Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Translate merge upstream 02.06.2024 #288

Merged
merged 154 commits into from
Jun 2, 2024

Conversation

larentoun
Copy link
Collaborator

Merge upstream

Time-Green and others added 30 commits May 28, 2024 11:10
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/42397676/d074a920-716a-4108-bb98-275f2c0b46fb)
## Why It's Good For The Game
More straight forward functionality
## Changelog
:cl:
fix: Lootpanel no longer opens up when alt clicking objects on your
person
/:cl:

---------

Co-authored-by: Fikou <[email protected]>
Co-authored-by: Kapu1178 <[email protected]>
… a bit quieter too (tgstation#83470)

## About The Pull Request

Chutes were playing a sound per item in a stack because the condition
was that the last played sound happened before worldtime+1 which was
always the case, that's in the future. They now only play a single sound
when multiple items enter them at once.
Outlets functioned correctly but the sound for midpipe ejections was a
bit overpowering, so I deadened it a bit(-4 LUFS).
Tested. No observed effect on consecutive insertions.

## Why It's Good For The Game

It is often the case that a conveyor with a large stack of items may be
activated, pushing a large quantity of items into a chute, which would
then fry the eardrums of all those nearby.

## Changelog

:cl:
sound: Disposal chutes will no longer play a sound for each item when
many items enter it at once
/:cl:
…a non-turf atom (tgstation#83498)

## About The Pull Request

If an elevated object is initialized inside of a non-turf atom, it'll
still make the turf it is on elevated. Permanently. Which is weird.

## Why It's Good For The Game

Randomly elevated turfs are bad. Bugs bad.

## Changelog
:cl:
fix: Fix a rare issue where a turf would remain permanently "elevated"
if an elevated object was initialized inside of a non-turf object.
/:cl:
## About The Pull Request

Ok so like, beam rifles send out tracer rounds right
We send out tracer rounds once every few seconds and if the mob or mouse
moves.
The problem is those tracer rounds are hitscan, and hitscan projectiles
don't like, wait to move.
So if I just drag my mouse a bunch I'm causin a bunch of hitscan
attempts.

This might be ok, but what happens if I do it in space (the place with
100s of turfs empty of things to hit).
Anyway let's do some tick checking in hitscan's while loop so it can't
eat seconds of cpu time uncontested

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/58055496/527b9bd1-4031-4a01-b4db-9e044270aa9b)


https://github.com/tgstation/tgstation/assets/58055496/2ce870f5-b65d-46e5-8dc3-11646c789290
## About The Pull Request
Initial PR here: NovaSector/NovaSector#2694

This is a proposed fix for an issue reported downstream on
NovaSector/NovaSector#2198 and requested to be
put upstream where watcher wreath bounties were not accepting the items
they state they want. The root of the issue seemed to be the FALSE flags
attached to the wanted_types. include_subtypes can be used for what
might have been the intended effect of having only ice wreaths for the
ice bounty and normal wreaths for the normal bounty.

## Why It's Good For The Game
This bug would prevent someone from being able to do any bounties until
the 5 minute timer to refresh the bounty options passed. Less wait time
on undoable tasks means more time spent interacting with the round.

## Changelog
:cl:
fix: fixed watcher wreath bounties being incompletable
/:cl:
## About The Pull Request

Fixes tgstation#83464

## Changelog

:cl: Melbert
fix: The Bar on Icebox should receive less trash
/:cl:
## About The Pull Request

Resprites the Contractor Suit and Baton

## Why It's Good For The Game

They were showing their age and as the person who made them, it was up
to me to replace them.

![image](https://github.com/tgstation/tgstation/assets/28636915/55afd3ca-2f53-41b1-86a0-8411738e2317)


## Changelog
:cl:
image: Revamped Contractor Gear. You'll stand out more now, but hey,
that's why the syndicate contracts out work in the first place.
/:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Base alt click would skip turfs as I did not think any had special alt
click behaviors. I was mistaken. The comment was too.

Note: Checking can_perform_action() does not work on turfs. I added some
simple checks for turfs in its absence.



<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Fixes tgstation#83430
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

:cl:
add: Added a screentip for hilbert's hotel door
fix: Fixed alt-click interaction with hilbert's hotel door
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: san7890 <[email protected]>
## About The Pull Request
Title. Had some extra time, converted some UIs to use
usestate/usecontext rather than uselocalstate.

PAI available software interface was adjusted a little.

<details>
<summary>pictures</summary>

before
![Screenshot 2024-05-20
155616](https://github.com/tgstation/tgstation/assets/42397676/ea5e66bc-1257-4fad-ac8c-6ed40df70563)

after
![Screenshot 2024-05-20
155927](https://github.com/tgstation/tgstation/assets/42397676/2b86f44c-27e9-4bc4-9503-dd3d5a41e4a4)


![image](https://github.com/tgstation/tgstation/assets/42397676/4f745a4d-14c8-429f-91ca-9e06e505c7fc)

</details>

## Why It's Good For The Game
Uselocalstate is deprecated in favor of using plain react hooks.
## Changelog
:cl:
fix: Slightly cleaned up PAI software downloads interface
/:cl:
## About The Pull Request
Makes sure viruses respect the weighted 6 symptom cap. 8 symptom viruses
are not something this world is prepared for.
Fixes NovaSector/NovaSector#2727
## Why It's Good For The Game
fix bug
## Changelog
:cl:
fix: viruses can no longer potentially have 8 symptoms
/:cl:
…machine (tgstation#83489)

## About The Pull Request
PR does 2 things:
1) Replaces a case of "invincible" with "indestructible"; the
self-destruct console is not alive and thus cannot be invincible.
2) Adds a tip telling players they can hit the Spacecoin machine with an
ID instead of destroying it to get it to stop draining funds.

## Why It's Good For The Game
Bad grammar bothers me, also some people don't know this about spacecoin
machines and it bugs me

## Changelog
:cl: Vekter
spellcheck: Fixed a grammar inconsistency in round tips.
/:cl:
…medbay (tgstation#83502)

## About The Pull Request
Fixes tgstation#83469


![image](https://github.com/tgstation/tgstation/assets/7019927/86b1fbfe-6a36-4170-b5c2-2eabd45cb762)


![image](https://github.com/tgstation/tgstation/assets/7019927/dff50356-799a-4aa5-97a4-2885be2aad23)

## Why It's Good For The Game
~~I need GBP~~ People not being trapped in Medbay until a doctor lets
them out is good, also wrong variants of things isn't a huge issue but
it's not supposed to be there, so I might as well fix it

## Changelog
:cl: Vekter
fix: Fixed a missing access helper in Northstar Medbay. Assistants
should no longer be trapped post-mending.
fix: Replaced an incorrect disposal variant in Northstar's Medbay.
/:cl:
…into balloon alerts, and simplifies their merging code (tgstation#83494)

## About The Pull Request
Anyone that's ever played botany knows that cutting down tower cap logs
simply nukes your chat, it used to spam it with ***three*** messages for
each log that's been turned into planks.

*Not anymore!*

Now, it simply shows you a balloon alert to inform you of how many
planks you've created. Not only that, but it also cleans up the code
that was being used there, instead letting the stacks attempt to merge
on their own, rather than having their own implementation, which is what
led to cotton bundles to cause runtimes from trying to merge things
manually after accidentally having the spawned raw cotton being merged
automatically.

It also has the benefit of no longer causing the final stack of items to
move all over the place every time you cut a log, instead it stays in
place until it's full, and *only then* does a new one appear at a random
position on the tile, making it a lot less annoying when cutting logs
whilst standing on the same tile as them.

## Why It's Good For The Game
Less chat spam is *always* good. You don't *need* a live update to the
count of planks in your plank stack, you can just shift-click it to
examine it to know. Much, much neater that way.

## Changelog

:cl: GoldenAlpharex
qol: Grown logs no longer spam your chat when cut into planks, instead
displaying balloon alerts informing you of how many planks were made!
qol: Cotton and Durathread bundles no longer spam your chat either, and
display a balloon alert instead.
fix: Cotton and Durathread bundles no longer runtime when creating raw
cotton/durathread from the created stack having been merged with an
existing one.
/:cl:
comfyorange and others added 28 commits June 2, 2024 08:01
## About The Pull Request

Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.

Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from fractured bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off. Canes now
also remove broken bone limping as well

Changed the 'white cane' name to 'probing cane' to better reflect its
function.

Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.

Crutches make you waddle.

SPRITES BY XHORIAN!!!!!!!!!!!!!


![image](https://github.com/tgstation/tgstation/assets/53100513/fe7e5ac8-0e6e-4291-ae64-c96632997607)

![image](https://github.com/tgstation/tgstation/assets/53100513/bde7fd7a-38d4-4036-82f2-01bdb8a6f00b)

![image](https://github.com/tgstation/tgstation/assets/53100513/9d94bc8d-5a80-4199-a044-7c5cf1944f99)

![image](https://github.com/tgstation/tgstation/assets/53100513/b26ecf53-177a-400d-aa5a-f2c0d5560942)



## Why It's Good For The Game

> Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.

> Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from broken bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off.

Currently there's no way to abate slowdown from a missing leg except
getting on a vehicle, which I think is pretty lame. What if all the
doctors are busy, missing, or dead? What if medbay is a hole? A crutch
helps make up for the loss at the cost of a hand slot.

> Changed the 'white cane' name to 'probing cane' to better reflect its
function.

'White cane' was undescriptive.

> Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.

I dont know where to put the friggin signals

## Changelog

:cl:
Carlarc, Xhorian
add: Added crutches! Wooden ones can be made with wood. Medical ones can
be bought from the medvendor.
add: Crutches will reduce slowdown from missing a leg by 60%, and they
will remove the limping from fractured bones. (canes do that now too)
They're also a fairly decent bludgeon. However, they do nothing if both
legs are cut off.
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
## About The Pull Request
They were using a nested uselocalstate which I naively converted to
usestate

This gave it the treatment(tm) which means just simplifying it by not
creating a component which maps new items inside of itself

I also fixed the layout shift caused by buttons / pricing

![image](https://github.com/tgstation/tgstation/assets/42397676/f8f99d68-4d50-4d73-a266-020487e6764b)
## Why It's Good For The Game
Fixes tgstation#83571
## Changelog
:cl:
fix: Fixed the biogenerator's tabs
/:cl:
…3116)

## About The Pull Request

- Gets rid of the item addition copypaste code (Why nobody did this for
7 years is beyond me)
- Adds variable and proper checks for if a module is already installed
(Borgs will no longer eat up unlimited masses of lavaproof track
upgrades, among others) (Technically this never allows duplicates, at
least currently, as I don't recall any modules being capable to used
multiple times intentionally without also deleting themselves with
single_use)
 - Unsingleletters most if not all of `robot_upgrades.dm`

## Why It's Good For The Game

Makes the borg module code much cleaner, makes it significantly easier
for new ones to be added. Fixes unintended behaviour with some modules
being able to stack, which until now was always solved by copypasting
code.

## Changelog

:cl:
fix: Fixed some borg modules just being constantly eaten up by borgs
even when they shouldn't allow duplicates
refactor: Borg module code now has better handling for adding/removing
items, and to prevent duplicate module usage (Unless one wishes to
override the behaviour.
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
Co-authored-by: san7890 <[email protected]>
…gstation#83437)

## About The Pull Request

### Suit Storage

Makes the suit storage of the various suits consistent across one
another. Now, all the mining suits use a single list which is easier to
maintain.

**The affected suit list is as follows;**

Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks,
Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining
MODsuits, H.E.C.K. Suit.

**The list of holdable items is as follows;**

Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners /
Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags,
Air Tanks, Spears, special monster organs like Regenerative Cores,
Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk
Miners drop), Grappling Guns and Climbing Hooks.

~~It probably doesn't matter too terribly much because you know only air
tanks are going in that slot 95% of the time~~

### Bone Armor and Goliath Cloaks

Bone armor and goliath cloaks both have the same armor values,
environmental protections and coverage as the explorer suit (bone armor
includes the feet due to the sprite physically covering the feet, which
is not a terribly significant balancing point but worth mentioning).

They use the armor plate component to improve the parts of bone armor.
However, they use bone talismans instead of goliath hide to be upgraded.

Goliath cloaks come fully upgraded. You'll see why in a second.

Their recipes are slightly different. Goliath cloaks take nine hides
(I'm so sorry this is for consistency I promise you can't use the
upgrade system with something that deletes its own armor values like
this) and three sinew. Bone armor takes three goliath hides and 6 bone.

### Berserker Armor

Berserker armor can now be improved to the same armor value as drake
armor by using a full suit on both the body and the helmet of the
berserker armor. (Each drake makes two suits, so you need to use up both
suits).

Instead of an armor boost, rage now halves incoming brute damage. Fuck
you, Bubblegum!

### Minor Mining MODsuit Tweak and other armor value changes

The base value for the armor is now 20, rather than 15, so that when it
reaches max ash accretion it has equivalent armor to a fully upgraded
explorer suit. This is only a value difference of 5, but it always
annoyed me seeing it.

All the above mentioned suits also now have a value of about 10 wound
armor. This is because miners do actually experience wounding on
lavaland. Some of the armors had this wound armor. Some didn't. Now they
all do. I don't believe this to have been a deliberate design choice,
but rather, an oversight. Iunno, someone who keeps track of this please
tell me otherwise.

Upgraded suits get a prefix to show they are upgraded. Now, never doubt
whether the miner you are fighting is in a baseline explorer suit or a
riot suit level improved explorer suit ever again!

### Berserker Armor actually covers up clothing/hair underneath properly
and other minor stuff

This is why I started this PR by the way. This one fix. I expand the
scope of my horizons so broadly when I really sit down and PR, don't I?

H.E.C.K. and Berserker helmets can be used for internals. 

## Why It's Good For The Game

There is a great deal of inconsistency with regards to the various
lavaland armor you can find and use. Some armors were wildly inferior to
others and only really having value for aesthetic. Some just seemed to
have oversights that didn't seem quite right. And most importantly, the
actual storage list for mining suits in general were not only
inconsistent in of themselves, but were also not being updated as time
goes on.

Bringing them all into line allows for miners to have a bit of freedom
of choice when it comes to appearance, without it becoming a balancing
sticking point nor a detriment to their effectiveness. It is also much
easier to maintain one list than six or seven lists.

Assuming that the baseline of the explorer suit is a-okay for someone to
possess, goliath cloaks and bone armor should now feel more like
fashionable choices rather than, in some cases, being either a worse or
better choice to take (its bone armor, bone armor is the best of these,
its really good generalist armor). I don't care what effect it has on
the ashlander economy. Neither should you.

The minor tweaks and fixes are just stuff that annoyed me for autism
reasons or were oversights due to changes to the items in question or
the game around it. I doubt anyone but me cares very much about these
minor differences, but I like consistency.

## Changelog
:cl:
balance: The various mining related suits now have consistent suit
storage. Try putting a knife into your explorer suit's suit storage
today!
balance: Bone armor work similarly to explorer suits, with similar armor
values and options to upgrade their parts. However, they use bone
talismans instead of goliath hides to upgrade. Magic? Just believing
really strongly that the drake is hitting you slightly less hard because
of the talismans? You be the judge.
balance: Goliath cloaks come fully upgraded. However...
balance: The recipes for bone armor and goliath cloaks are slightly
different. Particularly goliath cloaks, which need a lot more dead
goliaths to make. Sorry.
balance: Mining MODsuits achieve at maximum ash accretion the same
amount of melee armor as an upgraded explorer suit.
balance: These various suits also consistently have wound armor.
fix: Berserker armor properly hides underclothing and hair.
balance: Berserker armor pieces can absorb drake armor to gain their
enhanced protection. Become the warrior of Khorne you've always wanted
to be.
balance: Berserker rage now halves brute damage rather than just adding
Melee Armor to you and your squishy body.
qol: Berserker and H.E.C.K. helmets can be used for internals.
/:cl:
## About The Pull Request

Verifies transport contents at time of tram departure, removing any
invalid movables

Fixes tgstation#77722

## Why It's Good For The Game

Movables no longer get invisibly, permanently attached to the tram in
rare event transport moves before contents are updated.

## Changelog

:cl: LT3
fix: Fixed bug where players could be invisibly attached to the tram
forever
/:cl:
… new Adrenal Glands (tgstation#83612)

## About The Pull Request

1.

Because the reset timer was not done with `TIMER_UNIQUE|TIMER_OVERRIDE`,
this meant that you could pop the ability, wait 19 seconds, and then pop
it again. And now you had all the benefits of the ability without any of
the downsides, because the timers would not reset and instead run
simultaneously.

I fixed this by both adding the timer flags and by preventing usage of
the skill while you are under the effects of it. (Just in case.)

2.

With permission from Jacquerel, I bumped the chemical cost and dna cost
back up to similar numbers as before. I think the PR swung the hammer
way too far in that direction (You don't make it more spammable while
also making it better, you either do one or the other!)

## Changelog

:cl: Melbert
balance: Re-ups the cost of the new ling adrenal ability
fix: Patches an exploit with new ling adrenal ability
/:cl:
…rovement (tgstation#83501)

## About The Pull Request

Currently, if you handcuff someone and they only have sign language
available to speak in (mute, no tongue, nearby people are deaf, you have
bronchitis(?)), they are rendered totally unable to communicate with
anything but emotes. This is stifling to trying to roleplay with nearby
people who want to keep you cuffed for whatever reason (security,
antagonists, weirdos who keep hugging you, etc).

So instead, I've made it so that if you use sign language while
handcuffed, you are still able to sign, but to a much more limited
degree (3 - 5 words per message).

If you're put in a straightjacket, you're still totally unable to use
sign language.

Additionally, I spruced up the messages that sign language uses to
signify tone (?, !) and added one for EXCLAIMED QUESTIONS?! I also made
the emotes work as emotes, rather than the small (easily missable)
messages in the chat box. These emotes will not fire if you sign with
tone while cuffed, to avoid you becoming a spam machine.
## Why It's Good For The Game

It lets cuffed sign language users communicate, which is usually a
pretty good thing when it comes to improving a scene for both them and
the people they're playing with.

It improves the descriptiveness of the inquisitive and exclamatory tone
messaging for sign language users, and also adds one for a combination
of the two tones.
## Changelog
:cl:
qol: Sign language users can now sign in cuffs, but to a very limited
degree. They also have more descriptive emotes for questions,
exclamations, and a combination of the two.
/:cl:

---------

Co-authored-by: san7890 <[email protected]>
…G_ATOM_DIR_CHANGE (tgstation#83604)

## About The Pull Request

Title.
## Why It's Good For The Game

Turns out, signals having the same definition causes a lot of issues.
## Changelog
:cl:
fix: COMSIG_ATOM_POST_DIR_CHANGE is now a functional signal
/:cl:
## About The Pull Request
Getting the icon positioned properly came at a cost
That cost was it being secretly scrollable

This fixes the css with little/no change to icon look
![Screenshot 2024-05-29
172856](https://github.com/tgstation/tgstation/assets/42397676/4fa46762-2cda-48c1-ae97-c474c82521fd)

Note:
I am using the black bg to give the icons a little bit of contrast
## Why It's Good For The Game
Fixes tgstation#83492
## Changelog
:cl:
fix: Orbit UI icons are no longer scrollable..
/:cl:
## About The Pull Request

Apparently I need to draft this right now to prove that this station
still gets worked on.

The PR body will be a continuation of Monday's (March 27th 2024)
maintainer bus discussion starting from here

https://discord.com/channels/326822144233439242/808425762217656330/1244682970632163400

I hate having to link stuff to get a conversation going on with this
whole thing when the topic is apparently about me not putting in enough
evident work to a project of this repository, and in order to actually
be involved in it. I have some strong words towards what occurred, but
this isn't the place for them. Instead, I have the joy of finishing my
Memorial Day weekend writing the defense for the trial of one **Birdshot
Station**.

So let us get down into it, yeah?

![Screenshot 2024-05-27
222957](https://github.com/tgstation/tgstation/assets/33048583/de10e8be-c565-4e05-874b-3daf114ef3bf)

Nobody in a position of responsibility, has made an effort to talk to me
about Birdshot Station beyond the initial PR and the Engineering Update
that went live this April. At best any of this is speculation based on
my responses to the player bases tendency to hate on the map, at worst,
it's made up.

I Vekter has been the only one to really check in and even then not a
whole lot of information regarding the station was acutally exchanged.

![Screenshot 2024-05-27
223531](https://github.com/tgstation/tgstation/assets/33048583/1be6e874-671c-4c2d-a68c-5500746c57f4)

People have sent me threats via discord over Birdshot station. These
attitudes will likely never improve. I have weathered this slew of shit
from day one. Early on I decided to take it all on to figure out how to
sort any tangible feedback into smaller usable nuggets that when
gathered together can marry my own goals for the station with a
compromise.

https://tgstation13.org/phpBB/viewtopic.php?f=11&t=33159

Most of the complaints in the thread were regarding engineering. Those
ones got addressed when Engineering got its change. When I checked the
Issues thread at the beginning of this month, Birdshot was 100% clear on
issues. I have asked people time and time again to provide feedback in
the respective forums/discord channel if something needs more immediate
attention.


https://tgstation13.org/phpBB/viewtopic.php?f=10&t=35503&p=719169&hilit=Birdshot#p719169

This is a hate thread. I read through the whole thing during January and
couldn't find anything that was actually going to be helpful to the
improvement of the station.

![Screenshot 2024-05-27
224932](https://github.com/tgstation/tgstation/assets/33048583/2f41120f-4247-44d9-a9f3-fe12844a5003)
Bullshit.

![Screenshot 2024-05-27
225050](https://github.com/tgstation/tgstation/assets/33048583/67b140ed-50c6-441a-b0ef-afde388fde55)

After the engineering PR, I thought about why maps like Delta, Meta and
Icebox have been successful long after their creators stopped working on
them. It basically comes down to people like me coming along to add
their own spin on it. People have been recently asking around about if
they too can work on Birdshot, such as in this collection of messages on
the 26th.

https://discord.com/channels/326822144233439242/782914977874837515/1244757014723297310
There are people who earnestly want to improve Birdshot but are hesitant
to do so because they think they will trample on my vision. Maybe they
will, but why should that matter? When I PR'd Birdshot station I
accepted that I would be handling over creative control to the
contributor base. In the past month I've been trying to encourage others
to modify what they want on the station. It's good for the community, it
also helps me get even better ideas. **It shouldn't even be a question
as to weather or not people can contribute to /tgstation/13.**


![Screenshot 2024-05-27
225746](https://github.com/tgstation/tgstation/assets/33048583/0c65dc4b-d6ac-4d3f-b3da-101702d79d23)

Listen, when I saw how controversial this station was, I accepted that
it would probably get removed. I had a whole roadmap worked out and
everything, yet for the first 6 months, life hit me hard. Even after
that, I spun mud on the engineering changes as things just didn't do the
station justice. Dozens if not Hundreds of hours of work, gone. I was
happy to see a strong base of people that actually like the map, and the
they kept it going for as long as it did. Thanks them, I actually was
able to get out the engineering changes, and now I've been working on an
overhaul that effects basically half of the station. It's a huge
project, which is why people shouldn't feel like they're getting in my
way.
Further more I won't be insulted if you come out and simply say **"Hey,
Birdshot isn't really a fit for where we want to take /tgstation/"**.
Creative differences happen all the time. It is what it is.



**What I will not accept are statements such as this.**

![Screenshot 2024-05-27
230431](https://github.com/tgstation/tgstation/assets/33048583/11d75d54-d077-4bb1-b3c9-2eebd105e758)

You cannot justify removing a station based on a conversation that has
never happened. **This is insulting.**
It wouldn't even matter what station was getting removed. It could be
Birdshot or Metastation or Tramstation. The converstation with me never
happened. If you want the station gone, just say you want it gone.

Of course I owe it to the promise I originally made when I PR'd this
station. That I would support this station until its death, hence this
PR.

Furthermore I genuinely want to have a conversation about this. I
actually think it needs to happen at this point. This whole ordeal never
would have happened if people just sat down and talked about the status
of things. Lets talk about your wants and my wants. Collaboration opens
new doors, and would do quite a bit to assuage concerns resulting from
this whole thing.


![Screenshot 2024-05-27
231512](https://github.com/tgstation/tgstation/assets/33048583/ca087f1a-0601-495f-918c-5207ee1ecb46)

I should hope that Dorms counts, it was the worst part of the
mess-ification of the station. Personally this isn't up to my normal
standards, since I've been busy figuring out how Science should overlay
in this space. That being said, I did say that I'd figure out a
short-term dorms rework to someone at some point to bridge that gap.
It's a shame that I have to rush this, but it seems like the station is
on its way out if I don't do this.

Anyways. That's what I have to say about this whole thing. I tried to
say something in discord but I went ignored. I've also talked about
things with people in some private channels. I've said enough here.

## Why It's Good For The Game

There are people who don't like Birdshot. There are people who like
Birdshot. A common complaint from both sides was basically about the
scattered floor tiles and the damaged floors/plating throughout the
station. Another common complaint was on the topic of how dirty the
station was. I'm not going to show the whole station map, but I've gone
through and removed the enshittifcaiton tile by painstaking tile. Things
on average should look nicer now, and a great deal less destroyed too.
Windows are fixed, tables are now built. It looks a lot less like
Detroit.

The big part of this change basically comprises of the 8 or so hours I
spent rushjobbing a new layout for dorms. It's not my best work, but I'm
satisfied enough with it to let it be a holdover for when Science will
be moved there in the future.
![Screenshot 2024-05-27
194424](https://github.com/tgstation/tgstation/assets/33048583/08233cdc-708d-4bba-a2c2-2cb3a4360ec5)
This is the WIP screenshot. The layout is done, but I need to spend a
another day or two decorating and getting the essentials like wall
mounts working. At which point, I'll undraft the PR.

I'm just going to talk about the future of the station now, since I want
to clearly communicate what I intend to do. Dorms will become a
Satellite connected to the station with Birdshots 3rd Tram. Science will
relocate to the area that Dorms currently occupies, but some of it will
also be on that Dorms Satellite. I have 0 clue what will be split up,
but I'll do my best to make it work. Maint bridges and transit tubes
will satisfy the other connection necessities. Some other things will
happen along with this change as well. Arrivals will find isolation on
the Dorms section, Medbay will expand, and the main station will shrink,
but be a concentrated area of the primary jobs.
Basically, we're going to be changing Command, Science, Dorms, Medical,
Service, and other tiny things.
It's a monumental task. I'd like to break it into chunks, but the
Science and Dorms swap hits so much as collateral that it's just better
to do it all in one go.
Needless to say, it'll take some time. That doesn't mean I wont be free
to work on things that are more important though. If things break or
need to change, let me know so I can do 'em, or better yet, feel free to
make your own mark on the station. Just because I have this big roadmap
doesn't mean your work is going bye bye. It might be another year before
I get to security, and in that time, someone might just do better than
what I could. Same goes for any area on the station. I might incorporate
science changes into the floorplan because the creators did such a great
job. Sure, I'm doing my own thing, but that shouldn't discourage people
from doing their own thing. The contributor base and collaboration are
what have historically what have made /tgstation/ a fun game.

## Changelog
:cl:
qol: Many Janitors have cleaned up Birdshot station. Permanently. 
qol: Loose floortiles on Birdshot Station have been properly affixed to
the floor by the Engineering and Atmospherics Teams.
fix: Birdshot Dorms have been reworked and incorporated the Holodeck
Ship as an actual and permanent installment. Come visit our new and
improved barber shop!
/:cl:
## About The Pull Request

**PR body copied from last PR (tgstation#83149). I fucked something up (I think
by leaving dream maker open while trying to fix the merge conflicts?)
and rather than try and walk backwards I'm just making a new branch.**

This implements the digging of graves on most soil/dirt/planetary type
turfs, and gives the coroner their own private burial ground.

**Change 1 - Gravedigging:**

You can right-click planetary/dirt/grass tiles using a shovel or shovel
subtype (or entrenching tool). Speed varies on the type of shovel you
are using. This creates a Makeshift Grave, an unmarked burial mound
(different from the ones at the elephant graveyard).

This is handled through the new gravedigger component, which is mostly
unremarkable but worth mentioning in case anyone wants to add this
behavior elsewhere.

**Change 2 - Icebox Morgue Graveyard:**


![image](https://github.com/tgstation/tgstation/assets/28870487/e154dd79-9431-49b4-b3fd-9c932448c8cd)

The icebox morgue now has private burial ground, sealed off by a fence.
Mourners are expected to keep out and perform their grieving at the
appropriate distance. This does not affect the chaplain's burial ground,
which is publicly accessible from the outside. This gives a more secure
place to bury bodies (I'm sure someone will have a reason for this some
day) and may lead to fighting over corpses, which I think is funny.

Also, there might be some goodies left in those graves, but you wouldn't
go graverobbing just for some useless loot, would you??

This also adds a new area type, graveyard, which is mostly just the
icemoon outdoors with the spooky ambiance of the morgue.


![image](https://github.com/tgstation/tgstation/assets/28870487/57a3d790-4941-4130-b4de-ef524383e560)
## Why It's Good For The Game

Now you can bury your friends in an unmarked grave! Bury people alive!
Bury your treasure, or reminders of the sins you've committed! Bury
anything, anywhere you want!

The morgue graveyard is a nice bit of flavor. I know the Chaplain
already gets one (I forgot this when I started this PR though) but the
Coroner is an equal-if-not-more-important corpsekeeper than them.
## Changelog
:cl: Rhials
add: Shovels and entrenching tools can be used to dig graves on
asteroid/dirt/etc. surfaces. Neat!
add: The Icebox Morgue has been given a fenced-off graveyard in the
back.
code: burn_tile() is no longer double-defined on asteroid turfs.
/:cl:
## About The Pull Request

Merge upstream
@Gaxeer Gaxeer merged commit f162cc6 into ss220club:translate Jun 2, 2024
19 checks passed
@larentoun larentoun deleted the translate-fix2 branch June 2, 2024 12:31
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.