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[MANUAL MIRROR] Martian Food Oh God The Errors #262
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## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/3625094/03813c32-63eb-4882-a5ff-df4ddc51ce7a) Fixed air alarm being inside a window and replaced light crate with a box of lights. ## Why It's Good For The Game Fixed mistake, box with lights is a better version of crate with lights. ## Changelog :cl: fix: removed fire alarm that was inside a window on oldstation /:cl:
## About The Pull Request Ressurects this old concept from (tgstation#64530), if we're making pAIs conform to being personal assistants more often then they should be better at assisting your person. You can insert a pAI into a MODsuit simply by using the card on a MODsuit with an open panel. You can eject it again from the MODsuit control panel UI (though the maintenance panel still needs to be unscrewed). Inserted pAIs can: - Deploy and undeploy suit parts. - Turn the suit on and off. - Monitor any stats on the MODsuit panel. - Activate any of your suit actions. Inserted pAIs cannot: - Move the suit. This does not remove the ability to place AIs into your suit. AIs can do all of the above but can _also_ move the suit around while you are critically injured. You can't have _both_ an AI and a pAI in your suit at the same time. Additionally I had to mess around with the backend for pinning actions a little bit. AIs who tried to pin MODsuit actions to their screen would pin them to the UI of the person wearing the suit instead, because it passed through `grant_item_action`. We _want_ to use that interface for the other stuff it does, but we need to catch and override who is _actually_ being granted the action so it goes to the person who pinned it rather than the person wearing the suit. ## Why It's Good For The Game Gives more things for your pAI to do, now you can delegate manging some suit functions to your little buddy. ## Changelog :cl: add: pAIs can be inserted into MODsuits and can control suit modules (but are not capable of moving the suit). fix: AIs/pAIs in MODsuits can properly pin actions /:cl:
) ## About The Pull Request Adjusts the placement of basic and upgraded cybernetic ears in the research tree and adds two new variants: Whisper-sensitive Cybernetic Ears, which make it slightly easier to hear whispers from a tile away, at the cost of higher vulnerability to flashbangs and other loud noises; and Wall-penetrating Cybernetic Ears, which allow you to 'hear through walls' so to speak, also at the cost of higher vulnerability to loud noises. Basic cybernetic ears are now in basic medical tech node, meaning that medbay can print them roundstart the same as other basic cybernetics. The upgraded cybernetic ears are now unlocked with the other tier 2 cybernetics. The two new ear variants are unlocked with the other tier 3 cybernetic organs, and the luminiscent and welding shield eyes have also been moved there from the cybernetic implants node for consistency reasons. The whisper ears allow you to clearly hear whispers from up to seven tiles away, the same range where you can hear normal speech. The wall-penetrating ears allow you to hear normal speech within seven tiles even through walls. Due to technical limitations, runechat popups do not show up for people you can't see, but the messages will still show up in chat. ## Why It's Good For The Game Currently, upgraded cybernetic ears are very underwhelming compared to other high-tier cybernetic organs. All other high tier organs provide some sort of benefit; even if the benefit is minor like a built-in flashlight, a slightly higher tolerance to alcohol and toxins, or higher tolerance to disgusting food. This change is intended to grant similarly minor but useful benefits to the cybernetic ears. ## Changelog :cl: add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers at the cost of being more vulnerable to loud noises add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics balance: The welding shield and luminiscent cybernetic eyes are now unlocked with the other upgraded cybernetics /:cl:
…tion#77111) ## About The Pull Request Fixes a few issues in the retro theme where text blended in with the background or was otherwise hard to read This was originally in the improved messenger PR but that got too big, so I am splitting features from it off into smaller PRs ## Why It's Good For The Game Fixes tgstation#76968 ## Changelog :cl: distributivgesetz qol: Made reading text with the PDA retro theme a bit more accessible. /:cl:
…ually in an MMI (tgstation#77071) ## About The Pull Request This PR adds a sanity check to /mob/living/brain in the offchance that the reference to container is no longer valid. This has only happened once before as far as I know, but it was catastrophical enough to warrant a failsafe system. I'm not even sure if this is something that's player-facing because there's no set of circumstances in the game that would cause this bug to happen, outside of adminbus. ## Why It's Good For The Game Fixes tgstation#68497 ## Changelog :cl: fix: Fixes an extremely rare bug where a /mob/living/brain with a client would not be moved out of nullspace correctly, causing admin log spam. /:cl:
## About The Pull Request It was runtiming on map initialize. ## Changelog :cl: fix: deleted trash in the walls from whiteship ruin box. /:cl:
…n#77303) ## About The Pull Request These were using the generic "ghost role" job names instead of the defines that it's supposed to. This should fix it. Note: This touches code I'm not intimately familiar with, but I did test this and it works fine. ## Why It's Good For The Game Fixes tgstation#76922 ## Changelog :cl: Vekter fix: Fixes formatting for derelict and syndicate drone job names. They should no longer tell you they're "the Ghost Role" when spawning as them. /:cl:
…tion#77299) ## About The Pull Request I gotta wonder how long it's been like that. ## Why It's Good For The Game Fixes tgstation#77295 ## Changelog :cl: Vekter spellcheck: Fixed a typo in progressbar.dm and the file name for the progress bar sprites. /:cl:
… to use it (tgstation#77304) ## About The Pull Request I want to add volume sliders, so I made a slider component. ## Why It's Good For The Game In my opinion, volume sliders should probably be, uh, sliders. ## Changelog :cl: qol: TTS volume preference is not actually a volume slider, instead of a volume number input. /: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 What a crusty department. These outfits are... Something. ![image](https://github.com/tgstation/tgstation/assets/76465278/63fe13cf-bcbf-42c2-a22c-c868ae49a72c) How old are these now? I'm pretty sure they're unchanged since when I started playing years ago on other servers.... besides the RD Turtleneck and Roboticist suit of course. But they still did have some touch-ups to be made... Regardless, I think this department deserves a little love! I've tried to stay true as I could to their current designs; this isn't a re-**_design_**, just a re-sprite. I used the base jumpsuit design from Medbay for most of these since it's the most modern suit that fit with the colored-spots style. ![image](https://github.com/tgstation/tgstation/assets/76465278/ef7ff5b0-f0e3-481a-9ed4-ba830e3ee0c3) All of them have been touched up, and the RD's "alt" is now a subtype of the buttondown so it can easily inherit any sprite updates in the future. <!-- 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 These deserved some touch-ups and modernization, and while I'm not keen on entirely reworking them I figured I could at the least give them the update the Science Team deserves. (The buttondown has an outdated obj sprite in this image! It's since been made smaller and more folded) Also labcoats for comparison ![dreamseeker_Ds8gZLKoGE](https://github.com/tgstation/tgstation/assets/76465278/4da60512-b813-4260-b3fe-5c71b60cec81) ![dreamseeker_C9DpFWWOS7](https://github.com/tgstation/tgstation/assets/76465278/1de55f4c-2eaa-480b-811f-aaa5832eeceb) ![dreamseeker_02d3d7b6aj](https://github.com/tgstation/tgstation/assets/76465278/b1f40d03-c9b8-4f6b-bc54-516b11a7bfb3) ![dreamseeker_DwJGDwbUf1](https://github.com/tgstation/tgstation/assets/76465278/20f97a5e-42ab-4fe0-8eae-4ac6ed24ead4) <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: image: resprited the entirety of RnD! Genetics, Robotics, the RD, and the Science Team themselves will enjoy the fresh new looks but same great taste! No, wait, great STYLE! Don't eat these, they're covered in chemicals. /: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 Fixes tgstation#77350 . ## Why It's Good For The Game Being able to use the radio is good. ## Changelog :cl: fix: radio should no longer be broken for everyone /:cl:
## About The Pull Request Fixes tgstation#77301 ## Why It's Good For The Game Fake wizard hat is a subtype of the regular wizard hat, so different recipes with the same result for fake/real hats are not needed ## Changelog :cl: fix: Spell burger now has only one recipe /:cl:
… CRASHES) (tgstation#77309) ## About The Pull Request Servers are crashing on every round restart and I have absolutely no idea where to start, but I noticed this so I figure I'll throw up a PR to fix it. This is the runtime (only found in dd.log, sorry non-admin/maintainer gamers https://[tgstation13.org/raw-logs/sybil/data/logs/2023/08/01/round-211577/dd.log](https://tgstation13.org/raw-logs/sybil/data/logs/2023/08/01/round-211577/dd.log) ) ```txt [00:07:07] Runtime in code/modules/logging/log_holder.dm,166: Attempted to call shutdown_logging twice! proc name: shutdown logging (/datum/log_holder/proc/shutdown_logging) src: /datum/log_holder (/datum/log_holder) call stack: /datum/log_holder (/datum/log_holder): shutdown logging() shutdown logging() world: Reboot(0, 0) Ticker (/datum/controller/subsystem/ticker): Reboot("Round ended.", "proper completion", 600) ``` This is the full log: ![image](https://github.com/tgstation/tgstation/assets/34697715/af938235-3076-41d5-98b2-02907dedb6d5) This is the code: ![image](https://github.com/tgstation/tgstation/assets/34697715/371b11cb-3bc9-4a99-a17c-73968ded308d) For some reason, even though we invoke `TGSEndProcess`, we still continue on in this `if()` chain. I don't know why we keep executing DM code after TGS is supposed to be shut down (which may be why no one has ever included a `return` here, but let's be safe instead of sorry. If you really want to investigate why TGS is running DM code after we end the process, I am amenable to including a stack trace or crash of this phenomenon instead. ## Why It's Good For The Game Since we aren't invoking `LOG_CLOSE_ALL` to rust-g twice (which seems to be really unwanted per the code I read), hopefully thing no crash? Rust-g had two breaking changes (one with logs, and one with SQL), so I'm presuming that this might be related to the log one (which is why we didn't see this sorta thing happen pre-tgstation#77307)... Worst case scenario less runtimes in the funny runtime log. I hope this wasn't loadbearing either... Likely requires testmerging since TGS and I don't get along on my machine. ## Changelog :cl: server: Added a preventative measure to prevent calling both TGSHardRestart and TGSReboot, as well as potentially invoking sensitive procs that are only meant to be called once. /:cl: TL;DR- I do not definitively know why servers are crashing but I noticed this runtime so I'll put out this open flame while I have the time to do so.
* Fixes some soup related things * Autowiki tweak --------- Co-authored-by: EOBGames <eobgames67@gmail.com>
## About The Pull Request I added this override because I saw some runtimes related to trying to randomize into a challenge and that was not good, but I forgot this proc is determines if it even shows up in the spellbook UI. I blame Arm ## Why It's Good For The Game Flavor returns ## Changelog :cl: Melbert fix: Fix some missing wizard spellbook flavor /:cl:
## About The Pull Request I was working on some basic mob stuff and noticed this is a little messy, so I made these changes separately. I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just be used instead. I also removed the ``healable`` var, because it was incorrectly used (with the expectation that basic mobs had it too). Instead it will rely on the mob being Organic, the check right under it, and I gave mob biotypes to mobs that were not healable and had no biotype already. I made a new biotype for slimes because I didn't find any other ones that fit it (and gave it to slimepeople), but it is not used anywhere other than to prevent them from healing from sutures, as I didn't want to just set it to NONE. Thought this may be useful for the future. ## Why It's Good For The Game ``healable`` is checked on simple animals and basic mobs, despite basic mobs not having this var. I do not want to add this var to basic mobs either, I think checking for them being organic makes much more sense and avoids having to make basic mobs less basic. ## Changelog Nothing player-facing.
…gstation#77445) ## About The Pull Request This PR changes the recipe to use 10 fluorosulfuric acid instead of 5 sulfuric and 5 fluorosulfuric. This doesn't function as a balance change as sulfuric acid is actually required to craft fluorosulfuric acid, so this shouldn't impact the difficulty of crafting it, just make it more consistent. This also fixes a minor grammar issue with the name of the crafting recipe that bugged me. Just me being pedantic. ## Why It's Good For The Game Fixes tgstation#77338. There's probably something deeper going on with how crafting handles materials that turn into other materials in crafts, but this is a simple fix that makes sense in the short term to make them actually craft as expected instead of leaving byproducts. ## Changelog :cl: Vekter fix: FRAG-12 shells no longer require sulfuric acid, instead needing 10 fluorosulfuric acid. This should prevent them from leaving byproducts if crafted in a specific way. /:cl:
…gstation#77455) ## About The Pull Request Look, appears_alive() checks the health variable rather than the state of the mob, and that's probably reason why it's only used in two places, because dead mobs do not necessarily have their health at or below zero. ## Why It's Good For The Game This will fix tgstation#77332. ## Changelog :cl: fix: Fixed an oddity with morgue corpses being shakeable like they're just unconscious. /:cl:
…ontrol statement. (tgstation#77459) ## About The Pull Request Exactly what it reads on the title. I shouldn't be bothered thoroughfully explaining this with several paragraphs when it's only 3 lines of code affected. ## Why It's Good For The Game I've sadly the dramatic timing of noticing my own slips minutes after one of my PRs (tgstation#77420 in this case) get merged. ## Changelog Barely any impact to the game beside perhaps ironically more generous probability weights for fish without a bait.
…/color is the same. (tgstation#77469) ## About The Pull Request This will save us a couple unneeded get_gradient_overlay() calls for most player human mobs. ## Why It's Good For The Game Player characters have plenty empty overlays. ## Changelog N/A
…at. (tgstation#77446) ## About The Pull Request I was thoroughfully worried this would had been a cursed issue until I figured it out. Mirror reflections now use render targets to copy the appearance of the reflected movable, not vis overlays, with a couple caveats. ## Why It's Good For The Game This will fix tgstation#77431. ## Changelog :cl: fix: Mirror reflections no longer display progress bars or runechat. /:cl:
## About The Pull Request the ninja energy net uses a projectile instead of being an instant click, it also has a cooldown of 5 seconds, up from 1.5 seconds improves some of the energy net code the net also deletes itself when the suit turns off ## Why It's Good For The Game This module is not that fun for either of the sides For people fighting the ninja, getting instantly stuck with no counterplay isn't that fun. For the ninja, the cooldown on a missed use is pretty debilitating and it's annoying to try and snipe someone. Being a projectile means people can run away from it, and the ninja can just shoot it, he doesn't have to try clicking 50 times. ## Changelog :cl: balance: Space Ninja's energy net uses a projectile to catch people now. /:cl:
…ation#77450) ## About The Pull Request So, when I made the `caseless` and `projectile_drop` elements, I failed to take into account that bullets have an embedding variable sets, which led to a few projectiles being embeddable when they shouldn't. Beyond that, I wanted arrows and harpoons to be reusable yet embeddable, which lead me to change a couple lines on the `embed` element, since whoever made the element thought it was a good idea to add the unnecessary step of attaching a copy of it to the `payload_type` of a fired projectile before trying to embed it. Like, why? All that's going to do is cause the resulting item to become embeddable, which may be an issue for anything other than drop-deletable shrapnels. So yea, arrows and harpoons, and emagged lollipops will now embed properly. I've also deleted an unused, problematic subtype of quiver and arrow casing, and made the quiver storage use ## Why It's Good For The Game This will fix tgstation#77187. Perhaps buff harpoons and arrows a little but meh. ## Changelog :cl: fix: Fixed fired foam darts, gumballs and (harmless) lollipops being embeddable. fix: Projectiles that should embed while being reusable will now do so correctly, actually embedding the reusable casing instead of a shrapnel. balance: Arrows are generally more likely to embed now, except for blazing ones, that kind of just blaze. qol: the quiver storage now uses numerical stacking (like botany and ore bags, or the RPED, for example). /:cl:
## About The Pull Request Makes the large glass airlock operate properly on both tiles instead of being a single tile airlock with a larger icon. ## Why It's Good For The Game The right side of the current large glass airlock isn't really an airlock tile, so any procs that check for the airlock's turf don't work on the right side of the airlock. <details> <summary>Video</summary> After: https://github.com/tgstation/tgstation/assets/83487515/5bd571b5-fc9c-4135-942b-b712ae9ec960 Before: https://github.com/tgstation/tgstation/assets/83487515/e752c085-e663-468b-ac21-2ae5d230b4be </details> ## Changelog :cl: LT3 fix: Large airlocks are now a subtype and function on both tiles /:cl: --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com>
Changes the sounds on password locked doors to not be hardcoded; now being controlled by variables.
…tation#77488) Seems this should be associated with the ukraine holiday not indigenous ## About The Pull Request Looks like the indigenous people's holiday was cloned for the Ukraine independence day holiday but the station naming proc wasn't properly renamed, causing it to trigger today (9th aug) for the Ukraine themed station prefixes rather than on the 24th. ## Why It's Good For The Game Correct behaviour good, incorrect behaviour bad. ## Changelog :cl:iain0 fix: A small clerical error fixed which will cause the Ukrainian station naming prefix to be properly applied to the Independence Day of Ukraine holiday on 24th August, rather than overwriting the Indigenous People's Day station prefixes. /:cl:
## About The Pull Request fixes a typo in the improvised fire extinguisher.... where the fuck do you even get one and has anyone even used it in the history of TGstation? probably not, but who cares typo bad ## Why It's Good For The Game typo bad ## Changelog :cl: spellcheck: improvised fire extinguishers aren't full of typoes now /:cl:
CliffracerX
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FUCK
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
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Aug 14, 2023
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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
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Manual mirror of tgstation#75988 because the PRbot REALLY goobered it up this time.
Then I goobered it up further trying to make a mirror. Pain
About this PR
Adds a selection of new foods and drinks based around Mars.
More information on Mars can be found here: https://github.com/tgstation/common_core/blob/master/Interesting%20Planets/Human%20Space/The%20Sol%20System.md
To summarise for the general audience, Mars is a vital colony of the Terran Federation, having been primarily settled (at least originally) by Cybersun Industries to harvest its lucrative supplies of plasma, the second largest in human space behind Lavaland. This has given Mars a diverse culture evolving from the mostly East Asian colonists, and their food reflects this.
Thanks to Melbert for their work on the soup portion of this PR.
The food:
Martian cuisine draws upon the culinary traditions of East Asia, and adds in fusion cuisine from the later colonists. Expect classics such as ramen, curry, noodles and donburi, as well as new takes on the formula like the Croque-Martienne, Peanut Butter Ice Cream Mochi, and the Kitzushi- chilli cheese and rice inside a fried tofu casing. Oh, and lots of pineapple. The Martians love pineapple:
image
Also included are some foods for Ethereals, which may or may not be hinting at something I've got planned...
The drinks:
Four new base drinks make their way to the game, bringing with them a host of new cocktails: enjoy new ventures in bartending with Coconut Rum, Shochu/Soju, Yuyake (our favourite legally-distinct melon liqueur), and Mars' favourite alcoholic beverage, rice beer. Each is available in the dispenser, as well as bottles in the booze-o-mat:
image
The recipes:
To make your (and the wiki editors) lives easier, please find below the recipes for both foods and drinks:
Food: https://hackmd.io/@EOBGames/BkVFU0w9Y
Drinks: https://hackmd.io/@EOBGames/rJ1OhnsJ2
Why It's Good For The Game
Another lot of variety for the chef and bartender, as well as continuing the work started with lizard and moth food in getting Common Core into the game in a tangible and fun way.
Changelog
🆑 EOBGames, MrMelbert
add: Mars celebrates the 250th anniversary of the Martian Concession this year, and this has brought Martian cuisine to new heights of popularity. Find a new selection of Martian foods and drinks available in your crafting menu today!
/🆑