subshuttles now inherit gravity if they are docked at a ship (#3178)#5
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Constellado merged 1 commit intoPentestSS13:masterfrom Sep 30, 2024
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subshuttles now inherit gravity if they are docked at a ship (#3178)#5Constellado merged 1 commit intoPentestSS13:masterfrom
Constellado merged 1 commit intoPentestSS13:masterfrom
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<!-- 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 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: <!-- 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: Theos <theubernyan@gmail.com>
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Might want to remove the duplicate "about the pull request","why its good for the game" and the changelog sections in the information. |
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<!-- 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. --> I have tested this and it does function. Yes, I actually test my code. At long last...   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>  Overmap sprites have been almost completely redrawn in a nice and easy to click style  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.  What's Malachite?  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.   Examining planets will allow you to see which ores are on what, alongside the "Materials and You" book that spawns on every ship now!  With the new greeble system, (certain) planets should have MUCH more variety  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.  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   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!  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.  Most planets have their own unique ore veins and missions.    Because we have a dedicated team of spriters here, most if not all planets have gotten a makeover... </details> <details><summary>For Admins:</summary>  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  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.  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  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.  `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!  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.  You got a few new planets to play with. Some shouldn't appear naturally, so go wild. </details> <details><summary>For Coders:</summary>  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.  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  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 ```  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  Technically you could name it anything in this file but ill suplex you if you do.  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.   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  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.  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)
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<!-- 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...   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>  Overmap sprites have been almost completely redrawn in a nice and easy to click style  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.  What's Malachite?  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.   Examining planets will allow you to see which ores are on what, alongside the "Materials and You" book that spawns on every ship now!  With the new greeble system, (certain) planets should have MUCH more variety  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.  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   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!  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.  Most planets have their own unique ore veins and missions.    Because we have a dedicated team of spriters here, most if not all planets have gotten a makeover... </details> <details><summary>For Admins:</summary>  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  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.  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  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.  `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!  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.  You got a few new planets to play with. Some shouldn't appear naturally, so go wild. </details> <details><summary>For Coders:</summary>  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.  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  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 ```  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  Technically you could name it anything in this file but ill suplex you if you do.  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.   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  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.  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: <!-- 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. --> ---------
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…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  the vaqueors docking port is finally not in a stupid location docking ports working  :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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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: