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Submarine Patches 2/10 #809

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merged 90 commits into from
Mar 19, 2024
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@rosieposieeee rosieposieeee commented Feb 10, 2024

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Content Client_dTF8IjYecY Content Client_TyBeCfP7Io
  • moved bar & arcade to food court
  • retooled west wing of hospital; its shorter now, has a borg charger room, and a proper viro room
  • swapped reception and made it a little smaller
  • added a door between chems counter and hall between ICU & exam rooms
  • removed the north ICU door
  • ICU now has a windoor'd chem storage in the center
  • ICU now has directional windows preventing doctors from moving all the beds into an unhygienic and unsafe pile in the center.
  • ICU & cryo room were combined into one
  • added central hospital substation to ease up on power issues
  • gave corpsman a little more gear, moved their office to sec, previous office is now just a perma mini-med room
  • fixed atmos markers in gas area
  • fixed some misc emergency lights, lowered overall emergency light amount in maints
  • removed barbershop, laundry made smaller and slid over a bit
  • epi no longer has terrible labyrinth maints
  • SIX SMES's. power problems better be fixed or im eating my hat
  • removed labyrinth because it was sucks. now there is a cave guy who is much better; far easier to navigate, filled with crystal caves and a handful of lakes. also has some more dilapidated stuff similar to the zombie lab, such as a xeno lab, a rusty old prison, and an enhanced black market
  • security checkpoint added near arrivals
  • engi outpost added near arrivals
  • binguswalter room added
  • ai core room added
  • made all maints lockers be wall mounted because i hate the regular ones
  • removed the diagonals in any walk-into-able areas. i hate that those can't handle atmos
  • made the robo room in epi more space-efficient
  • added more jani lights, named jani light buttons
  • fixed all buttons not being directional, so now medical is no longer all-access for everyone who knows how to press a button through a wall
  • a number of substations are now very pretty
  • moved detective out of sec, next to the journalist
  • added martial artist, slightly tweaked job slots
  • added custom luxury submarine-y escape pods
  • added custom submarine-y evac shuttle, NTES Propeller
  • armory & warden's office swapped positions; sec now has direct access into the south end of perma; armory now takes longer than 10 seconds to breach for nukies.
  • court was made a little smaller so now everyone can see everyone else seated.
  • moved comms to the zoo so you can't 1-2-3 the armory, bridge, and comms as a nukie just walking straight in from evac
  • moved the singulo to the east side, entrance from the park
  • disposals now leads to space; be careful! janitors have been given some EVA suits to compensate.
  • everywhere that has suit storages now has them in cooler-looking 'secure' storage
  • second sec checkpoint added near evac, mirroring the arrivals one
  • psych ward now has a central panopticon
  • dilapidated flesh lab added where the previous singulo was as a fun thing for salvage to do now that the labyrinth is gone
  • engineering now has a real counter like the other departments
  • camera routers were consolidated into one room
  • blue lights added to all external/docking areas to match evac
  • every area of space locked inside the station now has external access, more external access points dotted around too
  • added more signage from my signage PR
  • added button frames everywhere
  • added lockable buttons wherever reasonable, mostly sec
  • church is now prettier
  • submarine station has a symbol; the yellow-orange plus!
  • added grey stalagmites (but got distracted halfway through and didn't finish...)
  • used new fancy curtains and tables when appropriate
  • one billion other tiny changes & fixes

Changelog
🆑

  • tweak: Submarine has received another batch of design tweaks and revisions. The deepest recesses of the station are shifting...

- moved bar & arcade to food court
- retooled west wing of hospital
- fixed atmos markers in gas area
- fixed some misc emergency lights, lowered overall emergency light amount in maints
- removed barbershop, laundry made smaller and slid over a bit
- epi gets their maints back for real
- SIX SMES's. power problems better be fixed or im eating my hat
- removed any labyrinth loot of value pending a full labyrinth redo out of scope for this patch
- WIP supply room for the big hole left by the old bar & arcade/cafe area
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deltav-mapserver bot commented Feb 10, 2024

This PR contains new or changed maps:

Submarine

image

02/19/24 17:06

@deltanedas
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the power problems is from med running off of 1 55kw apc give it like 6, from experience that makes all flickering go away

- added a central hospital substation
- retooled the sec & engi outposts
- labyrinth REMOVED.
- made the robotics room """bigger"""
- bingus room
- ai containment room
- minor tweaks & cleanup
@rosieposieeee rosieposieeee marked this pull request as draft February 11, 2024 11:18
@rosieposieeee rosieposieeee marked this pull request as ready for review February 12, 2024 02:00
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DebugOk commented Mar 7, 2024

The test fail seems legit, and might be related to me accidentically reverting your entire signage pr when your upstream version didn't include SignDirectionalICU. I'll have to check this later, if that is the case, I'll make a fix for it

@rosieposieeee
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The test fail seems legit, and might be related to me accidentically reverting your entire signage pr when your upstream version didn't include SignDirectionalICU. I'll have to check this later, if that is the case, I'll make a fix for it

oh shit did i forget the ICU sign upstream. oh fuck

@rosieposieeee
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oh okay, i didnt, i just changed the ID from ICU to Icu for some reason that will forever be lost to time because i dont remember. i fixed it already so its fine

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DebugOk commented Mar 8, 2024

The test fail seems legit, and might be related to me accidentically reverting your entire signage pr when your upstream version didn't include SignDirectionalICU. I'll have to check this later, if that is the case, I'll make a fix for it

oh shit did i forget the ICU sign upstream. oh fuck

Pull master, 717e81c

@github-actions github-actions bot added the S: Merge Conflict Fix your PR! label Mar 19, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Fix your PR! label Mar 19, 2024
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Fuck it. Let's see what happens

@IamVelcroboy IamVelcroboy merged commit bc19445 into DeltaV-Station:master Mar 19, 2024
10 checks passed
VMSolidus added a commit to Simple-Station/Einstein-Engines that referenced this pull request May 9, 2024
## Mirror of PR #809: [Submarine Patches
2/10](DeltaV-Station/Delta-v#809) from <img
src="https://avatars.githubusercontent.com/u/131613340?v=4"
alt="DeltaV-Station" width="22"/>
[DeltaV-Station](https://github.com/DeltaV-Station)/[Delta-v](https://github.com/DeltaV-Station/Delta-v)

<aside>PR opened by <img
src="https://avatars.githubusercontent.com/u/52761126?v=4"
width="16"/><a href="https://github.com/rosieposieeee">
rosieposieeee</a> at 2024-02-10 07:23:10 UTC</aside>
<aside>PR merged by <img
src="https://avatars.githubusercontent.com/u/52761126?v=4"
width="16"/><a href="https://github.com/rosieposieeee">
rosieposieeee</a> at 2024-03-19 23:50:03 UTC</aside>
<sup>

`bc19445e42cfd0b700ef9480a408c0c264a35dff`

</sup>

---

PR changed 0 files with 0 additions and 0 deletions.

The PR had the following labels:
- Status: Needs Review
- Changes: Map


---

<details open="true"><summary><h1>Original Body</h1></summary>

>
![image](https://github.com/DeltaV-Station/Delta-v/assets/52761126/49e86021-d794-4038-b633-6135d4a820c3)
> 
> <img width="674" alt="Content Client_dTF8IjYecY"
src="https://github.com/DeltaV-Station/Delta-v/assets/52761126/c6a9d032-43ba-4bad-9e31-fd6641d7868c">
> 
> <img width="1274" alt="Content Client_TyBeCfP7Io"
src="https://github.com/DeltaV-Station/Delta-v/assets/52761126/f220a869-a808-4d17-9cf0-bee33968aa3a">
> 
> 
> - moved bar & arcade to food court
> - retooled west wing of hospital; its shorter now, has a borg charger
room, and a proper viro room
> - swapped reception and made it a little smaller
> - added a door between chems counter and hall between ICU & exam rooms
> - removed the north ICU door
> - ICU now has a windoor'd chem storage in the center
> - ICU now has directional windows preventing doctors from moving all
the beds into an unhygienic and unsafe pile in the center.
> - ICU & cryo room were combined into one
> - added central hospital substation to ease up on power issues
> - gave corpsman a little more gear, moved their office to sec,
previous office is now just a perma mini-med room
> - fixed atmos markers in gas area
> - fixed some misc emergency lights, lowered overall emergency light
amount in maints
> - removed barbershop, laundry made smaller and slid over a bit
> - epi no longer has terrible labyrinth maints
> - SIX SMES's. power problems better be fixed or im eating my hat
> - removed labyrinth because it was sucks. now there is a cave guy who
is much better; far easier to navigate, filled with crystal caves and a
handful of lakes. also has some more dilapidated stuff similar to the
zombie lab, such as a xeno lab, a rusty old prison, and an enhanced
black market
> - security checkpoint added near arrivals
> - engi outpost added near arrivals
> - binguswalter room added
> - ai core room added
> - made all maints lockers be wall mounted because i hate the regular
ones
> - removed the diagonals in any walk-into-able areas. i hate that those
can't handle atmos
> - made the robo room in epi more space-efficient
> - added more jani lights, named jani light buttons
> - fixed all buttons not being directional, so now medical is no longer
all-access for everyone who knows how to press a button through a wall
> - a number of substations are now very pretty
> - moved detective out of sec, next to the journalist
> - added martial artist, slightly tweaked job slots
> - added custom luxury submarine-y escape pods
> - added custom submarine-y evac shuttle, NTES Propeller
> - armory & warden's office swapped positions; sec now has direct
access into the south end of perma; armory now takes longer than 10
seconds to breach for nukies.
> - court was made a little smaller so now everyone can see everyone
else seated.
> - moved comms to the zoo so you can't 1-2-3 the armory, bridge, and
comms as a nukie just walking straight in from evac
> - moved the singulo to the east side, entrance from the park
> - disposals now leads to space; be careful! janitors have been given
some EVA suits to compensate.
> - everywhere that has suit storages now has them in cooler-looking
'secure' storage
> - second sec checkpoint added near evac, mirroring the arrivals one
> - psych ward now has a central panopticon
> - dilapidated flesh lab added where the previous singulo was as a fun
thing for salvage to do now that the labyrinth is gone
> - engineering now has a real counter like the other departments
> - camera routers were consolidated into one room
> - blue lights added to all external/docking areas to match evac
> - every area of space locked inside the station now has external
access, more external access points dotted around too
> - added more signage from my signage PR
> - added button frames everywhere
> - added lockable buttons wherever reasonable, mostly sec
> - church is now prettier
> - submarine station has a symbol; the yellow-orange plus!
> - added grey stalagmites (but got distracted halfway through and
didn't finish...)
> - used new fancy curtains and tables when appropriate
> - one billion other tiny changes & fixes
> 
> **Changelog**
> 🆑
> - tweak: Submarine has received another batch of design tweaks and
revisions. The deepest recesses of the station are shifting...
> 


</details>

Co-authored-by: rosieposie <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Peptide90 <[email protected]>
LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
# Description
First off, shoving was broken badly. It would roll shoving chance twice,
meaning that you had only about 6% chance to actually shove someone, and
it would only remove 6% of their stamina. Additionally, stamcrits have
always pissed me off by just how stupid they were. Also, some of the
code in the stamina system had highly misleading names, which has led
vmsolidus to implement mass contests the wrong way there.

This PR introduces changes to fix those issues:
- Shoving only rolls the shove chance once.
- Shoving deals 50 * shove chance stamina damage, as intended, without
depending on target's stamcrit threshold. In the future it should depend
on the weapon used (claws, fists, etc), but for now it's fine.
- Shoving advantage ranges were re-evaluated. Mass difference now can
give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x.
Stamina difference still gives a neglectable 0.9x - 1.1x advantage.
- The stamina slowdown is now added and calculated dynamically using
MovementSpeedModifierSystem, which means the slowdown will no longer
disappear 3 seconds after receiving damage, and will not stack (however,
it now scales with stamina damage).
- When you exit stamcrit, you start at (100 - epsilon) stamina damage.
There still exists another check that prevents you from getting
re-stunned in the next ~5 seconds (maybe we should remove that too?),
but the slowdown and combat disadvantages will apply as they are
supposed to. This means you can no longer stand up after being exhausted
to the point of fainting on the ground and immediately rush back into
combat.

In addition to that, I also did the following:
- Re-added the mass contest to EscapeInventorySystem. It seems like it's
been nuked when the new mass contest system was being implemented and
never added back.
- Fixed the mass contest in carrying again

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<details><summary><h1>Media</h1></summary>
<p>



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</p>
</details>

---

# Changelog
:cl:
- fix: Shoving once again works correctly, and mass difference matters a
lot when shoving someone.
- fix: The time it takes to escape one's hands once again depends on the
mass difference between the escapee and the holder.
- tweak: Exiting stamina crit now leaves you with 0 stamina. You can't
be immediately stunned again, but you will suffer from slowdown and
combat disadvantages!
LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
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4 participants