Dev to live by Happyrobot33 · Pull Request #2481 · ss14Starlight/space-station-14 (original) (raw)
and others added 30 commits
…read out power loads (no APC over 20kW) (one of these was at 47kW!!)
- add: (Kiloton) Added dedicated SMES and Substation to power PA Room / Emitters (accidental loose prevention)
- tweak: (Kiloton) Shortened many substation names from "substation (Substation (Science))" to just "substation (Science)"
…power loads (no APC over 20kW)
… power loads (no APC over 20kW)
- add: (Cluster) ID Computer to HOP
- add: (Cluster) Security Records computer to Bridge
- tweak: (Cluster) Moved Funding Allocation computer to Bridge
- tweak: (Cluster) Replaced handcuffs at Bridge with zipties
- tweak: (Cluster) Replaced the super bright exterior lights for regular ones north of Bridge
- tweak: (Cluster) Renamed "North Atmos APC" and "South Atmos APC" to "Atmos North APC" and "Atmos South APC" so they alphabetically sort next to each other on the Power Monitor
- fix: (Cluster) Bar and Boxing APC LV networks were touching unintentionally
- fix: (Cluster) Armory turret is now linked to the Turret Control Panel at roundstart
…ad out power loads (no APC over 20kW)
- fix: (Box) Telecom servers replaced with proper prototypes
- fix: (Origin) Added LV wiring to actually power Atmos' pumps
Opened to track the upstream update progress. DO NOT MERGE WITHOUT EXPLICIT PERMISSION
🆑 Happyrobot33
- add: 3 Months worth of wizden changes, getting us caught up to December 7th, starting from October 3rd
Short description
Removed Gibbable comp from eye implants
Why we need to add this
Gibbable is used to mark things which should be gibbed, which implants cannot. This leads to the dev environment crashing entirely when attempted, and on servers (tested on Delta) it causes the body to stay intact, but drop all organs (except the implant).
Also included in #1295 but felt worth PRing on it's own if that one doesn't make it in.
Media (Video/Screenshots)
This works now (and also drops the implant)
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Changelog
🆑 Citrea
- fix: Bodies with installed eye implants can now be properly gibbed.
Short description
What it says on the tin
Why we need to add this
Makes sense CC would have one, good for ERT n stuff.
Media (Video/Screenshots)
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Changelog
🆑 neomoth
- add: Added a central command crate.
Short description
Resprite the icons for the windows, walls, and doors in the RCD's radial menu to match SL sprites
Why we need to add this
It annoyed me that they didn't match
Media (Video/Screenshots)
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Changelog
🆑 TacoLlama
- add: Resprited the old icons in the RCD's radial menu to match SL sprites
Short description
Sets the maxPlayers for Lobster to 150 players.
Why we need to add this
https://discord.com/channels/1272545509562777621/1447003259394064404
Players voted to Lobster with like, 200 players today. Lobster can't handle that kind of population as it only has 142 jobs. There's bigger stations that should be used during times of extreme population like this.
This PR won't affect daily play, just extreme population days.
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Changelog
🆑 CawsForConcern
- tweak: (Lobster) Set Lobster's maxPlayers to 150 players (e.g. will no longer show up in the map vote when there's more than 150 players on Alpha).
Short description
At some point, moth jumps were made about 5 tiles long, which is a lot longer than they were intended to jump. This probably happened during one of the many jump bugfixes.
This PR restores the intended jump distance as per @Happyrobot33. The
code says 2.25 tiles, but it's about 3 tiles after speed and friction
is factored in.
Why we need to add this
Bugfix (ha ha moths). But seriously, as per Happy:
- Moths: More jumps, but shorter distance overall, and only control over direction (not distance)
- Resomi: One jump, but direct control over direction and distance, with a higher total distance covered
Media (Video/Screenshots)
https://github.com/user-attachments/assets/aafd434a-085d-4313-bdba-8882ed0fe971
fig. 1 - Moth jumps restored to how they used to be. Take note of the mouse position in the video, you can see that moths cannot 'short jump' (think of it like a video game dash where you're always taken the full distance of the dash).
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Changelog
🆑 CawsForConcern
- fix: Moth jumps are now short (as intended)
- fix: Moth jumps always make you go the full jump distance (as intended)
Short description
Adds two new APCs to Science and one new APC to the Security shuttle.
- Science Xenoarchelogy was drawing 47kW (split into three APCs)
- The SEC shuttle was drawing 17kW (split into two APCs)
Additionally, I've added a dedicated SMES + Substation for the PA Room that powers the PA itself and the Emitters. This should make it so that accidentally loosing by sabotaging power is much less likely.
Why we need to add this
- Supports space-wizards/space-station-14#41377
- Accidental loose prevention is good.
Media (Video/Screenshots)
fig. 1 - New PA SMES / Substation setup. Reorganized this area on the left side to host a SMES. Before it was just the PACMAN generator and the Substation.
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Changelog
🆑 CawsForConcern
- add: (Kiloton) New APCs added in Science the Security shuttle to spread out power loads (no APC over 20kW) (one of these was at 47kW!!)
- add: (Kiloton) Added dedicated SMES and Substation to power PA Room / Emitters (accidental loose prevention)
- tweak: (Kiloton) Shortened many substation names from "substation (Substation (Science))" to just "substation (Science)"
Short description
Adds new APCs to Telecoms, Science, and Medical
- Medbay was drawing 22kW, split Cryogenics into its own APC
- Telecoms was drawing 19kW, split into "Telecoms Entry", "Telecoms North", and "Telecoms South"
- Toxins Lab was drawing 17kW, split into two APCs
Also fixes the telecom servers on this map to use the telecom server prototypes. Before this PR, the telecom servers were hand-loaded by the map maker with encryption keys.
Why we need to add this
- Supports space-wizards/space-station-14#41377
Media (Video/Screenshots)
n/a
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Changelog
🆑 CawsForConcern
- add: (Box) New APCs added in Medical, Telecoms, and Science to spread out power loads (no APC over 20kW)
- fix: (Box) Telecom servers replaced with proper prototypes
Short description
Without this, these roles don't show up in the ban menu, because the ban menu works off of the departments for categorization.
Why we need to add this
Keeping our admins happy keeps us all happy
Media (Video/Screenshots)
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Changelog
🆑 Penguinwizzard
- tweak: Fixed a paperwork snafu at CentComm related to Operators, got the SpecOps teams to actually fill out their forms, and [REDACTED - NOTE HAS BEEN FILED FOR REVIEW]
Short description
Turns the RD's diploma into a doctorate.
Why we need to add this
Embellishing the RD is funny. Also fixes some grammar mistakes.
Media (Video/Screenshots)
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Changelog 🆑 Fractalflower
- tweak: The RD's diploma is now a doctorate
…ndles (#2356)
Short description
Update the scissor sprites in the surgery menu for clarity
Why we need to add this
This seems to have been missed in the original PR
Media (Video/Screenshots)
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Changelog
🆑 TacoLlama
- tweak: Updated the surgery menus to show the coloured handles on our scissor sprites
Short description
Fixes bug when you can push mass driver through walls. Fixes #2340
Fixes bug when mass driver can throw ghosts(again). Fixes #2339
Why we need to add this
Bugfix
Media (Video/Screenshots)
no content
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Changelog
🆑 Rinary
- fix: Fixed bug when you can push mass driver through walls.
- fix: Fixed bug when mass driver can throw ghosts(again), this also fixes following bug.
Short description
Ticket machine has always had the currency listed as credits. This is changing it to instead say tickets, which is actually used in the salvage ticket machine.
Why we need to add this
Because it's confusing trying to insert credits to buy stuff with credits when it only accepts tickets.
Media (Video/Screenshots)
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Changelog 🆑 CorruptOmega
- tweak: Salvage/Mining Ticket machines now correctly say tickets
instead of currency. Stop trying to stick your spesos into the ticket
vendor slot.
Short description
Adds an option to not require hands to unwrap wrapped items such as snacks and presents.
Why we need to add this
Borgs cannot unwrap their presents. This requires addressing. Further, it would be neat for mice and other rodents to be able to nibble open wrapped foods, which uses the same funtionality.
Media (Video/Screenshots)
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Changelog 🆑 Citrea
- tweak: Some wrapped items can now be unwrapped without hands. Your chocolate and presents are not safe.
Short description
Quick fix so song name and credits (maybe) show up for the new Lobby Song "Aggravated Assault". Also added a couple admeme sounds I've been intending to PR for event use for a while. And 3 new round end sounds.
Why we need to add this
Fix song credits. Admeme sounds for events. Round end sounds.
Media (Video/Screenshots)
N/A
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Changelog
🆑 Conflee
- add: Added Admeme only sounds, for event use.
- fix: Fixed song name and artist in lobby credits for new lobby song "Aggravated Assault"
Short description
Remove the "Trystan" plushie.
Why we need to add this
I am not comfortable with this fox anymore, i wana move on, just please merge this.
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Changelog
🆑 FoxxoTrystan
- remove: 1 Plushie.
Short description
Fix Avali/Cyber organs unable to metabolize Alcohol.
rateModifier: 0.1 apprently does nothing, so instead we move it to rateModifier: 0.2
Why we need to add this
Bug fixes
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Changelog 🆑 FoxxoTrystan
- fix: Fixed Avali/Cuber Organs unable to metabolize Alcohol.
Short description
Returns ignore knockdown property in armor, which is accidentally removed by walks after one upstream.
Full list of armors which are ignoring knockdown:
- Web vest(including: Mercenary and Elite versions)
- Syndie raid suit
- Blood-red hardsuit(including: Medic version)
- syndicate elite hardsuit
- syndicate commander hardsuit
- cybersun juggernaut suit
- CBURN exosuit
- ERT leader's hardsuit(parents commander suit)
- ERT chaplain's hardsuit(parents juggernaut suit)
- ERT engineer's hardsuit(parents CBURN suit)
- ERT medic's hardsuit(parents blood-red medic suit)
- ERT security's hardsuit(parents elite suit)
- ERT janitor's hardsuit(parents CBURN suit)
- death squad hardsuit
Why we need to add this
Fixes tasers meta.
Media (Video/Screenshots)
No content.
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Changelog
🆑 Rinary
- fix: Returned
ignoreknockdownto armor. - tweak: Changed a lot of armors/vests/hardsuits, so they ignore knockdown from tasers. (Check pr description for full list).
Short description
Stat changes as per request of @Grapegifter
Why we need to add this
SLN manager request.
Media (Video/Screenshots)
NA
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Changelog NTSF/DS/DECIMUS rebalance
🆑 NT Navy (scarlet lightweaver)
- tweak: Changed NTSF/DS/DECIMUS stats to be more sane
Short description
Cherry picks SFX from:
Impstation's license is AGPLv3, but the sound assets are licensed separately (see
attributions.yml). All code implementation has been written from scratch (all of the implementingymlcode in\Resources\Prototypes\Voice\speech_emote_sounds.yml).Cosmatic Drift's license is MIT. No issues.
All SFX implemented in this PR are properly attributed.
Why we need to add this
Moths are an iconic species in SS14, but half of their emotes are completely silent. That sucks. This PR implements a bunch of new emote sounds to fix that.
Moths are also one of the few species left without talk sounds (like Vulps, Avali, Resomi, Arachnids, etc.), so this PR also addresses that.
Media (Video/Screenshots)
https://github.com/user-attachments/assets/9060d66e-4538-4c5c-a4b1-2e5fdd95ca62
fig. 1 - Showcase of all Moth SFX, existing (scream, chitter, squeak, laugh) and new Moth SFX (talk, ask?, exclaim!, cough, sigh, yawn, cry, gasp).
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Changelog
🆑 CawsForConcern
- add: New Moth speech SFX (talk, ask?, and exclaim!)
- add: New Moth cough SFX
- add: New Moth cry SFX
- add: New Moth gasp SFX
- add: New Moth sigh SFX
- add: New Moth yawn SFX
Short description
Cherry picks SFX from impstation/imp-station-14#3539
Impstation's license is AGPLv3, but the sound assets are licensed separately (see
attributions.yml). All code implementation has been written from scratch (all of the implementingymlcode in\Resources\Prototypes\Voice\speech_emote_sounds.yml).All SFX implemented in this PR are properly attributed.
Why we need to add this
Arachnids have no sound effects for most emotes, which sucks. This PR implements a bunch so those emotes aren't silent anymore.
Media (Video/Screenshots)
https://github.com/user-attachments/assets/b717780c-09eb-4af3-970d-95fcfa6cac7c
fig. 1 - Showcase of all Arachnid SFX, existing (talk, scream, chitter, laugh) and new Arachnid SFX (cough, sigh, yawn, cry, gasp).
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Changelog
🆑 CawsForConcern
- add: New Arachnid cough SFX
- add: New Arachnid cry SFX
- add: New Arachnid gasp SFX
- add: New Arachnid sigh SFX
- add: New Arachnid yawn SFX
Short description
Fixes corgis, and by extension borgis, being able to look out of boxes and lockers.
Why we need to add this
Closes #1890
Media (Video/Screenshots)
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Changelog 🆑 Citrea
- tweak: Corgis and Borgis can no longer see through solid steel boxes
- tweak: Borgis need welding protection when welding now. Put on cute goggles!
Short description
Cherry picks SFX from impstation/imp-station-14#781
Impstation's license is AGPLv3, but the sound assets are licensed separately (see
attributions.yml). All code implementation has been written from scratch (all of the implementingymlcode).All SFX implemented in this PR are properly attributed.
Why we need to add this
Having species unique emotes is fun and makes the species a little more unique.
Media (Video/Screenshots)
https://github.com/user-attachments/assets/443ce5e7-4d88-4f77-8c4c-7d299287c891
fig. 1 - Bubble and Pop emotes demonstrated in-game.
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Changelog
🆑 CawsForConcern
- add: New Laspi (Slime) emote: Pop
- add: New Laspi (Slime) emote: Bubble
Short description
Reverts PR #2046
Why we need to add this
Gamemode vote cooldown appears to be working correctly. As 2046 was a stopgap until they did, we can revert it. For clarity I only tested the vote cooldown, not if it actually sets the gamemode or anything. Someone with a more powerful setup can do that.
Media (Video/Screenshots)
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Changelog
🆑 R3v3l4t1on
- tweak: Reverted PR 2046 because gamemode votes work. Which means nukeops is back in the voting pool.
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