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# About the pull request Title. # Explain why it's good for the game Currently, the mortar is a bit intrusive to use, even especially on the front due to its minimum range requirements since it requires three and roughly a quarter screens to use properly meaning if you are the sole user, you are forced to be at constant pace back and forth relazing and recalculating on the go. I personally think that lowering it to at least 2 screens worth still allows for more legroom, while also not a pain to utilize during FOB sieges, with the constant repositioning that it currently requires for it. Max range is also lowered to compensate # Testing Photographs and Procedure Line change. # Changelog :cl: balance: Mortar minimum range is lowered from 25 to 15, maximum range from 75 to 64 /:cl:
# About the pull request In current LV, all vines (i believe) are placed on unweedable tiles***. Hence, this PR should change nothing in current LV and will only affect the LV rework. The upcoming LV rework intends to make these tiles weedable, but keep them untrappable as that is one of the original major balance intentions of the unweedable jungle in current LV. Requested by Kyo, this PR can be kept open until that PR is ready. ***PLEASE CORRECT ME IF IM WRONG # Explain why it's good for the game It's hard/impossible to see traps under vines, and there is a LOT of them in the jungle in very tight corridors, hence allowing them to be trappable would be a very significant, and undesired outcome (Kyo please confirm as lead mapper...) # Testing Photographs and Procedure # Changelog :cl: maptweak: Jungle Vines on LV are now untrappable. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request Makes holocards visible on stasis bags using a small overlay sprite # Explain why it's good for the game Shamelessly stole this idea from Jack Morrison on the forums See original ideasguys thread here: https://forum.cm-ss13.com/t/holocard-on-stasis-bag/9855 # Testing Photographs and Procedure Screenshots & Videos https://github.com/user-attachments/assets/283f9308-86ea-4284-954d-acd741783f5e # Changelog :cl: add: Holocards now visible on stasis bags /:cl:
# About the pull request Add 1 second cooldown on *roar emote for Huggers/Larvas Re-open PR: cmss13-devs#9362 _(closed by stale bot)_ # Explain why it's good for the game Hate me all you want for this PR, but having your ears bombarded by Larva/Facehuggers binding and spamming *roar emote to your ear 90% time without reason is so bad, with this change you still can spam your *roar emote, but it will play sound once per second instead of how quickly you pressed button. If you ask "why you just don't lower your volume down?" i still need to hear game like CAS incomming, OB's falling etc, i will not lower game volume for someone spamming *roar emote. Also, when you do emote as xeno of any caste, you can do one emote every x seconds, this is mainly QoL improvement. # Testing Photographs and Procedure <details> <summary>>Click Here<</summary> How roar works after this change: https://github.com/user-attachments/assets/5bb83e57-7c66-483c-a5f9-11d24d905306 </details> # Changelog :cl: Venuska1117 qol: Facehugger and Larva now get 1 sec cooldown on *roar emote. /:cl: --------- Co-authored-by: Venuska1117 <venus117@o2.pl>
Thanks to **Archivator** for comming up with marine-sided fruit description. Thanks to **Adan Stafford | JAW5** for creating better description for spore fruit that distinguished them from other fruits. Re-open PR: cmss13-devs#9327 _(closed by stale bot)_ # About the pull request **Improves General Gardener gameplay and understanding by:** - Gives more information when examinating fruits/hardened weeds, like how much they heal, what they do, how long they last etc. Marines cannot see those infomations anymore, they now get basic descriptions for fruits. - Gardener now pickup fruits 50% faster than any other caste, this only apply to unrooting and feeding fruit, it does not apply to consuming fruit from ground. (it makes sense, because they specialize in gardening so they do it quicker, like how medics heal themself faster than others) - Returns gardener fruit counter as status tab info, change made from cmss13-devs#8647 broke original counter on button. - Resprites item fruits to have twitchy roots, so its more easy to recognize when they are uprooted from not mature ones. - If marine uproots fruit (or find one) they now get slight "hint" for them to maybe bring this to research. - Ability to place fruits next to resin holes, don't worry, you **cannot** place them on top to hide them. - Gives ability to instantly mature any fruit with resin surge, in exchange it will apply dynamic cooldown based on fruit growth using previous code maturity + cooldown time. - Gives visual balloon alert when consuming fruit or when fruit expires, so player knows when effect of fruit ends. - Gives audiable clue when fruits expires, so player know by intuition that text that popped up is expiration one. (if they read too slow) Also, don't say giving xenos detailed information is broken, marines have ability to open weapon status tab, and see how much damage it does, how far it shoot, armor penetration etc. Its more QoL change than anything else. # Explain why it's good for the game Gardener is one of best strain made, but it was made with its own drawbacks, vague fruit descriptions, recent cooldown addition from cmss13-devs#8647 to buttons broke fruit counter, and marines having access to general description what fruit does without even playing xenomorph should not take place. (also they should not know by lore reasons) Thanks to new changes, xeno players will have access to more detailed information about fruits and what they do when examinating them. Also makes Gardener more capable at its job of growing fruits, instead of it be side character that just supply them. # Testing Photographs and Procedure <details> <summary>> Click here <</summary> Rooted and unrooted sprites (they have animations):  Xeno-sided information when examine fruits:      Only works when examine node:  </details> # Changelog :cl: Venuska1117 add: Added "heartbeat" animation to speed fruit sprite. add: Added description when examinating hardened weeds node, describing the 20% growth boost. soundadd: Added audiable sound clue when fruits are expiring. balance: Gardener drones can now unroot and feed fruits twice as fast (from 2 second to 1 second), that doesn't change when trying to eat mature fruit from ground. balance: Gardener resin surge now instantly mature fruits, but in exchange you get applyied dynamic cooldown based on fruit growth using previous code maturity + cooldown time. balance: Added sound for shield fruit overshield expire. balance: Spore fruit effect time is increased from 60s to 90s qol: Added detailed information for each fruit you examine, that is only visible to xenomorphs, marines now get plain description when they examine fruit. qol: Marines now get "hint" when they examine rooted and unrooted fruits. qol: Unrooted fruits sprites now show description accurate "roots", so they can be more easy recognized from immature fruits. qol: Added fruit counter for healer drone in status tab. qol: Added balloon alerts in same color as fruits that inform you biefly of effects when consuming fruit and when fruit expires. fix: Returned Gardener fruit counter as status tab information. fix: Added missing plasma fruit glow, now it glow blue instead of green. fix: Changes fruits (food) items layer to BUSH_LAYER so they don't get hidden under normal objects. /:cl: --------- Co-authored-by: Venuska1117 <venus117@o2.pl> Co-authored-by: kiVts <48099872+kiVts@users.noreply.github.com>
…13-devs#9810) # About the pull request as title, CL bodyguard beacon commandos are the non deathsquad version now # Explain why it's good for the game admins are basically never going to want to send a deathsquad with heap like this # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: admin: CL beacon bodyguard commandos are the low_threat, non deathsquad version now /:cl:
# About the pull request Title # Explain why it's good for the game Scout is too strong, i dont think theres any other way to nerf scout in a way that doesnt completetly gut its usefulness, i believe that scout should win in one v ones yes, but with burst i believe its made too easy and basically impossible to counter unless the scout sucks. I believe this change will not affect lower skill players, i think they are still going to just hive dive and get captured. For the higher to mid level skill players (which, lets be honest, you dont need to be good as a scout player to get kills anyway) this just means they'll have to pick battles more carefully. Now, before any obviously marine one sider player with below 75 hours comments on the pr 1.) Scouts strongest power is the ability to pick its fights, you have nvgs, binoculars and a cloak. This means you can engage and disengage in most circumstances, this just means you're going to have to pick your fights better instead of just decloaking offs screen and then immidietly nuke any tier 2 / 1 thats resting. 2.) This affects more then just the incin / high impact combo, the HV rounds for scout are pretty strong in themselves, having all the ap and damage that they have, albeit less then high impact they are still pretty good at nuking any tier 3 or even the Queen, and yes just because only a few people know about this, does make it nerf worthy, something being rare does not justify it being overpowered. 3.) "But scout is a specialist, shouldnt he have an easy time killing tier 2's and ones." Yes, he should however again, burst fire makes this that basically literally the moment you catch something overextending, it means it dies. This pr will make it so it takes a bit longer to kill things, but if youre competent (able to fire at an enemy standing infront of you) nothing will really change, other then at most giving the lurker ONE chance to pounce away, if they can even react, also no other specialist can as easily and as reliably one v one or even one v three xenos as scout. 4.) "But you already nerfed ammo, hecking xenomorph dev why do you keep nerfing my fricking underdog marine faction" I think if this change is properly test merged, ammo per req buy and spawn can be increased again to compensate for the fact that you'll be spending more ammo per each encounter. 5.) "So if youre just going to give it more ammo what is the point in making it fire less" Because xenomorphs believe it or not are supposed to have hand holding, killing one tier two might not have an immidediate effect, but when people who are DECENT can perform very well and get up to 10-15 kills per each time they pick it, its going to have a big effect on the game in longer terms. This just basically means they have a fraction of a second to fight you off or atleast, try to get away. Yes its a team game, but remember its one xenomorph to 3 marines, not one spec vs 3 xenomorphs, refer to my previous point about scouts power. One man being able to clear the entire backline basically means in most maps that IO's can pretty easily get all the intel they want to get. This will even maybe let scout players hang with IO's hurray teamwork 6.) I think there are some buffs scout could use that makes it less of a "kill everyone in the backline" and more of a "scout", i will consider them post this pr if it does get in. 7.) dont make comments in the pr use the forums for feedback i dont care # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  job application cv </details> # Changelog :cl: balance: Scout rifle no longer has burst fire. /:cl:
# About the pull request updates terminal/Destroy() to clear its reference not just from APCs but from SMESes too moves the terminal var from APCs and SMES' defined independently to their shared /power parent fixes cmss13-devs#9788 # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>   </details> # Changelog :cl: fix: if a SMES' terminal is deleted, now it can be replaced properly instead of being forever bricked. /:cl:
# About the pull request This PR is in response to OpenDreamProject/OpenDream#2307 correcting code that overrides the built in [`caller` variable](https://ref.harry.live/proc/var/caller). # Explain why it's good for the game Passing checks and less confusion ever something would intentionally want to use the built in var. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Drathek code: Corrected many cases where code would override the built in var caller code: Corrected a couple usages of usr in yaut bracer code /:cl:
# About the pull request While looking at king voting code, it seems that the second candidate is heavily based on how the list is ordered. Based on the original PR, it's supposed to be the candidates with two most votes. # Explain why it's good for the game Minor impact, but it would reduce the number of times King seems assigned randomly. # Testing Photographs and Procedure Made sure it ran properly on local but it was with only one client connected. # Changelog :cl: fix: King election now actually between top two highest votes. /:cl:
…no Dissection (cmss13-devs#9782) # About the pull request - Fixes a whole slew of grammar and spelling errors - Removes unused to_patient messages, since our patient is a corpse - Removes unused first step failure code, because a first step can't fail, only exit the surgery - Adds a couple more improvised tool messages - Adds a message for those in line of sight when someone forgets to put their biosuit on and takes an acid bath - Adds the creation of blood on the floor whenever a xeno corpse sprays blood everywhere. Can be removed if research ends up super messy each round- well, more than it already does # Explain why it's good for the game - spealling ahnd grahmmur gud - More improvised tool messages, so that when you're going after a corpse with a toolbox you have a little flavor to entertain you - let others know why the researcher is in crit (although they probably could've guessed) - Xenos are pressurized canisters of blood, cutting them open and not having it get on the floor doesn't make a whole ton of sense # Testing Photographs and Procedure # Changelog :cl: add: Added blood splatters when you do xeno dissection, added a few more improvised tool messages spellcheck: fixed a bunch of spelling and grammatical errors in xeno dissection code: Removed unused to_patient and first step failure code in xeno dissection. /:cl:
# About the pull request The breaching charge's direction would always get changed towards the direction the player clicked, even if it was already being planted. Fixed by simply moving the direction setting past all the plantability checks. # Explain why it's good for the game No. # Testing Photographs and Procedure Tested. # Changelog :cl: fix: Breaching charges no longer explode in unexpected directions. /:cl:
# About the pull request This PR adds two new inserts - Mainly the IASF insert + Survivors. It also removes the CLF insert and replaces it with a more expansive and unique insert at the WY-space-port. _The IASF (Imperial Armed Space Force) are basically a Paratrooper regiment. They have the same team dynamic as the other inserts, PMC, Trijent UPP ect. Only they also include a CO, and instead of a spec they have a Pilot role._ I've also took the time to fix many minor things on Hybrisa, including revamping the insert made by Steelpoint and such, as there were a few minor issues with it too. I've added a few new armors, helmets and fitting TWE themed gear for the IASF, as well as added the L54 pistol to the NSAP - ported from PvE, and a few new special variants of it. Things like custom belts, webbing and various other misc things as well. # Explain why it's good for the game More content, more interesting inserts and situations to be had, more TWE themed stuff as we're lacking it. As well as fixing many little issues with Hybrisa in general, mostly very minor stuff. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. IASF team -  IASF - Outpost Souter - Survivor spawn  IASF - Outpost Souter - regular round spawn - empty  CLF space-port insert  </details> # Changelog :cl: Zenith, BOBAMA, vandujr add: added the IASF survivors to the Outpost Souter insert add: added the L54 service pistol & two (custom) variants fix: fixed RMC boots pathing fix: fixed Scout cloak on urban maps mapadd: replaces the current CLF insert with a new one at the wy-space-port. maptweak: many fixes and small changes across Hybrisa. maptweak: revamped/fixed up Steelpoints IASF insert. maptweak: revamped/fixed up the CLF insert, now it spawns at the space-port north-west. /:cl: --------- Co-authored-by: bob <49925269+BOBAMAx@users.noreply.github.com> Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
# About the pull request Fixes Examine info that i forgot to change in cmss13-devs#9572 for spore fruit description. # Explain why it's good for the game Display correct information of 90s instead of 60s, less confusion. # Changelog :cl: fix: Changed description of spore fruit duration time from 60s to correct 90s. /:cl: Co-authored-by: Venuska1117 <venus117@o2.pl>
…ases (cmss13-devs#9546) # About the pull request Fixes the following issues: cmss13-devs#9089 cmss13-devs#8801 Also fixes the following issues: + The throwing knife had wrong directions when held by any of the two hands. + The new mechanic to change the strap of satchels between shoulders had a critical bug that made all on_mob satchels permanently look like the brown leather satchel, even when they weren't. + All satchels were missing the code for their item_states. + The toy-light sword had only one version of the sprites being used by the game (the blue one), while the other completely functional versions (red, green and purple) were unused. This fixes it with the addition of a simple code gadget. + The lockbox used the on_mob for the generic box instead of it's own, something that has been on the game files have months. + Toy light-swords had their object sprites updated to have a smoother blink. Other additions: + Two new versions of briefcase have been added in three different colors: Brown, Black and Maroon (All pallettes were already used in the game on a way or another). + New on_mobs for the toy light-swords have been added to match with their object counterparts, looking much better. # Explain why it's good for the game Bug fixing and gadget additioning is good. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Fixes wrong dogtag accessory on_mob sprite that still used an older version of the one currently being used by it's ID counterpart. fix: The throwing knife on_mob received a fix to it's directions, so it will not appear on the left hand when being held on the right hand and vice-versa. fix: Fixes the lockbox code to use their own on_mob instead of the generic box's one. fix: Fixes the radiopack's on_mob showing to be on the left hand when being held on the right hand. fix: The game will now properly use the in_hands storaged for the toy light-swords. code: Adds the missing item_states to the satchel code. code: Adds the new patch of code that allows the use of all versions of the toy light-sword, instead of just the blue one. imageadd: Added new on_mobs for the toy light-swords, fitting more with their current object sprites. imageadd: Two new versions of briefcase have been added in three different colors: Brown, Black and Maroon (All pallettes were already used in the game on a way or another). /:cl:
# About the pull request ### Pretty please TM this BEFORE a full merge Updates the medical records to TGUI, while also adding some extra features. Adds medical database access levels Stops records being deleted without proper database access credentials # Explain why it's good for the game I love TGUI and you should too # Testing Photographs and Procedure <details> <summary>Click me!!</summary>    </details> # Changelog :cl: add: record classification levels, and access restrictions ui: converts the medical records system to tgui code: cleans up a bunch of back end records code code: fixed up and separated access defines for the Almayers database /:cl: --------- Co-authored-by: kiVts <48099872+kiVts@users.noreply.github.com>
# About the pull request This PR (in addition to cmss13-devs#9762) fixes a few places where Spacemandmm directives like `SHOULD_CALL_PARENT` were doing nothing but also not emitting any warning. With SpaceManiac/SpacemanDMM#435 they will now be errors. # Explain why it's good for the game Code should not merely be no-ops. # Changelog No player facing changes.
…acmap changes (cmss13-devs#9757) # About the pull request this PR does a few things: When the xeno:human threshold for viewing humans on tacmap is reached (see cmss13-devs#5278) during hijack (xenos outnumbering marines by 20%), xenos become able to view tacmap regardless of whether queen is on ovi or not Xeno hives that have "allow_no_queen_actions" (feral and hellhound/yautuja) can now view tacmap. they will not be able to see humans. Forsaken hive can now use tacmap, alongside this, they can now SEE humans on tacmap. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game By the time xenos have reached the threshold for tacmap to view humans, the majority of players are just waiting for the round to end. This will hopefully speed up the process of xenos finding the last couple marines rather than waiting for the queen to walk all the way around the ship before oviing. For the allow_no_queen_actions hives to be able to use tacmap, I feel like this is how it always should have been? They should be able to use everything as if they had a queen. For the forsaken buff, wandering around the map as Forsaken and wondering if there are ANY marines even groundside for 10m is the worst part. This will let you know where marines are without needing to do the whole "well, the game pinged me that the escape pod is crash landing at filtration 10 seconds before I rolled forsaken and now it's somewhat obscure whether im gonna get bwonked for ghost info by going to filtration to fight the marines I picked forsaken to fight or not". I don't think I ever got in trouble for this but it has weighed on my mind whenever I rolled forsaken. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: During hijack, xenos can now view tacmap when the queen is off ovipositor when xenos outnumber marines by 20%. balance: Hives with "allow_no_queen_actions" (notably Feral, Yautuja, and Forsaken) hives can now always view tacmap. balance: Forsaken hive is capable of seeing humans on tacmap. /:cl:
…mss13-devs#9349) # About the pull request - UPP hull windows did not have their undamagable flags (among other things), now added, which makes exterior and _most_ prisoner_ holding windows indestructable - UPP ship APCs given new subtype with access only for UPP engineering - Additional cameras in UPP Prisoner holding # Explain why it's good for the game - The windows were meant to be indestructable in the first place, just adding the missing variables - APCs in the UPP ship should not be accessible by only USMC and civilians - Additional cameras in prisoner holding to remove deadzones (until someone destroys them ofc) # Testing Photographs and Procedure Loaded up SSV Rostock and verified the following 1. UPP prisoner Holding windows (except one by entrance) indestructible, alongside exterior windows 2. <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: balance: APCs in SSV Rostock now use a UPP subtype that only allows UPP engineers access fix: UPP hull windows now act like USMC hull windows and cannot be destroyed maptweak: Additional cameras added to SSV Rostock Prisoner Holding /:cl: --------- Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
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About the pull request
Explain why it's good for the game
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>tags.Changelog
🆑
add: Added something
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
code: changed some code
refactor: refactored some code
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: