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The Nuke kills everyone when it goes off. #62807

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merged 3 commits into from Nov 15, 2021
Merged

The Nuke kills everyone when it goes off. #62807

merged 3 commits into from Nov 15, 2021

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itseasytosee
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@itseasytosee itseasytosee commented Nov 14, 2021

About The Pull Request

This does not make the nuke explode like it used to.
The nuke will now dust you in a similar way to the AI doomsday device when it goes off. This will only happen if the nuke successfully detonated on the station and not on a near miss. Otherwise, it kills everything on the z-level.

There has been code in the game for an extended period of time that was supposed to make this happen, but I believe it was bugged and did not properly give the z-level of the nuke in the explosion.

It should be noted that gameplay-wise this makes it so antagonists who need to escape will no longer get a free pass for being on the station when the nuke goes off, but they will still be counted as escaped if they are in lavaland/another z-level. I would say that this is only good for the game but I understand if it's controversial.

The original code gibbed people on the z-level, although I've considered changing it to dusting. I would like opinions on this or alternative methods of death.

fixes #62788

Why It's Good For The Game

The nuke doesn't feel impactful currently, which is in stark contrast to the AI's doomsday device and the blob's critical mass.
It feels weird standing around, perfectly fine after just watching a cutscene of the station getting absolutely annihilated with text on screen that says there are no survivors. In addition, I think this can drive antag on antag interaction by giving the antagonist a reason to care about whether or not the station is about to explode.

Changelog

馃啈 itseasytosee
expansion: The Nanotrasen High Impact Weapons Division would like to apologize for manufacturing a large quantity of dud onboard nuclear warheads. Following a recall, we expect that the replacement batch of warheads will be 900% more likely to Anhilate all life within its radius.
/:cl:

@tgstation-server tgstation-server added Content Expansion Fix Rewrites a bug so it appears in different circumstances labels Nov 14, 2021
@D4C-420
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D4C-420 commented Nov 14, 2021

Okay this might be a bad idea but hear me out. First make a small explosion where the nuke is. nothing crazy have it comparable to a small gunpower nade. Then hit everything with 300 toxin (and sillicons with 200 burn or however much is needed to kill a borg. Make sure the toxin ignores slime people inverse). Then apply the rad statues effect to all carbons.

Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

@Watermelon914
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Watermelon914 commented Nov 14, 2021

Okay this might be a bad idea but hear me out. First make a small explosion where the nuke is. nothing crazy have it comparable to a small gunpower nade. Then hit everything with 300 toxin (and sillicons with 200 burn or however much is needed to kill a borg. Make sure the toxin ignores slime people inverse). Then apply the rad statues effect to all carbons.

Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

this won't instantly kill people though and they will be considered alive
EDIT: oh wait nevermind I saw you said toxin damage, not radiation damage

@zxaber
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zxaber commented Nov 14, 2021

It ought to gib, rather than dust, if possible. Functionally the same, but at least contrasts to the AI's doomsday.

@itseasytosee
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It ought to gib, rather than dust, if possible. Functionally the same, but at least contrasts to the AI's doomsday.

easy enough

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@TheBonded
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TheBonded commented Nov 15, 2021

Does this instantly kill all of the cultist harvesters on a cult summon?

@itseasytosee
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Does this instantly kill all of the cultist harvesters on a cult summon?

Nah, I don't think it does and if it does it only would do so on round end (and not on arm)

@githubuser4141
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Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

Why wouldn't a superpower in the year 2500 be able to clean up radiation from their own space station? Surely it'd be easier to clean radiation from a artificial station where 100% of the environment is known vs. cleaning up a nuclear explosion on earth with awkward factors like soil, wind, flora/fauna, etc? Doubly so since NT have advanced drone tech (borgs, mechs, drones, etc).
Also, I might be wrong on this, but doesn't radiation drop off pretty quickly after a few days/weeks? That being said I feel like a 100 kiloton warhead is enough to obliterate the station given it's about the size of a football field.

@TheBonded
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Does this instantly kill all of the cultist harvesters on a cult summon?

Nah, I don't think it does and if it does it only would do so on round end (and not on arm)

I do mean roundend, there's two variants of the ending whether or not the cult has over 80% of the crew converted when the nuke goes off, I was wondering if it still gibbed on that 80%

@TheBonded
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Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

Why wouldn't a superpower in the year 2500 be able to clean up radiation from their own space station?

Because radiation isn't as easy to clean up as say, a bunch of debris. Radiation is fucked up. It really depends on several factors, like how efficient the bomb is, considering the general large amount of wasted resources in nuclear warheads.

Surely it'd be easier to clean radiation from a artificial station where 100% of the environment is known vs. cleaning up a nuclear explosion on earth with awkward factors like soil, wind, flora/fauna, etc? Doubly so since NT have advanced drone tech (borgs, mechs, drones, etc).

Radiation fucks with electronics. Big time. Take a look at Chernobyl for example, at first remote drones were tested for clearing rubble off the roof, and it nearly instantly drove itself off the edge and died. Drones and borgs would be nigh useless for radiation cleanup.

Also, I might be wrong on this, but doesn't radiation drop off pretty quickly after a few days/weeks?

Using Chernobyl as an example again, it still has incredibly deadly amounts of radiation in it, years later.

That being said I feel like a 100 kiloton warhead is enough to obliterate the station given it's about the size of a football field.

The station is a lot larger than a football field, since the station is something like 150x150 tiles, and each tile is larger than a metre at least, whereas a football field is like 90 metres long. That being said, the nuke would be more than enough to destroy the entire station. The reason why we're not doing that is because it causes an incredible amount of lag.

@githubuser4141
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Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

Why wouldn't a superpower in the year 2500 be able to clean up radiation from their own space station?

Because radiation isn't as easy to clean up as say, a bunch of debris. Radiation is fucked up. It really depends on several factors, like how efficient the bomb is, considering the general large amount of wasted resources in nuclear warheads.

Right, but there's no soil, atmosphere or water to worry about at least, and since it's in space, wouldn't a lot of the contamination would be thrown into space, away from the station? Then assuming a 100 kiloton nuke had the same explosive power as a small gunpowder grenade (whuh?) a significant amount of the station wouldn't be contaminated long-term if it wasn't breached. Obviously everyone would still die from the initial burst of radiation but we're talking about rebuilding it here.

Surely it'd be easier to clean radiation from a artificial station where 100% of the environment is known vs. cleaning up a nuclear explosion on earth with awkward factors like soil, wind, flora/fauna, etc? Doubly so since NT have advanced drone tech (borgs, mechs, drones, etc).

Radiation fucks with electronics. Big time. Take a look at Chernobyl for example, at first remote drones were tested for clearing rubble off the roof, and it nearly instantly drove itself off the edge and died. Drones and borgs would be nigh useless for radiation cleanup.

Right. That's assuming radiation shielding hasn't advanced in 500 years-- and also ignoring that borgs are often used to delaminate the SM and otherwise handle contamination without any issues. There's also rad-proof hardsuits and suits in the game that humans can use, so there's a few options. And honestly, there's no reason why magitech borgs wouldn't be radiation proof anyway, I mean they already have physics-breaking tools like RCDs and matter synths, why not make the radiation immune?

Also, I might be wrong on this, but doesn't radiation drop off pretty quickly after a few days/weeks?

Using Chernobyl as an example again, it still has incredibly deadly amounts of radiation in it, years later.

That's a power plant, not a nuclear explosive though. I'm not an expert on this but most literature suggests that radiation falls off a few months/weeks/days depending on a few things, look at Hiroshima/Nagasaki for example.

@TheBonded
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Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

Why wouldn't a superpower in the year 2500 be able to clean up radiation from their own space station?

Because radiation isn't as easy to clean up as say, a bunch of debris. Radiation is fucked up. It really depends on several factors, like how efficient the bomb is, considering the general large amount of wasted resources in nuclear warheads.

Right, but there's no soil, atmosphere or water to worry about at least, and since it's in space, wouldn't a lot of the contamination would be thrown into space, away from the station? Then assuming a 100 kiloton nuke had the same explosive power as a small gunpowder grenade (whuh?) a significant amount of the station wouldn't be contaminated long-term if it wasn't breached. Obviously everyone would still die from the initial burst of radiation but we're talking about rebuilding it here.

What would even be left to rebuild? after that large of a nuke went off, the station would be gone, as it is in the cinematic. The reason why we don't blow up the whole station anymore is because of the severe lag it causes.

Surely it'd be easier to clean radiation from a artificial station where 100% of the environment is known vs. cleaning up a nuclear explosion on earth with awkward factors like soil, wind, flora/fauna, etc? Doubly so since NT have advanced drone tech (borgs, mechs, drones, etc).

Radiation fucks with electronics. Big time. Take a look at Chernobyl for example, at first remote drones were tested for clearing rubble off the roof, and it nearly instantly drove itself off the edge and died. Drones and borgs would be nigh useless for radiation cleanup.

Right. That's assuming radiation shielding hasn't advanced in 500 years-- and also ignoring that borgs are often used to delaminate the SM and otherwise handle contamination without any issues. There's also rad-proof hardsuits and suits in the game that humans can use, so there's a few options. And honestly, there's no reason why magitech borgs wouldn't be radiation proof anyway, I mean they already have physics-breaking tools like RCDs and matter synths, why not make the radiation immune?

This is gameplay, not lore. Gameplay does not always reflect lore for balance reasons.

Also, I might be wrong on this, but doesn't radiation drop off pretty quickly after a few days/weeks?

Using Chernobyl as an example again, it still has incredibly deadly amounts of radiation in it, years later.

That's a power plant, not a nuclear explosive though. I'm not an expert on this but most literature suggests that radiation falls off a few months/weeks/days depending on a few things, look at Hiroshima/Nagasaki for example.

I'm not an expert on those, so maybe. but the contamination caused by the SM being blown to bits and spread around the area would certainly pose an issue. That is, assuming anything would be left, considering the size of the nuke used, which would probably leave very little.

@itseasytosee
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Does this instantly kill all of the cultist harvesters on a cult summon?

Nah, I don't think it does and if it does it only would do so on round end (and not on arm)

I do mean roundend, there's two variants of the ending whether or not the cult has over 80% of the crew converted when the nuke goes off, I was wondering if it still gibbed on that 80%

There's a secret ending if you kill nar-sie. Also, I looked into it and the nuke doesn't actually go off when cult wins, it just plays the cinematic.
So no it doesn't kill everyone, but it probably should.

@TheBonded
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Does this instantly kill all of the cultist harvesters on a cult summon?

Nah, I don't think it does and if it does it only would do so on round end (and not on arm)

I do mean roundend, there's two variants of the ending whether or not the cult has over 80% of the crew converted when the nuke goes off, I was wondering if it still gibbed on that 80%

There's a secret ending if you kill nar-sie. Also, I looked into it and the nuke doesn't actually go off when cult wins, it just plays the cinematic. So no it doesn't kill everyone, but it probably should.

gotcha, thanks

@githubuser4141
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Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

Why wouldn't a superpower in the year 2500 be able to clean up radiation from their own space station?

Because radiation isn't as easy to clean up as say, a bunch of debris. Radiation is fucked up. It really depends on several factors, like how efficient the bomb is, considering the general large amount of wasted resources in nuclear warheads.

Right, but there's no soil, atmosphere or water to worry about at least, and since it's in space, wouldn't a lot of the contamination would be thrown into space, away from the station? Then assuming a 100 kiloton nuke had the same explosive power as a small gunpowder grenade (whuh?) a significant amount of the station wouldn't be contaminated long-term if it wasn't breached. Obviously everyone would still die from the initial burst of radiation but we're talking about rebuilding it here.

What would even be left to rebuild? after that large of a nuke went off, the station would be gone, as it is in the cinematic. The reason why we don't blow up the whole station anymore is because of the severe lag it causes.

You tell me, I'm basing this off D4C-420's idea which was an explosion the size of a small grenade somehow contaminating the whole station. Obviously a 100 kiloton bomb realistically wouldn't leave anything to be rebuilt.

Surely it'd be easier to clean radiation from a artificial station where 100% of the environment is known vs. cleaning up a nuclear explosion on earth with awkward factors like soil, wind, flora/fauna, etc? Doubly so since NT have advanced drone tech (borgs, mechs, drones, etc).

Radiation fucks with electronics. Big time. Take a look at Chernobyl for example, at first remote drones were tested for clearing rubble off the roof, and it nearly instantly drove itself off the edge and died. Drones and borgs would be nigh useless for radiation cleanup.

Right. That's assuming radiation shielding hasn't advanced in 500 years-- and also ignoring that borgs are often used to delaminate the SM and otherwise handle contamination without any issues. There's also rad-proof hardsuits and suits in the game that humans can use, so there's a few options. And honestly, there's no reason why magitech borgs wouldn't be radiation proof anyway, I mean they already have physics-breaking tools like RCDs and matter synths, why not make the radiation immune?

This is gameplay, not lore. Gameplay does not always reflect lore for balance reasons.

It's difficult to tell what's considered lore and "just gameplay" in the games, though. I mean, are hand held RCDs a lore thing? Were person-sized mechs really capable of "ending entire wars overnight"?

Also, I might be wrong on this, but doesn't radiation drop off pretty quickly after a few days/weeks?

Using Chernobyl as an example again, it still has incredibly deadly amounts of radiation in it, years later.

That's a power plant, not a nuclear explosive though. I'm not an expert on this but most literature suggests that radiation falls off a few months/weeks/days depending on a few things, look at Hiroshima/Nagasaki for example.

I'm not an expert on those, so maybe. but the contamination caused by the SM being blown to bits and spread around the area would certainly pose an issue. That is, assuming anything would be left, considering the size of the nuke used, which would probably leave very little.

Absolutely, if the SM was blown to bits around the station this'd suggest there's no more station to bother with, hence I was mostly replying to D2C's idea.

@TheBonded
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Lorewise the idea is the radiation of the nuke (or what makes nukes more dangerous than being a big bomb) is impossible to clean up so nanotrasen is force to abandon it along with it killing all life.

Why wouldn't a superpower in the year 2500 be able to clean up radiation from their own space station?

Because radiation isn't as easy to clean up as say, a bunch of debris. Radiation is fucked up. It really depends on several factors, like how efficient the bomb is, considering the general large amount of wasted resources in nuclear warheads.

Right, but there's no soil, atmosphere or water to worry about at least, and since it's in space, wouldn't a lot of the contamination would be thrown into space, away from the station? Then assuming a 100 kiloton nuke had the same explosive power as a small gunpowder grenade (whuh?) a significant amount of the station wouldn't be contaminated long-term if it wasn't breached. Obviously everyone would still die from the initial burst of radiation but we're talking about rebuilding it here.

What would even be left to rebuild? after that large of a nuke went off, the station would be gone, as it is in the cinematic. The reason why we don't blow up the whole station anymore is because of the severe lag it causes.

You tell me, I'm basing this off D4C-420's idea which was an explosion the size of a small grenade somehow contaminating the whole station. Obviously a 100 kiloton bomb realistically wouldn't leave anything to be rebuilt.

I think the reason why the suggested explosion is so small is to prevent it lagging the entire server to a halt. I also don't think their lore reasoning is correct.

Surely it'd be easier to clean radiation from a artificial station where 100% of the environment is known vs. cleaning up a nuclear explosion on earth with awkward factors like soil, wind, flora/fauna, etc? Doubly so since NT have advanced drone tech (borgs, mechs, drones, etc).

Radiation fucks with electronics. Big time. Take a look at Chernobyl for example, at first remote drones were tested for clearing rubble off the roof, and it nearly instantly drove itself off the edge and died. Drones and borgs would be nigh useless for radiation cleanup.

Right. That's assuming radiation shielding hasn't advanced in 500 years-- and also ignoring that borgs are often used to delaminate the SM and otherwise handle contamination without any issues. There's also rad-proof hardsuits and suits in the game that humans can use, so there's a few options. And honestly, there's no reason why magitech borgs wouldn't be radiation proof anyway, I mean they already have physics-breaking tools like RCDs and matter synths, why not make the radiation immune?

This is gameplay, not lore. Gameplay does not always reflect lore for balance reasons.

It's difficult to tell what's considered lore and "just gameplay" in the games, though. I mean, are hand held RCDs a lore thing? Were person-sized mechs really capable of "ending entire wars overnight"?

handheld RCDs do exist in the lore. but keep in mind that a lot of things in this game are simplified for gameplay reasons. Take the crafting menu as a whole, for example.

Also, I might be wrong on this, but doesn't radiation drop off pretty quickly after a few days/weeks?

Using Chernobyl as an example again, it still has incredibly deadly amounts of radiation in it, years later.

That's a power plant, not a nuclear explosive though. I'm not an expert on this but most literature suggests that radiation falls off a few months/weeks/days depending on a few things, look at Hiroshima/Nagasaki for example.

I'm not an expert on those, so maybe. but the contamination caused by the SM being blown to bits and spread around the area would certainly pose an issue. That is, assuming anything would be left, considering the size of the nuke used, which would probably leave very little.

Absolutely, if the SM was blown to bits around the station this'd suggest there's no more station to bother with, hence I was mostly replying to D2C's idea.

Ah, yeah, I doubt radiation is the reason why they don't reclaim the station

Mothblocks pushed a commit to Mothblocks/tgstation that referenced this pull request Nov 22, 2021
This does not make the nuke explode like it used to.
The nuke will now dust you in a similar way to the AI doomsday device when it goes off. This will only happen if the nuke successfully detonated on the station and not on a near miss. Otherwise, it kills everything on the z-level.

There has been code in the game for an extended period of time that was supposed to make this happen, but I believe it was bugged and did not properly give the z-level of the nuke in the explosion.

It should be noted that gameplay-wise this makes it so antagonists who need to escape will no longer get a free pass for being on the station when the nuke goes off, but they will still be counted as escaped if they are in lavaland/another z-level. I would say that this is only good for the game but I understand if it's controversial.

The original code gibbed people on the z-level, although I've considered changing it to dusting. I would like opinions on this or alternative methods of death.

fixes tgstation#62788
Mothblocks pushed a commit to Mothblocks/tgstation that referenced this pull request Nov 22, 2021
Wallemations added a commit to Wallemations/heavenstation that referenced this pull request Nov 24, 2021
* Automatic changelog generation for PR tgstation#62531 [ci skip]

* Fixes cargo console breaking when you ordered canisters, and makes it break softer when it does anyways (tgstation#62829)

馃啈
fix: cargo consoles aren't breaking when department orders buys a canister. seriously though who buys canisters man
/馃啈

* Automatic changelog generation for PR tgstation#62829 [ci skip]

* Wings negate fall damage from short falls (remake) (tgstation#62800)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#62800 [ci skip]

* Gives Space Pirates a bonus to hijack speed on the shuttle. (tgstation#62806)

If a pirate pulls this off, they've got to be the best pirate I've ever seen.

* Automatic changelog generation for PR tgstation#62806 [ci skip]

* Fixes the foreach and filter circuit component (tgstation#62798)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#62798 [ci skip]

* Adds a worn on belt sprite for seclites (tgstation#62805)

* big light

* dah, verry good

* Automatic changelog generation for PR tgstation#62805 [ci skip]

* Stops HFRs (and other INDESTRUCTIBLE machinery) from being able to be blown up if an explosion's epicenter is on the tile (tgstation#62164)

* Stops HFRs from being able to be blown up if an explosion's epicenter is on the tile

* Stops stationloving objects from being able to be teleported to HFR core

* Automatically add PREVENT_CONTENTS_EXPLOSION_1 to all INDESTRUCTIBLE machinery

* Document reason for PREVENT_CONTENTS_EXPLOSION_1 flag being needed

* Automatic changelog generation for PR tgstation#62164 [ci skip]

* The Nuke kills everyone when it goes off. (tgstation#62807)

This does not make the nuke explode like it used to.
The nuke will now dust you in a similar way to the AI doomsday device when it goes off. This will only happen if the nuke successfully detonated on the station and not on a near miss. Otherwise, it kills everything on the z-level.

There has been code in the game for an extended period of time that was supposed to make this happen, but I believe it was bugged and did not properly give the z-level of the nuke in the explosion.

It should be noted that gameplay-wise this makes it so antagonists who need to escape will no longer get a free pass for being on the station when the nuke goes off, but they will still be counted as escaped if they are in lavaland/another z-level. I would say that this is only good for the game but I understand if it's controversial.

The original code gibbed people on the z-level, although I've considered changing it to dusting. I would like opinions on this or alternative methods of death.

fixes tgstation#62788

* Automatic changelog generation for PR tgstation#62807 [ci skip]

* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (tgstation#62813)

* Automatic changelog generation for PR tgstation#62813 [ci skip]

* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in) (tgstation#62652)

Adds a USB port to constructable hydroponic trays. I had to refactor some hydro tray code, which is kinda old, to fit the USB circuit and the new signals in.

* Automatic changelog generation for PR tgstation#62652 [ci skip]

* Adds some basic sanity to the plumbing bottler (tgstation#62823)

* Adds some basic sanity to the plumbing bottler

* Update code/modules/plumbing/plumbers/bottler.dm

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Update code/modules/plumbing/plumbers/bottler.dm

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* The atheists fedora now makes you try to get further from god (tgstation#62821)

Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>

* Automatic changelog generation for PR tgstation#62821 [ci skip]

* Automatic changelog compile [ci skip]

* Manually correct dir on every special airalarm (tgstation#62790)

* Manually correct dir on every special airalarm

Also fix the placement of the box mixing air alarm.

* Forgot to check in MetaStation

* Automatic changelog generation for PR tgstation#62790 [ci skip]

* Changed fermichem related values for Inacusiate and Multiver (tgstation#62467)

* Automatic changelog generation for PR tgstation#62467 [ci skip]

* Allows plates on trays (tgstation#62814)

* Automatic changelog generation for PR tgstation#62814 [ci skip]

* Smooths the gliding of moving trams and its passengers. (tgstation#62587)

This makes the glide size of movables inside a tram match that of the platform they are on when the tram is moving (which should in turn match the tramprocess substystem wait).

This will stop slower mobs from looking all jittery when moving on a tram at the cost of a blockier movement while moving inside a moving tram*. This is a small price to pay also considering there's not much space to move around inside the tram anyway and it isn't as annoying.

*Byond/our code doesn't support concurrent glide sizes ( basically if you try to change it midmovement, it'll also update the speed of the current movement step). There's no efficient and universal solution to this.

* Automatic changelog generation for PR tgstation#62587 [ci skip]

* carpswag (tgstation#62811)

expansion: Carpskin suits and fedoras can now be crafted using carp scales.

* Automatic changelog generation for PR tgstation#62811 [ci skip]

* New/Modification sprite for the barrier grenade (tgstation#62775)

imageadd: New barrier grenade sprite

* Automatic changelog generation for PR tgstation#62775 [ci skip]

* FindOccupationCandidates will no longer die if the client disappears halfway through the proc. (tgstation#62819)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Doubles slow asset send rate (tgstation#62845)

Newer byond clients now properly batch up `browse_rsc` sends so this clogging up the `browse()` queue is less of a concern.

* Comfy chair code improvements (tgstation#62842)

* Automatic changelog generation for PR tgstation#62842 [ci skip]

* Da plate update: New plate sizes and breakable plates (tgstation#62804)

About The Pull Request

This PR adds small and large plates and allows you to break plates by throwing them.

bild
bild
Why It's Good For The Game

Having larger plates allows you to more easily run the buffet gimmick as you can fit more items on the large plates.

Having large plates also allows for more space for creative food plating.

The small plates lets the chef serve small food items such individual cake slices without the plate looking mismatched.

Plate breaking improves immersion and allows unsavoury characters such as mimes and syndicates to stir up trouble.
Changelog

cl
expansion: Small and large plates have been added to the kitchen vend.
expansion: Plates will now break when thrown.
/cl

* Automatic changelog generation for PR tgstation#62804 [ci skip]

* UpdatePaths: Handle lists containing strings (tgstation#62595)

* UpdatePaths: Handle lists containing strings

The split_re regex considers two alternatives when splitting out property
values.
The first alternative, "(?:.+?)" looks for a value that starts and
ends with a double quote, containing any characters between, but using
the smallest length possible.
The second alternative, [^";]* looks for a value that does not contain
any double quotes or semicolons.

Neither of these cases will handle a value such as network = list("fsc");

To handle this case without a major rewrite, the second alternative is
updated to [^"][^;]+ which looks for a value that does not start with a
double quote and does not contain a semicolon.

* UpdatePaths Support @old;... too

This strips the trailing semicolon, if present, which it will be if
you're overriding an old value after specifying @old.

* UpdatePaths: Handle single char case

Whoops

* Automatic changelog generation for PR tgstation#62595 [ci skip]

* Adds New Aquarium Fish! (tgstation#62840)

* fish

* fixes broken stuff

* no emulsijack betrayal, emuslijacks will now reproduce

* Automatic changelog generation for PR tgstation#62840 [ci skip]

* Modern Armor For The Modern Age - Marine ERT's Armor Update (tgstation#62714)

* Automatic changelog generation for PR tgstation#62714 [ci skip]

* Wiremod assoc_literal circuit component was missing from the lathe (tgstation#62818)

Was looking for a way to make a cache list when I noticed the assoc_literal component wasn't in the lathe
I rather cache a list of stuff than continuously run foreach/searchs on data from the ntnet or otherwise.

* Automatic changelog generation for PR tgstation#62818 [ci skip]

* Reconvert all diagonal cameras, properly this time (tgstation#62789)

* Automatic changelog generation for PR tgstation#62789 [ci skip]

* Automatic changelog compile [ci skip]

* bad mafia (tgstation#62874)

* Automatic changelog generation for PR tgstation#62874 [ci skip]

* nitryl and stimulum merge in nitrium (tgstation#62061)

This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)

Less rare gases, going towards a better atmos gameplay loop

* Automatic changelog generation for PR tgstation#62061 [ci skip]

* HoS, warden and officers no longer spawn with a stunbaton in their bags. (tgstation#62861)

* Automatic changelog generation for PR tgstation#62861 [ci skip]

* Fixes the wrong cinematic playing on nukeop win (tgstation#62877)

* Automatic changelog generation for PR tgstation#62877 [ci skip]

* Gets Rid Of An Errant Space From The Baton Knockdown Message (tgstation#62865)

* Fixing quantum pads teleporting themselves, or How I Stopped People Stealing The Self-Destruction Terminal (tgstation#62849)

* Automatic changelog generation for PR tgstation#62849 [ci skip]

* Splits antag huds into their own .dmi file and de-hardcodes antag huds (tgstation#62767)

* clown and mime can access service orders (tgstation#62882)

* Automatic changelog generation for PR tgstation#62882 [ci skip]

* Fixing floorbot (tgstation#62878)

Not tested, but YOLOmerge requested

* Automatic changelog generation for PR tgstation#62878 [ci skip]

* Fixes some issues with the PDA UI (tgstation#62864)

* Automatic changelog generation for PR tgstation#62864 [ci skip]

* Admin: Fix Camera Report verb (tgstation#62866)

There is still the potential for false positives since the way diagonal
cameras were made didn't exactly line up with where their direction was.

However, this brings functionality back to parity with before the
dir-sanity PR.

* Automatic changelog generation for PR tgstation#62866 [ci skip]

* Automatic changelog compile [ci skip]

* Makes the "Ian's Adventure" station trait more interesting by making the dog deadchat controllable plus extra lives. (tgstation#62617)

About The Pull Request

Makes the "Ian Adventure" station trait more interesting by giving him deadchat control (democracy mode, 3 seconds cooldown on inputs) and a couple extra lives* to survive early round tiding.

*Basically, a new component that respawns the critter when he dies. The component itself is simple enough, but it sends a signal each respawn to allow other datums to expand this behavior how they want. I've contemplated adding a signal that can stop death, dusting and gibbing instead of respawning the mob at first but because death(), dust() and gib() were made with the assertion that the mob is always going to die I've quickly realized it'd require a refactor that's way too big and out of scope.

The deadchat control of corgis only include commands to change and drop hats, "speak" (random lines from the speak list of the mob) and spin (other than cardinal movement) for now. I'd have loved to add more complex commands (like, argumented) that can potentially be relayed to the AI controller, but I guess that'll have to wait until the thing gets refactored a little.
Why It's Good For The Game

"Ian's Adventure" is a really bland station trait at the moment. All it does is move Ian somewhere else at the start of the round. Even by the station traits standard of being small things this is insignificant, and also pretty bad considering Ian is not actually going on an adventure since he lacks the initiative to do anything being an npc dog.
This PR aims to breath fresh air into this station trait and push it toward a slighty more engaging direction, though it relies on observers to work, while still being a small """"cute"""" station trait.
Changelog

cl
expansion: The "Ian's Adventure" station trait now makes Ian deadchat controllable and gives him a couple extra lives (to survive early round tiding)
/cl

* Automatic changelog generation for PR tgstation#62617 [ci skip]

* Fixes loading funny admin nicknames   (tgstation#62881)

* Automatic changelog generation for PR tgstation#62881 [ci skip]

* implements pews needing a tool to be rotated (tgstation#62373)

About The Pull Request

    PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
    Pews now require a wrench in hand to be rotated
    closes 

    Can rotate pews tgstation#50136
    image

Why It's Good For The Game

This prevents people from easily messing up the chapel and publicly placed pews
Changelog

cl
add: Wooden pews now require a wrench in hand to be rotated
/cl

* Automatic changelog generation for PR tgstation#62373 [ci skip]

* Fixes a few cargo exports problems. (tgstation#62686)

About The Pull Request

Cargo exports will now start deleting the thing and its contents only after everything has been sold and hopefully stop objects from being deleted before getting sold (no export datum actually deletes anything on sell_object()). This PR also removes a variable only used in one place (an admin only item created by ExcessiveUseOfCobblestone, who probably didn't know there's an argument that stops unsold items from getting deleted) and that may be source of harddels.
Why It's Good For The Game

This will fix tgstation#62644, perhaps some harddels and other oddities.
Changelog

cl
fix: Cargo exports will now start deleting items only after everything is sold. This will fix issues such as unachievable exports (like machine ones) and getting less credits than what export scanners says.
/cl

* Automatic changelog generation for PR tgstation#62686 [ci skip]

* Add randomized tracking beacons to all maps (tgstation#61673)

This takes the new random tracking beacon spawner and adds them to all maps. The only guaranteed tracking beacon that spawns is the one at arrivals. The rest have a 35% chance to spawn and are located in the following areas:

    teleporter
    AI Sat teleporter
    escape
    showcase
    bridge
    courtroom
    bomb testing range
    atmos
    xenobio secure chamber
    medbay
    engineering
    bar/cafe
    EVA
    virology
    dorms
    mech bay
    lavaland
    cargo
    shooting range/security
    chapel
    disposals
    hydro
    garden
    library
    gateway
    incinerator room
    vacant office

More roguelike randomization for every round is good for the soul.

* Automatic changelog generation for PR tgstation#61673 [ci skip]

* Fixes loading scars file (tgstation#62928)

a317825 broke loading default string files with load_strings_file(), since there was no default directory

* the ultimate hulk nerf (tgstation#62891)

* Automatic changelog generation for PR tgstation#62891 [ci skip]

* Micro optimizations: Now much less exhaustive (tgstation#62844)

* Fixes an oversight with tail pulling and the Bad Touch trait (tgstation#62784)

* Automatic changelog generation for PR tgstation#62784 [ci skip]

* Improve the bureaucracy system (tgstation#61323)

Adds a blank printing system.

Virtually every Space Station 13 server has its own system of bureaucracy. As a rule, it is some kind of Wiki page with markup tags and a few sample forms. And that's usually the end of it. With stamps and a filing system in place, people rarely use them. This PR takes it upon itself to remedy this situation by introducing form standards into the game itself and adding the ability to print them.

Co-authored-by: twilightwanderer <twilightwanderer@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Automatic changelog generation for PR tgstation#61323 [ci skip]

* Proper custom job name support (tgstation#62803)

* Makes PDA crew manifest and crew monitoring computer respect trims for ordering and sorting

* Fix static typecheck issue

* Added initial rank tracking for IC command

* Automatic changelog generation for PR tgstation#62803 [ci skip]

* cyborgs doing research is now logged IC (tgstation#62898)

AI's doing research is logged to the RD, but Cyborgs doing it just shows up as 'Unknown', which makes no sense because some AI can order a Cyborg to do research on their behalf so the RD doesn't know who did it.
It also makes the RD's job easier to find out what rogue cyborg is doing research when told not to.

* Automatic changelog generation for PR tgstation#62898 [ci skip]

* Pacifists can no longer attach c4 to other living creatures. (tgstation#62903)

* Automatic changelog generation for PR tgstation#62903 [ci skip]

* Adds a new poster to commemorate the end of an era (tgstation#62885)

* Added a new poster

* Adds an extra layer of grime.

Co-authored-by: Farquaar <(tgGithubPW0)>

* Automatic changelog generation for PR tgstation#62885 [ci skip]

* Automatic changelog compile [ci skip]

* Add cosmetic random spawners to tramstation (tgstation#62753)

* Automatic changelog generation for PR tgstation#62753 [ci skip]

* Add cosmetic random spawners to Metastation (tgstation#62929)

* Add cosmetic random spawners to Meta

* Automatic changelog generation for PR tgstation#62929 [ci skip]

* Move conveyor belts to their own system, rename conveyor2 (tgstation#62911)

Renames conveyor2.dm to conveyor.dm, and removes the historical comment about "new conveyor belts". As a reminder, comments should be about what the code is now, not what it used to be. (Muh history -Lemon)

Moves conveyor belts to their own SS with an identical wait. It is very common, as an admin, for me to want to adjust conveyor belt processing, either to make it faster (for laughs) or to disable it when it is causing heavy lag. It is very difficult to do this (especially the former) because it just uses fast process.

* Icebox service department fixes (tgstation#62846)

* fixes to icebox service department

* stool dirs

* ducting

* Automatic changelog generation for PR tgstation#62846 [ci skip]

* Delta Ice Kilo Minor Map Fixes (tgstation#62848)

Deltastation Teleporter Shutters fixed

Icebox Service exit properly marked

Kilo Kitchen shutters fixed

* Automatic changelog generation for PR tgstation#62848 [ci skip]

* remove abandoned helper (tgstation#62886)

* Automatic changelog generation for PR tgstation#62886 [ci skip]

* Donuts found in sec vendors and boxes can now be used to make glazed donuts (tgstation#62910)

* Automatic changelog generation for PR tgstation#62910 [ci skip]

* Replacing more C-style for loops with the faster, traditional ones. (tgstation#62908)

* Fixes unpowered icebox mining doors (tgstation#62847)

* Automatic changelog generation for PR tgstation#62847 [ci skip]

* Evidence bag in the bag (tgstation#62913)

* Automatic changelog generation for PR tgstation#62913 [ci skip]

* prevents mindswaping into ghost poly (tgstation#62554)

About The Pull Request

Closes tgstation#62465

Also makes ghost poly technically designated as a boss in the code as their sentience type, as far as I can tell this doesn't actually change anything other than the ability to make it sentient, but it also makes sense for a creature effectively incapable of death to be designated as a boss in the code.
Why It's Good For The Game

As funny as it is, mindswapping (blood into a rainbow slime extract gives you a mindswap potion) into ghost poly, or otherwise making ghost poly sentient, is an exploit that should be patched. Ghost poly is as fast as a ghost, can move through walls, has godmode, and if you give it a fugu gland it can beat people up. It can also pick up things, such as the nuke disk, which would make nukeops rounds pretty unfair and unfun.
Changelog

cl
fix: Aspiring xenobiologists and ambitious wizards can no longer mindswap into ghost poly or otherwise make them sentient in an attempt to gain godmode + ghost speed + the ability to go through walls.
/cl

* Automatic changelog generation for PR tgstation#62554 [ci skip]

* Irish car bomb clown car interaction (tgstation#62889)

* Automatic changelog generation for PR tgstation#62889 [ci skip]

* Fixes stale data when a user performs a refresh of a TGUI page (tgstation#62930)

We should send a full update when a user refreshes a TGUI web page. Refreshes can be performed by pressing F5 while focused within a TGUI window.

* Automatic changelog generation for PR tgstation#62930 [ci skip]

* Fixes emptied shot glasses having the drinking glass filling icon. (tgstation#62920)

Made both drinking and shot glasses use the generic reagent_containers/update_overlay() method. Standardized drinking and shot glasses update_icon_state().

* Automatic changelog generation for PR tgstation#62920 [ci skip]

* Allows shells that requiring anchoring to take power from APCs (tgstation#62907)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#62907 [ci skip]

* Hotfix: Vendor, Crafting, Mulebots (tgstation#62863)

* Automatic changelog generation for PR tgstation#62863 [ci skip]

* Automatic changelog compile [ci skip]

* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (tgstation#62944)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#62944 [ci skip]

* Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins (tgstation#62711)

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Automatic changelog generation for PR tgstation#62711 [ci skip]

* Revamps the Space Hotel Ruin (tgstation#62659)

* Automatic changelog generation for PR tgstation#62659 [ci skip]

* Fixed Icebox Air Alarm (tgstation#62927)

* Automatic changelog generation for PR tgstation#62927 [ci skip]

* [MDB IGNORE] Repath wall reagent dispensers (tgstation#62593)

* Repath wall reagent dispensers

This changes /obj/structure/reagent_dispensers/{virusfood,peppertank}
to be subpaths of /obj/structure/reagent_dispensers/wall.

The WALLITEMS test now checks for all wall mounted reagent dispensers,
instead of just peppertank specifically.

> git ls-files '*.dmm' | xargs -d\\n sed -i 's@/obj/structure/reagent_dispensers/peppertank@/obj/structure/reagent_dispensers/wall/peppertank@g'
> git ls-files '*.dmm' | xargs -d\\n sed -i 's@/obj/structure/reagent_dispensers/virusfood@/obj/structure/reagent_dispensers/wall/virusfood@g'

* Automatic changelog generation for PR tgstation#62593 [ci skip]

* creativecommitname (tgstation#62935)

Co-authored-by: unknown <burgercoding@gmail.com>

* Automatic changelog generation for PR tgstation#62935 [ci skip]

* Automatic changelog compile [ci skip]

* Votes work again (tgstation#62973)

So, it was runtiming because it wasn't checking for the length of the list, so it was failing to display the results and failing to do anything about the results of said vote. That means map votes didn't do anything.

* Automatic changelog generation for PR tgstation#62973 [ci skip]

* Give weight to childtype

* Reverts change I accidentally made to master, Lol

* Refactors Sign Language & Fixes Inconsistency (tgstation#62836)

Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.

* Automatic changelog generation for PR tgstation#62836 [ci skip]

* fixes empty defib hud (tgstation#62967)

The defib icon state was in between a bunch of antag hud icon states man it's not MY fault it's not with the REST of the medical huds

* Automatic changelog generation for PR tgstation#62967 [ci skip]

* Stun Batong now turns off/on constantly for short time after emp (tgstation#62943)

About The Pull Request
title

Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions

Changelog
馃啈
expansion: Stun Batong now turns off/on constantly for short time after emp

* Automatic changelog generation for PR tgstation#62943 [ci skip]

* Automatic changelog compile [ci skip]

* Yee-haw Update: Code Spaghetti Western Edition (tgstation#62937)

About The Pull Request

Previous PR (Closed Because I'm a Git Newbie)
https://youtu.be/AFa1-kciCb4

Ever wondered why we had cowboy boots in the autodrobe and clothesmate, but no hats?
Ever wanted to start a posse but the fluorescent lighting was beating down on your head?
Ever wanted to run your bar like an old-timey saloon but you were too ashamed of your bald spot?
Ever wanted to say "See you Space Cowboy" and actually mean it?

This is the PR for you!

image
Left to Right: Desperado Hat, Drifter Hat, Sheriff Hat (with Sheriff Vest), Ten-Gallon Hat, & Deputy Hat

All hats are craftable using two sheets of leather. The vest can be crafted with four sheets, and can be attached to jumpsuits.
The drifter hat and the ten-gallon can be found in the clothesmate. The others can be found in the autodrobe.
Every item has in-hand sprites!

This PR does not alter fugitive bounty-hunter items in any way.
Why It's Good For The Game

It always puzzled me that we had so many western-themed items, clothing, and references, but no hats to back it up. Now we can run cowboy gimmicks to our heart's content, and admins have more than enough to cobble together an event straight out of the old-space-west.
Changelog

cl
imageadd: Due to lobbying pressure from the Yee-haw Conservation Society, Nanotrasen vending machines now stock five new cowboy hats and an old-west vest.
/cl

* Automatic changelog generation for PR tgstation#62937 [ci skip]

* Adds an additional queue to the qdel subsystem to quickly filter out things that garbage collect within the first second. (tgstation#62969)

Before, all items deleted would sit in a queue for 5 minutes, with all shrinks and expansions of said queue requiring byond to copy all of these items over to the new list.

Theory: 99% of items soft-delete within byond within the first second. (5 minutes is only needed because a byond quirk with items referenced by verbs)

Result:

Within the first 7 minutes of a local test launch and round start, ~35,000 things get qdeleted.

Of those 35 THOUSAND things, only 12 things failed as still referenced with a 1 second pre-queue.

Said 12 things passed as garbage collected at the 5 minute queue.

(Note: 30 thousand of these items are from world start and round init.)

I have no data on how much this speeds anything up, leaving a 30 thousand list (that has to be copyed every time qdelete processes it and cuts off the items it processed) hanging around for no reason for the first 5 minutes of the round was all i needed to justify the pr.

* [PORT] Adds Safety Moth posters from Beestation! (Attempt 2) (tgstation#62936)

add: Added Safety Mothposters!

* Automatic changelog generation for PR tgstation#62936 [ci skip]

* Resprites (desouls) HoP's uniform (tgstation#62915)

imageadd: new and redone HoP uniforms

* Automatic changelog generation for PR tgstation#62915 [ci skip]

* Adds Supply Request Consoles to Cargo (tgstation#62860)

* Automatic changelog generation for PR tgstation#62860 [ci skip]

* fix harvest numbers (tgstation#62899)

* Automatic changelog generation for PR tgstation#62899 [ci skip]

* Bonfire can be made with wood (tgstation#62939)

Co-authored-by: Colovorat <lolqwert569@gmail.com>

* Automatic changelog generation for PR tgstation#62939 [ci skip]

* Forces areas to create their lighting objects when loaded from a map template (tgstation#62931)

Continues the journey of tgstation#61730. This time, all map templates will see their area lighting objects created upon getting loaded if they have static_lighting = TRUE. This means that places like Hilbert's hotel, as well as any map placed by an admin during the round, will now be able to properly have dynamic lights without any need for VV shenanigans.

Tested and working, I tested with Hilbert's hotel and by spawning a couple of other map templates to confirm.

Fixes tgstation#61558, closes tgstation#61340 (kinda not, but it's already fixed anyway, and loosely related to this) and should be the final nail in the coffin of tgstation#61349.

Courtesy ping to @TiviPlus, just in case you had anything to say about it.

* Automatic changelog generation for PR tgstation#62931 [ci skip]

* Washing machines can now shrink old t-shirts. (tgstation#62296)

About The Pull Request
image
Worn T-shirts, found in maintenance are now susceptible to shrinkage after repeated washing machine washings.
Too many machine washes can cause the shirts to shrink to the point that they simply disappear to the laundry dimension, as does real clothes in real life.

Why It's Good For The Game
Fun little hidden interaction with laundry machines due to my having noticed that laundry machines exist in the code still.

Changelog
馃啈
expansion: Laundry machines can shrink particularly old, worn t-shirts. Remember kids, hand wash only.
/馃啈

* Automatic changelog generation for PR tgstation#62296 [ci skip]

* Cleanup signals.dm (tgstation#62970)

* The bureaucratic mistake station trait can now truly chose any job. (tgstation#62960)

Too many Captains. So little time.

* Automatic changelog generation for PR tgstation#62960 [ci skip]

* Fixes a mistake that made space bartenders sad. (tgstation#62978)

* Fixes a mistake that made space bartenders sad.

* Update drinkingglass.dm

* Automatic changelog generation for PR tgstation#62978 [ci skip]

* Hair gradient preference no longer shows for species that don't have hair (tgstation#62950)

* Automatic changelog generation for PR tgstation#62950 [ci skip]

* Adds additional DB logging for admin help interactions (tgstation#62994)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Fixes some issues and an exploit with abandoned crates. (tgstation#62949)

* Automatic changelog generation for PR tgstation#62949 [ci skip]

* Possibly contains crude/indecent language (tgstation#62985)

* Automatic changelog generation for PR tgstation#62985 [ci skip]

* fixes random iceland turf in the middle of the bar on icebox (tgstation#62997)

* Automatic changelog generation for PR tgstation#62997 [ci skip]

* Automatic changelog compile [ci skip]

* space_heaters on process_atmos() (tgstation#62760)

Consistency between the various systems, space heater affected how atmos worked, should be processed on the same level (Maybe makes it operate twice as "strong"? but that's ok it's a bit bad now anyway -Lemon)

* Automatic changelog generation for PR tgstation#62760 [ci skip]

* Add Etheral lungs to the limbgrower (tgstation#62469)

Saturday morning, calm shift.
I spend most of my time staring at CANARY waiting for an atmos alarm to pop up while I sit at the foyer hearing what random craziness Poly is spewing and wondering about the previous and more interesting shifts.
When suddenly, an atmos alarm pops up at the Incinerator.
"Fucks sake, I bet the other atmos are torching the place again..."
I rush there expecting to fix a fire, but instead I find the start of something great...

The madman kidnapped an Ethereal to use as an organic Hydrogen farm, nothing I haven't seen before but... my hands start shaking, a spark of brilliance and potential in my eyes as I mumbled the words:
"I always hear that organic things are healthier... so what if we throw the Electrolyzer away and instead, print Etheral lungs in the limbgrower and implant them on monkeys..."
To our sadness, Ethereal lungs weren't added to the Ethereal disk design, this fixes that!

* Automatic changelog generation for PR tgstation#62469 [ci skip]

* DNA code now supports unique identity and features blocks of different size. (tgstation#62303)

tgstation#61980 (694c299) has uncovered a few issues with our dna datum code. Mainly the lack of support for ui/uf blocks of different sizes.
So, in order to fix this issues, I had to create four global lists, two for UI and UF blocks which sizes differ from DNA_BLOCK_SIZE and two more that store the points in the ui and uf strings where different dna blocks start (this way we avoid having to calculate them every getter and setter proc call).

This will add support for heterogeneous ui/uf block sizes and make 24-bit color features and identities possible.

To the maintainers of downstream codebases: Remember to add your modular code ui and uf color blocks to the identity_block_lengths and features_block_lengths global lists respectively ... Unless you have rewritten dna code on your end. If that's so, good luck.

Tested and working (unless CI says otherwise).

* Replaces Batform with Vampire houses (tgstation#62516)

Permissions for species change

image
About The Pull Request

Goodbye batform

Hello, new preference called vampire status. Outcast vampires act just like normal, Inoculated vampires join their department under a unified "vampire house name" everyone shares.

image

image

image
Why It's Good For The Game

I've heard people complain about batform for years now, if vampires aren't gone by next halloween we can at least enjoy making them far less griefy (ruining a lot of the fun of halloween as just a dumb grief holiday) and more roleplay oriented. I don't even know why vampires got a griefy spell when they already have their main mechanic encourage randomly attacking people and stealing their blood to stay alive
Changelog

cl
del: Batform is gone!
add: ...Replaced by vampire houses as a preference. Join your department as a vampire m茅nage!
/cl

* Automatic changelog generation for PR tgstation#62516 [ci skip]

* fix message spam for atmos construction (tgstation#62796)

About The Pull Request

partial fix to tgstation#62783
the check was never meant to have feedback messages added in it because it runs every UI tick. Added the message as additional requirement text.
GBP no update please
Why It's Good For The Game

fix
Changelog

cl
fix: fix message spam for manual pipe crafting
/cl

* Automatic changelog generation for PR tgstation#62796 [ci skip]

* Lavaland ash storms once again replenish ash on the ground. (tgstation#62954)

* Automatic changelog generation for PR tgstation#62954 [ci skip]

* Lets you build & deconstruct glass floors (tgstation#62890)

* Automatic changelog generation for PR tgstation#62890 [ci skip]

* Fixes Catwalk Tiles (tgstation#62988)

* Automatic changelog generation for PR tgstation#62988 [ci skip]

* A step up: The Lawyer Suit Resprite! (tgstation#62961)

Co-authored-by: Changelogs <action@github.com>

* Automatic changelog generation for PR tgstation#62961 [ci skip]

* Fix comms console not rejecting sending messages (tgstation#63008)

* Automatic changelog generation for PR tgstation#63008 [ci skip]

* Fix dragon rift not healing dragon (tgstation#62843)

About The Pull Request

Fixes tgstation#62816, caused by the healing aura refactor.
Changelog

cl
fix: Fix the space dragon's rift not healing the dragon.
/cl

* Automatic changelog generation for PR tgstation#62843 [ci skip]

* Move current pick_weight consumers to not pass in zeros (tgstation#62940)

About The Pull Request

pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.

I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.

* Add station trait for varying colored assistant jumpsuits (tgstation#62998)

About The Pull Request

Adds a new station trait to color the assistant jumpsuits semi-randomly.

There are several styles for it to choose from, including some especially colored ones, and some randomized ones. This includes the current alternative rainbow jumpsuits, but if GREY_ASSISTANTS is not enabled, then grey jumpsuits will be a valid random option.

I don't really want to hear too much more about the config, I got the OK on this from head admins.
Why It's Good For The Game

Adds more variety to look at on assistants, while still mostly preserving a consistent style if GREY_ASSISTANTS is enabled (as it is a station trait).
Changelog

cl
add: Added a station trait for varying colored assistant jumpsuits.
/cl

* Automatic changelog generation for PR tgstation#62998 [ci skip]

* Add disabling footstep sounds and parallax to the lag switch panel (tgstation#62999)

At the last Toolbox Tournament, @MrStonedOne pointed out some big performance consumers. Some are disablable through easy means, but others were not. This adds two easy ones to the mix.

* Automatic changelog generation for PR tgstation#62999 [ci skip]

* Makes hypnosis victims more visible to admins (tgstation#62745)

Gives hypnotized victims a visible antag hud for admins, puts them in the Check Antags panel, and makes their objectives visible in the Traitor Panel and on the round end report.
Why It's Good For The Game

Right now, victims of hypnosis are very difficult to visually identify as an admin. This not only distinguishes them easily but makes their objective easily visible too.
Changelog

cl
admin: hypnotized players now have a visible antag hud, are visible in the check antag panel, and have objectives visible on the traitor panel
expansion: hypnotized victims and their objectives are now visible on the round end report
/cl

* Automatic changelog generation for PR tgstation#62745 [ci skip]

* Add admin ckey to known alts panel (tgstation#62761)

About The Pull Request

Adds the admin who added the known alt to the known alts panel.
Changelog

cl
admin: The admin who adds a known alt is now logged in the table.
/cl

* Automatic changelog generation for PR tgstation#62761 [ci skip]

* I woke up to admins freaking out about massive lag spikes on manuel round 173107 (tgstation#62857)

They were seeing large amounts of hard deletes and weird spikes every ~2 seconds

Looking into the runtime log, the master controller was resetting every roughly 2 seconds
This was caused by an infinite loop in godslayer armor. Works like this

Player gets hurt enough to put them into crit, with enough brute to bring them up a stat level, and more hurt elsewhere
Godslayer armor detects harm, starts to heal
The heal heals the small amount of brute
This sends the stat update signal, which is sent before the stat is actually changed

The armor heals again, going through the same process
Any later calls to update_stat will send the same signal again because the signal is sent before the value is actually changed

This kills the master controller

I've fixed this by moving the cooldown reset, and by changing how stat is set in conjunction with the signal

* Automatic changelog generation for PR tgstation#62857 [ci skip]

* Makes sure the abandoned crates anti-tamper mechanism is reenabled only when the crate is locked. (tgstation#63012)

* Update interaction.dm (tgstation#62979)

* Automatic changelog generation for PR tgstation#62979 [ci skip]

* Vampire victims no longer receive messages about bloodsucking while unconscious. (tgstation#62953)

* Automatic changelog generation for PR tgstation#62953 [ci skip]

* Make varedited pumps/pipes keep their varedited part of their names (tgstation#62782)

* Make varedited pumps/pipes keep their varedited part of their names

* Make name override system still use initial

* Automatic changelog generation for PR tgstation#62782 [ci skip]

* de-hardcodes moth antennae preference icons (tgstation#62888)

It just makes the preferences actually appear for downstreams who have unique moth preferences.

* better logic for plural_s() (tgstation#62776)

makes it so that plural_s() actually follows most english rules
which is good
even though the proc is never used with this it might actually become useful (i have plans)

* Automatic changelog generation for PR tgstation#62776 [ci skip]

* Instant cameras can now be used as circuit shells. (tgstation#62810)

A circuit and shell components have been given to instant cameras around the station, so they can now be used for wiremod. There's no new wiremod design here since they can already be printed at any autolathe.
@Watermelon914 also told me a while ago that items should be given the shell component and not the usb port one.
Outside of the sci department and more specifically the protolathe and component printer, there's currently a lack of objects that can be used as circuit shells, which means wiremod is more or less limited to its own printables and the less versatile, higher end usb ports around the station. This is a small step toward a more inclusive wiremod that can use station devices for circuits building.

* Automatic changelog generation for PR tgstation#62810 [ci skip]

* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (tgstation#62918)

The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.

The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.

Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.

* Automatic changelog generation for PR tgstation#62918 [ci skip]

* Department orders now include unique circuitboards (tgstation#62830)

About The Pull Request

I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game

Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog

cl
fix: department order consoles include circuitboards
/cl

* Automatic changelog generation for PR tgstation#62830 [ci skip]

* Automatic changelog compile [ci skip]

* Adds note about IEChooser debugger to TGUI README (tgstation#63028)

* Fixes ghosts' boo ability going on cooldown when the light they tried to flicker didn't flick (tgstation#62965)

* Automatic changelog generation for PR tgstation#62965 [ci skip]

* Spades can now dig up botany soil plots on right click (tgstation#62957)

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* Automatic changelog generation for PR tgstation#62957 [ci skip]

* Make all slimes chirp like the non humans they are (tgstation#63000)

* Automatic changelog generation for PR tgstation#63000 [ci skip]

* Fix vampire clans applying to everyone (tgstation#63036)

* Automatic changelog generation for PR tgstation#63036 [ci skip]

* Fixes rites being able to be done by non-chaplains (tgstation#63002)

* Automatic changelog generation for PR tgstation#63002 [ci skip]

* Fixing parallax plane above blackness  (tgstation#62902)

* merge

* Update plane_master.dm

* What Iam doing

* Automatic changelog generation for PR tgstation#62902 [ci skip]

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Justice don鈥檛 listen to any of the stupid ideas of these retarded baboons who have github accounts for some reason, please make it dust as well as exploding the station

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Fix Rewrites a bug so it appears in different circumstances
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Escape alive triggers when the nuke goes off even if you're just sorta standing around in maint
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