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subshuttles now inherit gravity if they are docked at a ship (#3178)#5

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Vect0r2:grav2
Sep 30, 2024
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subshuttles now inherit gravity if they are docked at a ship (#3178)#5
Constellado merged 1 commit intoPentestSS13:masterfrom
Vect0r2:grav2

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@Vect0r2 Vect0r2 commented Sep 29, 2024

About The Pull Request

gravity checks now also check any docking point for gravity generators, allowing ships docked to eachother to share gravity

Why It's Good For The Game

ghhhmhm

Changelog

🆑
fix: ships docked to eachother now share gravity
/:cl:

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## About The Pull Request

gravity checks now also check any docking point for gravity generators,
allowing ships docked to eachother to share gravity

## Why It's Good For The Game

ghhhmhm

## Changelog

:cl:
fix: ships docked to eachother now share gravity
/:cl:

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your name to the right of the first :cl: if you want to overwrite your
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Signed-off-by: Theos <theubernyan@gmail.com>
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Constellado commented Sep 29, 2024

Might want to remove the duplicate "about the pull request","why its good for the game" and the changelog sections in the information.

@Constellado Constellado merged commit aeebbad into PentestSS13:master Sep 30, 2024
github-actions Bot pushed a commit that referenced this pull request Sep 30, 2024
Ossa88 pushed a commit to Ossa88/PentestMain that referenced this pull request Jun 16, 2025
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request process. -->

I have tested this and it does function. Yes, I actually test my code.

At long last...

![carp_sleeping
1](https://github.com/user-attachments/assets/5716ca97-d8b3-42ab-9654-37670cc1c830)

![om5](https://github.com/user-attachments/assets/12b65178-115c-4c55-bd6d-f160456b0a44)
This project initially started as yet another "add more planets, more
stuff to do" PR, but as I have seen, even overmap expansion # 4 didn't
really accomplish the goal of making people feel more connected to the
overmap, or really making the overmap more interesting... The only
interesting parts were the planets as was always the case.

So in order to do this, I have done several (Many!) things...

To keep it simple and easy to understand I have split:

<details><summary>For Players:</summary>

![om52](https://github.com/user-attachments/assets/8f2f3ea7-7c12-4a5a-b95e-ab7abd305311)
Overmap sprites have been almost completely redrawn in a nice and easy
to click style

![image](https://github.com/user-attachments/assets/fe423d0b-abd7-4cd1-8a43-5a1df5df65fb)

As you might have noticed by the numbers, limited lifespan hazards. The
issue with the old overmap is that it felt very static and not very
"alive". This aims to fix it and add some depth, and also to keep people
away from the sun.

You also might notice the asteroid field "planet" is nowhere to be seen.
Well, they're actually everywhere! You just need to dock to empty space
while on top of an asteroid field.

![image](https://github.com/user-attachments/assets/0b9d5981-ece1-4f6b-bb76-014d3c58b072)

What's Malachite?

![image](https://github.com/user-attachments/assets/248e7a49-b6cd-47c6-9f90-44ff00c30331)

New ores were added, along with new materials. The ore rates on some
planets were jacked the fuck up to make different planets worth visiting
if you need X material.

![image](https://github.com/user-attachments/assets/ce957b16-5936-4666-973e-42705e65f7e5)

![image](https://github.com/user-attachments/assets/38d9e1c1-e53c-46e2-942d-81da96b985c7)

Examining planets will allow you to see which ores are on what,
alongside the "Materials and You" book that spawns on every ship now!

![greeble](https://github.com/user-attachments/assets/c5425932-d2f4-4d7e-96a8-1831ac94f4e4)

With the new greeble system, (certain) planets should have MUCH more
variety

![image](https://github.com/user-attachments/assets/c1ef230c-7a17-4b40-94f0-ee29423d9fe0)

Ever ignore the overmap because it literally does not matter? Well no
more! Interference is the first step in "merging" the overmap and game
worlds. It's not a very complicated nor intresting system, but maybe in
the future we could integrate the overmap into gameplay more

Wideband has a new sound.

![image](https://github.com/user-attachments/assets/4b3c9742-7ac6-4684-9cfb-b06d22729c9b)
Some new hazards, debris, radioactive, solar flare, and emp storms. None
of these objects spawn naturally, but instead are created by the sun.
Nebulas now mess with your lights

![image](https://github.com/user-attachments/assets/5fe1039a-e781-4653-a36c-9b77d64093e1)

![image](https://github.com/user-attachments/assets/01afd187-4671-4033-9486-67f7b0b5646f)

Always felt annoyed that you couldnt choose your exact docking location,
or didn't have much control over interacting with overmap objects? Well
now you can! The old docking button is now "quick dock" or the red
anchor, helpful!

![image](https://github.com/user-attachments/assets/078516d3-8e24-474c-af78-411b71c20838)

Some old fauna balance has been updated. In genenral, most fauna should
feel less tanky for no reason, and should die in very few hits with
firearms as intended. Bye bye station balance!

Plasteel is now carbon steel, being an alloy of carbon and metal
instead. It just made sense.

![image](https://github.com/user-attachments/assets/37710dd2-a914-48f7-935c-8137052db157)

Most planets have their own unique ore veins and missions.

![om5lava](https://github.com/user-attachments/assets/a7f0a94e-7361-4dc6-a633-5b878218e5c6)

![om5ice](https://github.com/user-attachments/assets/531aaa2c-efd0-4c15-900b-070bab02019e)

![om5_sandplanet](https://github.com/user-attachments/assets/725ed632-b57b-4c51-a26b-9c028a551c38)

Because we have a dedicated team of spriters here, most if not all
planets have gotten a makeover...

</details>

<details><summary>For Admins:</summary>

![image](https://github.com/user-attachments/assets/65910b00-dd27-482a-ad38-9083ca568350)
For my fellow eventmins, you have 2 more buildmode tools, these actually
manipulate the overmap unlike BUILD_ADV before which only messed with
the token
Modif Overmap works like BUILD_ADV but only for the overmap, while (//)
--> Overmap moves overmap objects, like the move tool

![image](https://github.com/user-attachments/assets/ca824100-248e-4b9f-bbeb-0557a4b55e69)

There's now a few new VV options of commonly used variables, such as
`parent` and an option to fix overmap objects if they are truly and well
fucked.

![om5_multiovermap](https://github.com/user-attachments/assets/e380bfe1-5ec4-43a2-bb99-48fab1a2ddaf)

As a side effect of making overmap code more modular, you can now spawn
in mutiple overmaps with the `Spawn-Overmap` verb. This isn't exactly
intuitive, so I would experiment for a bit

![awful](https://github.com/user-attachments/assets/2ac67248-30a8-48e1-9ee6-e5cbc66e0818)

To make your overmaps really be set apart, you can now set the overmap
colors of overmaps to whatever clown vomit you want! There's some preset
palettes for experimenting with. if you dare.

![image](https://github.com/user-attachments/assets/fd9001d9-b110-4ca2-9b86-c02e513a3a0f)
`Map-Template---Upload` Now has a better UI, and allows you to spawn in
your map as a static object, great for eventmins! In addition,
`Map-template---Place` asks you if you want to align your maps to the
bottom left corner where your ghost is!

![image](https://github.com/user-attachments/assets/312f8b2f-c99e-4eb6-b941-5b36dbf0683d)

Static overmap objects are a bit like gateways, as in they are
completely pre-mapped planets, with little or no dynamic generation
going on. This may be useful to eventmins, although it was made for the
maptainers.

![image](https://github.com/user-attachments/assets/54da139a-cad7-44fe-b6c1-9263c6127045)

You got a few new planets to play with. Some shouldn't appear naturally,
so go wild.

</details>

<details><summary>For Coders:</summary>

![om5_multiovermap](https://github.com/user-attachments/assets/e380bfe1-5ec4-43a2-bb99-48fab1a2ddaf)
In order to get some things to work, this splits the overmap off from
SSovermap (`/datum/overmap_star_system/`). This techinically allows for
mutiple overmaps, but the main purpose was to make the code more
modular. I found this much easier to work with than having to go look at
SSovermap constantly.

![image](https://github.com/user-attachments/assets/6198de23-76a6-4226-ad9c-a1a0baaeeda2)

Punchcards (`/obj/item/overmap_punchcard_spawner`) are an object that
lets you spawn any overmap object you want, including but not limited to
dynamic planets (used in missions) or a premapped planet (Static overmap
datums). Maptainers requested this long ago, and only barely got around
to it

![image](https://github.com/user-attachments/assets/56b647dc-f843-4a0d-a992-78e6dc7e04e5)
Planets now have more variety with greebles, essentially, these are
premapped "miniruins" spawned to make certain planets feel more alive.
These avoid loading over ships or in walls. To make one, make a
`/obj/effect/greeble_spawner` subtype with an `
/datum/map_template/greeble subtype, as seen here:

```js
/obj/effect/greeble_spawner
	name = "planet greeble spawner"
	template = /datum/map_template/greeble
```

![image](https://github.com/user-attachments/assets/b5cf0012-8081-472b-a325-f1940fe56b14)
There are now mutiple sprites for overmap ships! By default it's the
second one in that screenshot. You can edit it in the ship config json
by adding:
to add this in your json add:

```js
    "token_icon_state": "ship_small_generic",
```
And make sure it has one of these icon states

![image](https://github.com/user-attachments/assets/e011a8c5-a7a9-4382-8b02-caa4318c4233)
Technically you could name it anything in this file but ill suplex you
if you do.

![image](https://github.com/user-attachments/assets/7e636463-2eb8-48cc-90d9-eebb4e67d4f9)

https://github.com/user-attachments/assets/6f7c6ddf-09c5-4090-b8dc-68ed05cf3ca9
The unused shuttle goggles now work to view the bounds of docking ports,
VERY useful.

![image](https://github.com/user-attachments/assets/5fe1039a-e781-4653-a36c-9b77d64093e1)

![image](https://github.com/user-attachments/assets/01afd187-4671-4033-9486-67f7b0b5646f)

Interactions are a list the target objects has. You can add a custom
interaction to any object, although this is really only implemented at
the moment for empty space

![image](https://github.com/user-attachments/assets/748df17f-651e-4d35-82d3-66aaa0525ce4)

Transit levels are MUCH bigger, this was due to an attempt to code in
ship to ship docking. This is actually possible, however it would
require remapping every ship, so I will do that in some follow-up PR. If
you want to help me in the meantime, you can offset where your ship
spawns in the transit level by adding this to your config JSON:
```js
    "tranist_x_offset": -5,
    "tranist_y_offset": -5,
```
This won't cause issues if unset, so don't worry about it too much.

![image](https://github.com/user-attachments/assets/d3122ad2-e590-46a6-81eb-e0e01d103153)
To avoid remapping, all the new materials + materials and you spawn in
once on top of the ship's autolathe.
You can disable this by setting this in your ship's config, in case you
map these in:

```js
    "spawn_matbundle": 0,
```

</details>

Requires #3512

Credits:
- Imaginos16/Spooky: Planet spriters. Fucking huge thanks to you two
holy shit this would be so much harder without their help
- - Lava: Imaginos16/Spooky
- - Ice: Spooky
- - Jungle: Spooky
- - Sand: Imaginos16
- - Rock: Spooky
- - Waste: Imaginos16
- - Moon:  N/A (uses re-palleted Spooky sprites)
- - Desert:  Spooky
- - ???: N/A (uses re-palleted Spooky sprites)
- - Water: N/A (uses re-palleted Spooky sprites)
- - Asteroid N/A (uses re-palleted Imaginos sprites)
- Ryerice: Overmap sprites, nearly all of it, thanks to Coiledlamb for
advice, and thanks to TetraZeta who's work I was inspired by.
- - A few (Namely the asteroid outpost) was done by Imaginos16, thank so
you much!
- Horizon: The extra planets were ported from there at first, and any
remaining sprites from the original port are from there
- - The ambient sounds and footsteps are from Horizon
- Solar Flare Alarm and Sound Effect are from Skyrat/Nova
Sector/Bubberstation/Whichever Chinese Warring States Period Server is
the current main holder of the Skyrat codebase
- Wideband sound and interference sound are from Chatterer
- Water sprite was taken from CM13

:cl: ryerice, Imaginos16, spooky, Horizon, Nebula (presumably),
MarkSuckerberg, thgvr, Erikafox, Nitha(emotional support), Latentish,
The Playerbase
add: New Overmap resprite
add: Most if not all planets have gotten a resprite
add: Some new missions.
add: These missions might lead you to a "new" planet...
add: Overmap Mechanics have been overhauled
add: Interactions; you can now choose where exactly to dock and how to
dock.
add: Suns should be actually dangerous to go near
add: Suns are actually dangerous
add: See shiptest-ss13/Shiptest#3868 for more
add: Radio interference based on radio's location on the overmap. For
example, moving next to an nebula might scramble your radio messages. A
Telecoms setup with reduce this significantly.
add: New Ore Overhaul
add: Some temperature changes missed by the temp pr should be addressed
balance: Fauna balance should be slightly better now
tweak: Helm consoles should tell you why you cant dock, rather than
staying silent on an error.
fix: Carbon monoxide should work better now.
code: Framework for ship to ship docking
code: Overmap code is much more modular and robust now.
del: Removes cryosickness
balance: Explosions, acid and electrocute acts all do alot less damage.

/: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: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: retlaw34 <58402542+retlaw34@users.noreply.github.com>
Co-authored-by: Rye Rice <58402542+retlaw34@users.noreply@github.com>
Co-authored-by: thgvr <thgvr1234@gmail.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
(cherry picked from commit fa6ec71df08755e4d77f29c28f36892651ee1c60)
github-merge-queue Bot pushed a commit that referenced this pull request Jun 28, 2025
<!-- 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. -->

## Pentest Description:

First go at the Overmap 5 Changes.

Currently many ships have not been assigned their personalized ship icon
on the overmap. There are likely other issues due to smaller merge
conflicts I had to workout.

Includes Updates and Fixes to Overmap 5

## Shiptest Description - Overmap 5:

I have tested this and it does function. Yes, I actually test my code.

At long last...

![carp_sleeping

1](https://github.com/user-attachments/assets/5716ca97-d8b3-42ab-9654-37670cc1c830)

![om5](https://github.com/user-attachments/assets/12b65178-115c-4c55-bd6d-f160456b0a44)
This project initially started as yet another "add more planets, more
stuff to do" PR, but as I have seen, even overmap expansion # 4 didn't
really accomplish the goal of making people feel more connected to the
overmap, or really making the overmap more interesting... The only
interesting parts were the planets as was always the case.

So in order to do this, I have done several (Many!) things...

To keep it simple and easy to understand I have split:

<details><summary>For Players:</summary>

![om52](https://github.com/user-attachments/assets/8f2f3ea7-7c12-4a5a-b95e-ab7abd305311)
Overmap sprites have been almost completely redrawn in a nice and easy
to click style

![image](https://github.com/user-attachments/assets/fe423d0b-abd7-4cd1-8a43-5a1df5df65fb)

As you might have noticed by the numbers, limited lifespan hazards. The
issue with the old overmap is that it felt very static and not very
"alive". This aims to fix it and add some depth, and also to keep people
away from the sun.

You also might notice the asteroid field "planet" is nowhere to be seen.
Well, they're actually everywhere! You just need to dock to empty space
while on top of an asteroid field.

![image](https://github.com/user-attachments/assets/0b9d5981-ece1-4f6b-bb76-014d3c58b072)

What's Malachite?

![image](https://github.com/user-attachments/assets/248e7a49-b6cd-47c6-9f90-44ff00c30331)

New ores were added, along with new materials. The ore rates on some
planets were jacked the fuck up to make different planets worth visiting
if you need X material.

![image](https://github.com/user-attachments/assets/ce957b16-5936-4666-973e-42705e65f7e5)

![image](https://github.com/user-attachments/assets/38d9e1c1-e53c-46e2-942d-81da96b985c7)

Examining planets will allow you to see which ores are on what,
alongside the "Materials and You" book that spawns on every ship now!

![greeble](https://github.com/user-attachments/assets/c5425932-d2f4-4d7e-96a8-1831ac94f4e4)

With the new greeble system, (certain) planets should have MUCH more
variety

![image](https://github.com/user-attachments/assets/c1ef230c-7a17-4b40-94f0-ee29423d9fe0)

Ever ignore the overmap because it literally does not matter? Well no
more! Interference is the first step in "merging" the overmap and game
worlds. It's not a very complicated nor intresting system, but maybe in
the future we could integrate the overmap into gameplay more

Wideband has a new sound.

![image](https://github.com/user-attachments/assets/4b3c9742-7ac6-4684-9cfb-b06d22729c9b)
Some new hazards, debris, radioactive, solar flare, and emp storms. None
of these objects spawn naturally, but instead are created by the sun.
Nebulas now mess with your lights

![image](https://github.com/user-attachments/assets/5fe1039a-e781-4653-a36c-9b77d64093e1)

![image](https://github.com/user-attachments/assets/01afd187-4671-4033-9486-67f7b0b5646f)

Always felt annoyed that you couldnt choose your exact docking location,
or didn't have much control over interacting with overmap objects? Well
now you can! The old docking button is now "quick dock" or the red
anchor, helpful!

![image](https://github.com/user-attachments/assets/078516d3-8e24-474c-af78-411b71c20838)

Some old fauna balance has been updated. In genenral, most fauna should
feel less tanky for no reason, and should die in very few hits with
firearms as intended. Bye bye station balance!

Plasteel is now carbon steel, being an alloy of carbon and metal
instead. It just made sense.

![image](https://github.com/user-attachments/assets/37710dd2-a914-48f7-935c-8137052db157)

Most planets have their own unique ore veins and missions.

![om5lava](https://github.com/user-attachments/assets/a7f0a94e-7361-4dc6-a633-5b878218e5c6)

![om5ice](https://github.com/user-attachments/assets/531aaa2c-efd0-4c15-900b-070bab02019e)

![om5_sandplanet](https://github.com/user-attachments/assets/725ed632-b57b-4c51-a26b-9c028a551c38)

Because we have a dedicated team of spriters here, most if not all
planets have gotten a makeover...

</details>

<details><summary>For Admins:</summary>

![image](https://github.com/user-attachments/assets/65910b00-dd27-482a-ad38-9083ca568350)
For my fellow eventmins, you have 2 more buildmode tools, these actually
manipulate the overmap unlike BUILD_ADV before which only messed with
the token
Modif Overmap works like BUILD_ADV but only for the overmap, while (//)
--> Overmap moves overmap objects, like the move tool

![image](https://github.com/user-attachments/assets/ca824100-248e-4b9f-bbeb-0557a4b55e69)

There's now a few new VV options of commonly used variables, such as
`parent` and an option to fix overmap objects if they are truly and well
fucked.

![om5_multiovermap](https://github.com/user-attachments/assets/e380bfe1-5ec4-43a2-bb99-48fab1a2ddaf)

As a side effect of making overmap code more modular, you can now spawn
in mutiple overmaps with the `Spawn-Overmap` verb. This isn't exactly
intuitive, so I would experiment for a bit

![awful](https://github.com/user-attachments/assets/2ac67248-30a8-48e1-9ee6-e5cbc66e0818)

To make your overmaps really be set apart, you can now set the overmap
colors of overmaps to whatever clown vomit you want! There's some preset
palettes for experimenting with. if you dare.

![image](https://github.com/user-attachments/assets/fd9001d9-b110-4ca2-9b86-c02e513a3a0f)
`Map-Template---Upload` Now has a better UI, and allows you to spawn in
your map as a static object, great for eventmins! In addition,
`Map-template---Place` asks you if you want to align your maps to the
bottom left corner where your ghost is!

![image](https://github.com/user-attachments/assets/312f8b2f-c99e-4eb6-b941-5b36dbf0683d)

Static overmap objects are a bit like gateways, as in they are
completely pre-mapped planets, with little or no dynamic generation
going on. This may be useful to eventmins, although it was made for the
maptainers.

![image](https://github.com/user-attachments/assets/54da139a-cad7-44fe-b6c1-9263c6127045)

You got a few new planets to play with. Some shouldn't appear naturally,
so go wild.

</details>

<details><summary>For Coders:</summary>

![om5_multiovermap](https://github.com/user-attachments/assets/e380bfe1-5ec4-43a2-bb99-48fab1a2ddaf)
In order to get some things to work, this splits the overmap off from
SSovermap (`/datum/overmap_star_system/`). This techinically allows for
mutiple overmaps, but the main purpose was to make the code more
modular. I found this much easier to work with than having to go look at
SSovermap constantly.

![image](https://github.com/user-attachments/assets/6198de23-76a6-4226-ad9c-a1a0baaeeda2)

Punchcards (`/obj/item/overmap_punchcard_spawner`) are an object that
lets you spawn any overmap object you want, including but not limited to
dynamic planets (used in missions) or a premapped planet (Static overmap
datums). Maptainers requested this long ago, and only barely got around
to it

![image](https://github.com/user-attachments/assets/56b647dc-f843-4a0d-a992-78e6dc7e04e5)
Planets now have more variety with greebles, essentially, these are
premapped "miniruins" spawned to make certain planets feel more alive.
These avoid loading over ships or in walls. To make one, make a
`/obj/effect/greeble_spawner` subtype with an `
/datum/map_template/greeble subtype, as seen here:

```js
/obj/effect/greeble_spawner
	name = "planet greeble spawner"
	template = /datum/map_template/greeble
```

![image](https://github.com/user-attachments/assets/b5cf0012-8081-472b-a325-f1940fe56b14)
There are now mutiple sprites for overmap ships! By default it's the
second one in that screenshot. You can edit it in the ship config json
by adding:
to add this in your json add:

```js
    "token_icon_state": "ship_small_generic",
```
And make sure it has one of these icon states

![image](https://github.com/user-attachments/assets/e011a8c5-a7a9-4382-8b02-caa4318c4233)
Technically you could name it anything in this file but ill suplex you
if you do.

![image](https://github.com/user-attachments/assets/7e636463-2eb8-48cc-90d9-eebb4e67d4f9)

https://github.com/user-attachments/assets/6f7c6ddf-09c5-4090-b8dc-68ed05cf3ca9
The unused shuttle goggles now work to view the bounds of docking ports,
VERY useful.

![image](https://github.com/user-attachments/assets/5fe1039a-e781-4653-a36c-9b77d64093e1)

![image](https://github.com/user-attachments/assets/01afd187-4671-4033-9486-67f7b0b5646f)

Interactions are a list the target objects has. You can add a custom
interaction to any object, although this is really only implemented at
the moment for empty space

![image](https://github.com/user-attachments/assets/748df17f-651e-4d35-82d3-66aaa0525ce4)

Transit levels are MUCH bigger, this was due to an attempt to code in
ship to ship docking. This is actually possible, however it would
require remapping every ship, so I will do that in some follow-up PR. If
you want to help me in the meantime, you can offset where your ship
spawns in the transit level by adding this to your config JSON:
```js
    "tranist_x_offset": -5,
    "tranist_y_offset": -5,
```
This won't cause issues if unset, so don't worry about it too much.

![image](https://github.com/user-attachments/assets/d3122ad2-e590-46a6-81eb-e0e01d103153)
To avoid remapping, all the new materials + materials and you spawn in
once on top of the ship's autolathe.
You can disable this by setting this in your ship's config, in case you
map these in:

```js
    "spawn_matbundle": 0,
```

</details>

Requires #3512

Credits:
- Imaginos16/Spooky: Planet spriters. Fucking huge thanks to you two
holy shit this would be so much harder without their help
- - Lava: Imaginos16/Spooky
- - Ice: Spooky
- - Jungle: Spooky
- - Sand: Imaginos16
- - Rock: Spooky
- - Waste: Imaginos16
- - Moon:  N/A (uses re-palleted Spooky sprites)
- - Desert:  Spooky
- - ???: N/A (uses re-palleted Spooky sprites)
- - Water: N/A (uses re-palleted Spooky sprites)
- - Asteroid N/A (uses re-palleted Imaginos sprites)
- Ryerice: Overmap sprites, nearly all of it, thanks to Coiledlamb for
advice, and thanks to TetraZeta who's work I was inspired by.
- - A few (Namely the asteroid outpost) was done by Imaginos16, thank so
you much!
- Horizon: The extra planets were ported from there at first, and any
remaining sprites from the original port are from there
- - The ambient sounds and footsteps are from Horizon
- Solar Flare Alarm and Sound Effect are from Skyrat/Nova
Sector/Bubberstation/Whichever Chinese Warring States Period Server is
the current main holder of the Skyrat codebase
- Wideband sound and interference sound are from Chatterer
- Water sprite was taken from CM13

(cherry picked from commit fa6ec71df08755e4d77f29c28f36892651ee1c60)

---------

## Shiptest Description - Rolls Back almost every overmap 5 mineral
change (#4739)

Makes Carbon Steel back into Plasteel and reverses a lot of the ore
yield changes from overmap 5, which reduced ore yields ranging from 2-4x
lower than it used to be.

Also cuts every single new material from overmap 5. I kept the icons and
names of the remaining ores because I'd rather kill myself

May have mucked up with some ore-gen in some places but its mostly the
same. Probably

Mining is abysmal dogshit, and carbon was difficult to get even for the
extremely low amounts needed for carbon steel, on top of carbon
additionally being abysmal dogshit to sell. Different material is
probably a cool idea but it needs a more complete implementation than
whatever This was.

(cherry picked from commit 98b26905efd4b50a1b4718a235de47432001cb7d)

---------

:cl: ryerice, Imaginos16, spooky, Horizon, Nebula (presumably),
MarkSuckerberg, thgvr, Erikafox, Nitha(emotional support), Latentish,
The Playerbase
add: New Overmap resprite
add: Most if not all planets have gotten a resprite add: Some new
missions.
add: These missions might lead you to a "new" planet... add: Overmap
Mechanics have been overhauled
add: Interactions; you can now choose where exactly to dock and how to
dock.
add: Suns should be actually dangerous to go near
add: Suns are actually dangerous
add: See shiptest-ss13/Shiptest#3868 for more
add: Radio interference based on radio's location on the overmap. For
example, moving next to an nebula might scramble your radio messages. A
Telecoms setup with reduce this significantly.
add: New Ore Overhaul
add: Some temperature changes missed by the temp pr should be addressed
balance: Fauna balance should be slightly better now tweak: Helm
consoles should tell you why you cant dock, rather than staying silent
on an error.
fix: Carbon monoxide should work better now.
code: Framework for ship to ship docking
code: Overmap code is much more modular and robust now. del: Removes
cryosickness
balance: Explosions, acid and electrocute acts all do alot less damage.
code: Removes redundent signal for ship moving
del: Removed carbon steel and all Overmap 5 minerals like copper,
silicon, quartzite, lead
add: Re-added plasteel
balance: Ore yield returned to pre-Overmap 5 levels, all lathe recipes
(more or less) returned to their old costs
del: Overmap will no longer randomly recolor 1/10 times
/:cl:

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---------
Ossa88 pushed a commit to Ossa88/PentestMain that referenced this pull request Apr 23, 2026
…629)

<!-- 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. -->
Fixes the docks of smaller ships to have proper mobile docking ports,
therefore allowing ship to ship docking. In theory.
Also standardizes mobile docking ports being at the airlock except in
circimstances where it physically cannot

![image](https://github.com/user-attachments/assets/a164cc1e-5bb0-4920-b5e9-aa04caf0d352)
the vaqueors docking port is finally not in a stupid location
docking ports working

![image](https://github.com/user-attachments/assets/e31f05b9-0398-49f3-8ded-5c6cfe79358e)

:cl:
add: Most small ships should have more stationary docking ports
fix: Mobile docking ports on most small ships
fix: disable_on_owner_ship_dock should work more properly now
/: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: retlaw34 <58402542+retlaw34@users.noreply.github.com>
(cherry picked from commit 40efae60ba41182a8e486e86da808953c9404a10)
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3 participants