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Upstrewam Merger Ig #66

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merged 130 commits into from
Jan 27, 2025
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@Aidenkrz Aidenkrz commented Jan 27, 2025

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metalgearsloth and others added 30 commits January 18, 2025 23:37
* Fix verb sub

Mapping casualty, verbs are weird.

* also this
Hotfix for an issue with the recent update. Verbs weren't working.
Here's proof they work now:


![image](https://github.com/user-attachments/assets/987fbd7d-a573-4f75-9c22-5d802006531e)
errors/test fail ops

---------

Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: slarticodefast <[email protected]>
Yeets a heisentest.
# Description

Making chems use Unobtainium Reagents doesn't make chemistry
interesting, it makes medical gameplay boring. This PR replaces the
unobtainium recipes with suitably expensive and/or complicated recipes.
Have fun memorizing how to make Acetone, Ammonia and Impedrezine.

# Changelog

:cl:
- remove: 1984'd most instances of "Unobtainium" chemistry. Chems like
Necrosol that previously required normally unobtainable reagents such as
Cognizine or Vestine now instead have long production chains of chems
that are obtainable, but complicated to produce. Check the chemistry
menu for more information.
Signed-off-by: sleepyyapril <[email protected]>
There's literally no reason to accept a decimal input except to be
annoying
# Description

Arsenal Research SUCKS. And the reason it sucks is twofold: Nothing it
unlocks can be made by science directly. And it has entirely too many
research unlocks that only grant 1 or 2 items max, which bloated the
menu and meant that even if you wanted to pursue making some cool gun,
you were punished for wanting to do so.

Well this PR does nothing to fix the first issue. But it does fix the
second issue by consolidating a ton of the Arsenal research into larger
single entries. Some things that were too basic were also removed as
researchable outright, and made default in the security techfab (Basic
technology that you could consider "Tier 0" that already exists on the
station should NEVER be a research).

# Changelog

:cl:
- tweak: Made Arsenal Research significantly more interesting by
consolidating most of the useless single item researches into larger
essential categories. Basic Weapons, Advanced Weapons, Prototype
Weapons. Going forwards, these three categories will have significantly
more exciting options added to them that should make it more worthwhile
to pursue.
# Description

Civilian Research also sucks. For the same reasons Arsenal did. Too many
categories that don't give any meaningful benefit. This PR fixes this by
shuffling around a lot of research between Civilian and Experimental.
While consolidating a bunch of civilian tech.

TODO: Add research for manufacturing Vacsuits & Hardsuits to this
category.

# Changelog

:cl:
- tweak: Consolidated the Civilian Services research category to make
them more interesting and broadly useful.
# Description

This PR fills in the basics for the previously commented placeholders
for "Advanced Tacsuits" and "Prototype Tacsuits", both new Arsenal
researches. These both unlock recipes for manufacturing tacsuits at a
Security Techfab, and are an alternative method to making them outside
of buying them through Cargo. Here's a genuine reason for Epistemics to
consider doing Arsenal T3.

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


![image](https://github.com/user-attachments/assets/697e70cb-e1da-4590-aa2b-01555b88f40d)


![image](https://github.com/user-attachments/assets/60977362-18aa-4253-9045-61129866fad7)


![image](https://github.com/user-attachments/assets/79ed2ffd-19a3-4a4d-9412-51ba96de82ac)


![image](https://github.com/user-attachments/assets/070e99d0-48d6-40ad-add5-a1e51b23f77b)

</p>
</details>

# Changelog

:cl:
- add: Added Advanced Tacsuits, and Prototype Tacsuits to Arsenal
research. Along with them comes Security Techfab recipes for said
tacsuits.
# Description

This PR fully replaces the "Tier 3 Tech Lockout" with a research
softcap. How it works is that technologies are allowed to set a softcap
contribution, meaning that they multiplicatively increase the cost of
all other research by a certain amount. By default, this is done by all
Tier 3 Technologies. Essentially, this means that you're no longer
limited to a single research category's tier 3 selections. Instead the
costs of research increase the more capstones you unlock. The current
cost increase for research is displayed on the console.

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


![image](https://github.com/user-attachments/assets/e65fa1ee-c849-489c-b690-f7ce8d98b678)

</p>
</details>

# Changelog

:cl:
- remove: Removed the "Tier 3 Tech Lockout" mechanic. You are no longer
limited to 1 discipline worth of t3 research.
- add: Research is now "Softcapped" by Tier 3 unlocks. Each unlocked
Tier 3 technology multiplicatively increases the cost of all other
research. Rushing a capstone can be quite expensive, as will be getting
multiple capstones. I hope you're glad that you can build more than one
prober now without guaranteeing the station will explode.
# Description

Servers are occasionally experiencing roundstart crashes, and the logs I
received concerning this crash imply that LoadoutSystem is SOMEHOW being
handed a player character that doesn't actually exist. Well an easy
solution I guess is to just make LoadoutSystem check if the entity
*factually* exists, before attempting to apply a loadout to it.

# Changelog

:cl:
- fix: Possibly fixed a crash related to Loadouts being applied to
entities that don't exist.
# Description
New lawset, see media.


![image](https://github.com/user-attachments/assets/4a6bcb72-17df-416c-8c66-663107754b37)


---

# 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: Rane
- add: Added Augustine lawset as a middle ground between Asimov and
Crewsimov.
it's an engine update folks

---------

Co-authored-by: Tobias Berger <[email protected]>
VMSolidus and others added 19 commits January 25, 2025 20:48
# Description

Thanks to Router for pointing out we can actually reuse code that is
apparently just always running exclusively on player characters. So it
turns out that this game actually has a system for tracking who the
killer is. We can skip enumeration outright if the killer was the one
who downed the player. There's still BETTER ways to do this, like
subscribing to KillReportedEvent instead of MobStateChanged, but I'm a
bit too zonked out to pursue that right now.
# Description

~~On user end Felinids are removed and replaced with Tajara, mostly
inspired by the ParadiseStation sprites.~~

~~Most things from Felinids are ported over, either being untouched (in
which case they're left in the nyanotrasen directory), or somewhat
modified and copied to tajara directories. This is done because both
shadowkin and humans reference these files quite a bit, so we don't want
to break anything forwards/backwards,~~

~~Under the hood, felinid components are untouched, just simply set to
`abstract: true` and `roundstart: false`, once again to prevent any
breakage.~~

There's been like 50 changes all the ways, but basically, felinids are
staying, tajara get a few languages, they also are more "specialized"
than felinids due to big upsides and downsides (funny :)

---

# TODO

- [X] Add tajara
~~- [X] Hide felinids~~
~~- [x] Analyze and find now-orphaned felinid
protorypes/textures/references and remove them (optional)~~
- [x] Fix graphical bugs (if any)
- [x] Ensure the code structure is compliant with repo practices

---

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

In captain attire

![{3169C46E-BABB-466F-BD75-D8A00D8F9105}](https://github.com/user-attachments/assets/74a7c43f-9d5d-440f-9c18-f1eb386ad3d7)
Testing emotes and languages

![{7EE18197-E788-46BF-9DA3-97B0718A2F0B}](https://github.com/user-attachments/assets/74dd9c17-92a2-4760-99f8-1bb893fa969d)
Emotes still working, same with hairballs

![{346EB863-EF92-4D82-8E72-409437372DC3}](https://github.com/user-attachments/assets/91b61aae-d460-4373-a0ba-79cbd64f8ec4)
Few character selector pictures
- The previously shown off tajaran

![{559C39A8-5333-4787-A3B7-2F882EB6B5E2}](https://github.com/user-attachments/assets/38d77c48-caa2-461f-858a-a6b1a235cc0f)
- Markingless male body

![{9D762061-C1F8-40A5-9F14-5809E803820C}](https://github.com/user-attachments/assets/719c18ba-0230-4b17-9166-fdd15cb67526)

![{98AFAEF1-D49A-4951-A18E-5E55ACC05A26}](https://github.com/user-attachments/assets/6f848c0a-9a1e-4aed-aeb7-0bbf7c1dab62)
- Markingless female body

![{8F42252C-DDC4-43FD-8B8F-BFF0FBD971CD}](https://github.com/user-attachments/assets/92ea11bc-2ddc-4569-b166-0380b34ee946)

![{EE2B152D-97AD-4C39-B51E-8D89E4C4B097}](https://github.com/user-attachments/assets/c6f3a8ee-20be-486a-bea8-b862cf2ea12e)
- Traits are updated, as is the case with other texts

![{6F1E0309-7262-48BA-ABF6-C2048E087437}](https://github.com/user-attachments/assets/778ede7d-3069-4b81-b09d-32aadb6c6b76)
~~- And a neon colored specimen to show off some markings~~ No longer
the case, fur hue is clamped to some reasonable colors

![{381F7D38-1ABE-4434-8F29-95908E8F1A4B}](https://github.com/user-attachments/assets/1ef52004-db37-4127-a113-0b5640087cc1)


</p>
</details>

---

# Changelog

:cl:
- add: Added Tajara and related content

---------

Signed-off-by: SX-7 <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

Added a ton of markings to the game, ported from other codebases:

- All Goob LRP hairstyles
- Wizden hairstyles (including Pulato
space-wizards/space-station-14#34117, Shaped and
Long Bow space-wizards/space-station-14#31010)
- `HumanHairClassicLong2` and `HumanHairClassicLong3` have been
upstreamed from DV to Wizden so I'm doing the same here.
space-wizards/space-station-14#30963
- Iron Jaw face augmentation from Adventure Time
- Adventure Time hairstyles and facial hair
- Some Corvax hairstyles and facial hair
- IPC wings (Goob-Station/Goob-Station#1145)
- Plasmaman wings (from SimpleStation14)
- _B-b-b-but they get set on fire by oxyg-_ Counterpoint: Plasmamen with
wings look cool as heck.

Also cherry-picked
space-wizards/space-station-14#30786 and
space-wizards/space-station-14#30852.

I was initially going to include new Oni markings like horns, ears and
tails from Adventure Time here but due to what I think is quality issues
with some of them I've postponed adding them until I have the time to
correct them. I gotta put out the markings I can put out now cause I
know everyone's gonna want to immediately upstream merge all the other
content we've added today.

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

**Pulato (from Wizden) + Iron Jaw (from Adventure Time)**


![image](https://github.com/user-attachments/assets/71251ef6-394f-4f7e-bd23-6d66248b3cb4)

**Side Comb + Beard (Short) (all from Adventure Time)**


![image](https://github.com/user-attachments/assets/34d3427b-edef-4abc-8d19-b883a24e663f)

**Front Braids (Medium) (from Goob LRP) + Gauze Head Wrap (from
Wizden)**


![image](https://github.com/user-attachments/assets/da7f26ac-53bb-4985-84a3-09759ce37500)

**IPC Wings (from SimpleStation) + Long Pompadour (from Goob LRP) +
Moustache (Handlebar 2) (from Corvax)**

<img width=394px
src="https://github.com/user-attachments/assets/13ea3638-d9b8-4470-88b5-7b91ef671ded">
<img width=290px
src="https://github.com/user-attachments/assets/c116ce27-d19f-49af-878c-75fb9f8b354b">

**Plasmaman Wings (from SimpleStation)**

<img width=278px
src="https://github.com/user-attachments/assets/82a767f2-cbe0-4f40-b585-4f496fafe51d">
<img width=250px
src="https://github.com/user-attachments/assets/bee96e6d-c105-46ac-8a1e-dd103af145b9">

</p>
</details>

# Changelog

:cl: Skubman
- add: New hairstyles have arrived, including all Goob LRP-original
hairstyles, Pulato, new facial hair and more!
- add: Added epic IPC wings and Plasmaman wings. 
- add: Added the Iron Jaw face marking.
- tweak: Increased the maximum number of Reptilian chest markings to 3.
- fix: Harpy, Arachne and Lamia can no longer pick the "No Ears" marking
which had no effect as they had no default ear markings.

---------

Co-authored-by: ~DreamlyJack~ <[email protected]>
Co-authored-by: Арт <[email protected]>
Co-authored-by: ScyronX <[email protected]>
# Description

Yea so this codebase is supposed to be "Works out of the box", and that
doesn't apply if every antag in the game requires 100+ hours of
playtime, or that Nukies require at least 5 people readied up who each
have 200+ hours of playtime. No fucking wonder we had problems where
servers would always restart due to not being able to find any antags.

# Changelog

:cl:
- remove: Removed almost all of the EE DEFAULT playtime requirements. If
you're a downstream, set these yourself.
# Description

Updated guidebook text, and fixed enviro damage values (for humans it's
0.1 and 1.5, so for tajara it's 0.065 and 2). Also removed temperature
protection cuz it does like, literally nothing.


---

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


![{D10DDB25-F57D-4C5F-8B0B-CF99C6622172}](https://github.com/user-attachments/assets/d10a6a2c-79f6-4d6d-aac3-5f6da8a113d9)


</p>
</details>

---

# Changelog


:cl:
- fix: Fixed typos in guidebook entry for tajara
- fix: Temperature related fixes for tajara
# Description

Honestly... much needed until they can get a proper rework from the
original creators. This PR nerfs them a shit ton (no more teleporting
away when you're in danger, smh) to make them more in line with the
other species so they aren't powergamer central. Additionally, brings
them more in-line with the traditional SS13 shadowkin. Shadowkins should
no longer get darkswap and such, in fact I've commented out the entire
ability until it too can get a rework.

---

# TODO

- [x] Removed DarkSwap from Shadowkin
- [x] Made shadowkins take more damage from heat, slash, and piercing
- [x]  Brought shadowkin much more in line with their SS13 counterparts
- [x] Fixed shadowkin lore, making the guidebook entry more interesting
- [x] Fixed shadowkin lore file, adding in their species lore instead of
relying on a google doc
- [x] Shadowkin can be chosen as a player species roundstart
- [x] Rework Marish to have a more fleshed out language protoype
- [ ] Make DarkSwap unable to interact with the world as a whole
- [ ] Give DarkSwap a longer cooldown
- [ ] Make DarkSwap unable to be used if stunned
- [ ] Adjust DarkSwap glimmer production
- [x] Shadowkin do not have black eyes by default
- [x] Shadowkin have the black eyes trait listed (Waveform Misalignment
equivalent)
- [x] Shadowkin can now be mystagogue, mantis, chaplain, cataloguer, and
prisoner.
- [x] Shadowkin cannot have blackeye trait for mystagogue, mantis,
chaplain, or cataloguer.
- [x] Shadowkin must have blackeye trait for prisoner.

---

# Changelog

:cl: ShirouAjisai
- add: Shadowkins can now be roundstart species again
- add: Shadowkins now have a lungs, yippee! 
- add: Shadowkins now have organs with funny little descriptions
- add: Shadowkins now have a brand new and expanded list of names
- add: Shadowkins now have roundstart innate telepathy ability rather
than a whole new language for it.
- tweak: Shadowkins take more damage from heat, slash, and piercing
- tweak: Shadowkins are much more like their SS13 counterparters
- tweak: Shadowkins now have much better lore in their guidebook entry
- tweak: Shadowkins now have a more fleshed out language (to outside
observers)
- tweak: Shadowkins now can be mystagogue, mantis, chaplain, and
cataloguer
- tweak: Shadowkins must now have blackeye trait to play prisoner
- tweak: Shadowkins no longer have blackeye trait by default
- tweak: Shadowkins now take asphyxiation damage, albeit at half the
rate of others.
- tweak: Shadowkins now have a more pronounced snout.
- remove: Removed DarkSwap from Shadowkin roundstart

---------

Signed-off-by: SixplyDev <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: ShirouAjisai <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
🆑
- fix: ChemMaster no longer loses your last added progress because of a
silly goose move.
i probably missed a few but someone better than me with markings can fix
'em later

---------

Signed-off-by: Skubman <[email protected]>
Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Lyndomen <[email protected]>
Co-authored-by: Skubman <[email protected]>
Co-authored-by: ElusiveCoin <[email protected]>
simplify this shitcode

i borked it last time, sorry

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: stellar-novas <[email protected]>
I Hate Pacifist Mantises

# Description 

This PR literally just removes the ability of the Mantis to be a
pacifist. He's given a gun and a knife for a reason, his job is a
violent one, makes no sense that he should be able to be a pacifist.

---

# TODO

- [x] Disable pacifism for the Mantis

---

# Changelog

:cl: ShirouAjisai
- tweak: Mantis can no longer be a pacifist

Co-authored-by: ShirouAjisai <[email protected]>
@Aidenkrz Aidenkrz merged commit c2ad9b1 into Goob-Station:master Jan 27, 2025
21 of 23 checks passed
@GoobBot GoobBot changed the title Upstrewam merger ig Upstrewam Merger Ig Jan 27, 2025
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