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Tg Update October 20th #187

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merged 123 commits into from
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:

necromanceranne and others added 30 commits October 13, 2024 00:47
…station#87185)

## About The Pull Request

p_Theyve is not suited for this.

## Changelog
:cl:
spellcheck: Fixed a typo in multiple lives component
/:cl:
## 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
I copied bandana's examine text and didn't really think much about it,
whoops.
## Why It's Good For The Game
Fixes a minor spelling oversight
## Changelog
:cl: Hardly3D
spellcheck: fixes a small error in text when adjusting kitsune masks
/:cl:
## 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.
/🆑
tgstation-ci bot and others added 24 commits October 17, 2024 19:40
…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 Nerev4r merged commit 45df289 into DopplerShift13:master Oct 20, 2024
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