (porting fox) refactor: Drunkenness is now a status effect. The drunk alert should no longer persist on aheals and in some rare cases, and should overrall act a bit more consistently. refactor: Dizziness is now a status effect, similar to above. You no longer should be stuck with an off center client view if you get very dizzy. refactor: Refactored status effect examine text. Should overall have slightly better grammar and more consistent span uses. refactor: Jitterriness is now a status effect del: some contractor related cruft that i didn't want to update /:cl: --------- Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request - Reduces block chance to 60 - Reduces integrity from 900 to 600 - Dramatically increases slowdown from 0.5 to 1.25 - Repair now requires 10 plasteel sheets and a lengthy do_after ## Why It's Good For The Game During the short time its been merged Ive seen people use the shields to go Protagonist Mode on Far Greater numbers taking hilarious amounts of fire with little drawback. They were even repairing their shields while being fired upon This should keep ballistic shields as a slow, defensive tool to act best as mobile cover instead of a station-esque desword ## Changelog :cl: balance: Shields block slightly less, have less integrity, slow you down much more, and now require time and 10 plasteel to repaiar /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request resprites ponytail with the sprite on the bottom, and adds two new ponytails, ponytail over eye and ponytail simple. <img width="515" height="402" alt="image" src="https://github.com/user-attachments/assets/e93e9710-4f3b-4ccc-b05a-7d20803c83fa" /> ## Why It's Good For The Game give me more hairs or give me death ## Changelog :cl: add: resprites ponytail, adds ponytail simple, ponytail over eye /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request resprites pews to be from after the pharoahs curse era <img width="1067" height="412" alt="image" src="https://github.com/user-attachments/assets/e6a7eb02-a22d-4fa6-bc66-856806e0bbe9" /> ## Why It's Good For The Game hidden sauna buff ## Changelog :cl: add: resprites pews /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request tgstation/tgstation#61183 and tgstation/tgstation#59474 (only the setting) Instead of obj integrity and other obj_ intergity procs, most behavior is now handled on the atom layer. Integrity is now also handled by a setting meaning we can reliably hook a signal onto integrity changes. (could be useful for damage overlays or similar) renames some limb integ and SM integ stuff so they dont overlap with updated proc names. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game I want to move the damage_deflection var up to atoms so i can make walls reflect like windows do. I didnt want to snowflake more code so i did the sensible thing and moved the required behavior up to where i can use it.. Im not going to do it in this pr tho because walls have a fair bit of snow flake code related to integrity i want to tackle in its own pr. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog Nothing player facing <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request gel causes bones to heal slowly but it wasn't starting the process to actually do that ## Changelog :cl: fix: bone gel on its own now causes bone breaks to heal /:cl:
## About The Pull Request the silenced cobras are cooler than machine pistol ## Changelog :cl: balance: replace cirrus rattlesnakes with cobras /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Brings back the changes from PR shiptest-ss13#4943 since PR shiptest-ss13#4886 overwrote them. Reintroduces the Cthonian revamp. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game It was never meant to removed/replaced initially so, it's back! <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Brings back the Cthonian revamp /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com> Co-authored-by: Changelogs <action@github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request - Coffee Machines no longer give invisible spirited coffee creamer packages. - Also corrects the Chocolate Sprinkles pack as it had the same error. - Coffee Bags ordered via Cargo once again contain coffee beans. - Coffee Bags ordered via Cargo are dried before being shipped. - The check that Premium Coffee Machines performed for Dried/Undried Beans was reversed when the beans were inside a bag. This has been corrected. ## Why It's Good For The Game Ordering a premium coffee set and not getting any coffee beans is bad. Invisible sprites are bad. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Coffee Creamer Packages have sprites. fix: Chocolate Sprinkles have sprites. fix: Coffee is being placed inside the coffee bags, and its already dried. fix: Premium Coffee Machine correctly understand dried and undried beans inside the coffee bag. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Reimplements functionality for outpost market blockades that was removed at some point(?). Controlled by the `supply_blocked` variable on the outpost's market. <img width="571" height="203" alt="image" src="https://github.com/user-attachments/assets/d725b64b-6ac9-4638-a11b-540e294f2f04" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Re-adds missing functionality for admins to disable purchasing things from the outpost during events. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Market blockades now work again /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request - Moves some lightswitches to be in more accessible places - Adds a windoor to the cargo bay/waiting room - Removes some uneccesary crate shelvers - Moves some objects slightly that were blocking APCs visually - Fills in some empty tables in the bridge and cryo room - Fixes faxes being PGF fax machines , for some reason <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Lightswitches aren't in weird places anymore, harder to ruin the atmos in the cargo bay, ship has radios now other than the ones you spawn with <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: minor Atira-class QoL tweaks /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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About The Pull Request
Why It's Good For The Game
Changelog
🆑
add: Added new things
add: Added more things
del: Removed old things
balance: rebalanced something
fix: fixed a few things
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
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: