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Upstrewam Merger Ig #66
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* 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.
…ople who don't know. Signed-off-by: sleepyyapril <[email protected]>
# 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]>
# 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]>
…ngines into upstrewam-merger-ig
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