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Tg Update October 20th #187
Merged
Nerev4r
merged 123 commits into
DopplerShift13:master
from
carpotoxin:tg-october-update-two
Oct 20, 2024
Merged
Tg Update October 20th #187
Nerev4r
merged 123 commits into
DopplerShift13:master
from
carpotoxin:tg-october-update-two
Oct 20, 2024
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…ro and ash mutations are no longer subtypes (tgstation#87144)
…station#87185) ## About The Pull Request p_Theyve is not suited for this. ## Changelog :cl: spellcheck: Fixed a typo in multiple lives component /:cl:
Co-authored-by: SmArtKar <[email protected]>
## About The Pull Request Closes tgstation#87192 ## Changelog :cl: fix: Ghosts can no longer cut people's tethers /:cl: --------- Co-authored-by: Ben10Omintrix <[email protected]>
## About The Pull Request https://github.com/user-attachments/assets/2452d573-ad7b-4cef-bc70-ef4aeefcb0fe https://github.com/user-attachments/assets/e5df7d93-c2c8-408a-8437-80e4abee88d9 ## Why It's Good For The Game more handling sounds ## Changelog :cl: grungussuss sound: gas analyzer now has handling sounds /:cl:
…n#87204) ## About The Pull Request title, adds a infusion entry for lizard basic mobs. ## Why It's Good For The Game it is a glaring oversight lizards dont give lizard stuff. i mean come on. moths do, cats do, the same reasons apply. ## Changelog :cl: add: you can use lizards to get lizard organs in the dna infuser /:cl:
I wrote this expecting that there would be more broken versions in the distant future, so we could simply re-use this block for those But I forgot this will most likely be seen by fresh contributors or people who don't even contribute and are just testing things So I'm just making the message as explicit as possible
## About The Pull Request This PR makes it so mechs don't play footsteps twice diagonally, and also play the turn sound only when the sprite turns. No more ear blasting when walking diagonally! ## Why It's Good For The Game It enhances the sound design by ensuring mechs no longer play footsteps twice when moving diagonally and that the turn sound only plays when the sprite actually turns. ## Changelog :cl: fix: fixed mech step sound playing twice diagonally fix: fixed turn sound playing every time you move diagonally, now only plays when the sprite turns /:cl: --------- Co-authored-by: Ghom <[email protected]>
…t, and a quirk to spawn with it. (tgstation#87082) ## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog :cl: add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <[email protected]>
…ord announces (tgstation#87179) Just a guess, but i think basil being down is why this isn't working.
…ol belt (tgstation#87208) ## About The Pull Request same sounds as the toolbelt ## Why It's Good For The Game I think it fits ## Changelog :cl: grungussuss sound: medical, jani, soulstone, grenade belts got sounds /:cl:
tgstation#87218) 🆑 qol: map votes are now winner take all instead of weighted. /🆑
…ound (tgstation#87225) ## About The Pull Request Closes tgstation#87222 armrest code doesnt have to be copied thrice if it can be on chairs with a var to control if its actually used ## Changelog :cl: fix: Bronze chairs will automatically spin once more /:cl:
## About The Pull Request For: - gas analyzer - scanner gate - plant analyzer - t-ray scanner - slime scanner - scanning mining geysers https://github.com/user-attachments/assets/24fde731-e567-483b-b88e-6f7fcbacf52a ## Why It's Good For The Game it sounds nice ## Changelog :cl: grungussuss sound: added new scanning sound /:cl:
…#87257) ## About The Pull Request I forgor because spec_life is not called in stasis but life is ## Changelog :cl: fix: Plasmamen no longer self-immolate while in stasis /:cl:
…t [no gbp] (tgstation#87196) ## About The Pull Request states that it's spliced and puts it in the correct folder ## Changelog nothing player facing
## About The Pull Request ![image](https://github.com/user-attachments/assets/c2833aa6-ec43-47fb-ae19-fbff46374264) (The portable gravity generator has an open/screwdrivered icon state now instead of disappearing when screwdrivered.) ## Why It's Good For The Game i think being able to see the machine i'm working on is a good thing actually ## Changelog :cl: fix: Portable gravity generators no longer turn into a floating pair of status lights when screwdrivered open. /:cl: Co-authored-by: Hatterhat <[email protected]>
…gstation#87268) ## About The Pull Request Closes tgstation#87265 ## Changelog :cl: fix: Lionhunter rifle can no longer be used to teleport to the debug room /:cl:
## About The Pull Request Closes tgstation#87221 by changing overlay layers when a mob is buckled to the chair. ## Changelog :cl: fix: Fixed electrified chair overlay layering /:cl:
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind. ![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321) This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog :cl: add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /:cl: --------- Co-authored-by: Time-Green <[email protected]>
Nerev4r
approved these changes
Oct 20, 2024
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About The Pull Request
This time without the bugs? :3
Why It's Good For The Game
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: