* Charlie Rework
* Charlie Rework Extra Fluff
* .slap MapDiffBot
* Stop being stupid MapDiff Bot
* you too travis
* Adds a extra set of o2 tanks, adds some more rust, and fixes 2 solar panels already being prebuilt
* Adds a few more meteors and general fixes
* Mining Area for Charlie/Beta Added
* Charlie Station Mining Area
* General fixes
* Beta Hallway is longer also puts stuff into more proper places
* Fixes a 1 tile fuckup
* Fixes bad wall placement and also hallway doors
* Removes out-of-place plants oops
* Adds extra areas for charlie
* Changes the threat
* Removes gas miner and general fixes
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
* migrates the shield generator to the powered typepath
* map update
* fixes wire unsecuring weirdness
* this should go here actually
* minor reformatting + documentation
* byebyeanimalsurgeons
* here we go
* config
* removesbeach
* a bit more compact
* updates some vars
* fixes walls getting destroyed by other generation stuff
This makes lavaland atmos random per round. You won't get eternally burning hell worlds or vacuums but it's nice for a bit of variety.
Admins can edit the gas mixture for all of lavaland at once if they want to ruin some miners' day.
image
cl
add: Lavaland atmos is no longer a preset gas mixture and varies per round
tweak: Bonfire minimum oxygen content has been reduced
/cl
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.
Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game
How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.
cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
About The Pull Request
Adds a rake (reskinned cultivator) and a wooden hatchet to the ashwalker base. Replaces their bucket with a wooden bucket.
Added crafting recipes for the rake and wooden bucket.
Why It's Good For The Game
It looks more flavourful (inb4 where did they get the wood from) and adds a bit of functionality to unused content (i.e. ashwalker farming).
Changelog
cl
add: Added wooden farming implements to the ashwalker base.
add: Makes rakes and wooden buckets craftable.
/cl
About The Pull Request
Replaces the water tanks in the ashlizard base with a puddle.
Fixes#44308
Why It's Good For The Game
Makes farming and making leather more attractive to the ashies. Both of which primal activities, so it fits pretty good. It also looks less silly than a modern water tank.
Damn, with all these small ashlizard buffs, they are soon going to dominate the station every round.
Changelog
cl
tweak: Replaced the water tank in the ashlizard base with a puddle.
/cl
Generates parametrized randomized recipe and resets them every x days.
One example reaction added, with recipe available in space ruin (or through experimentation of course).
There's a few obvious improvements to the randomization system but i feel this is good enough to start some discussion. Still need to decide how far should conflict resolution go.
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
This PR standardizes cable colors: Power source to SMES is red, SMES to
main grid is yellow. Cables that can connect the main grid to AI
sat/telecomms sat are cyan.
It also fixes some odd wiring at the Pubby incinerator, the zoo ruin and
the BMP ship ruin.
This would probably be a good testmerge candidate, since it touches a lot
of map code. Aside from the three files where I tweaked/fixed cables, the
only effect should be different colors.
Cable colors are all over the place, which causes a lot of confusion for
players that haven't memorized every single area's cable layout. Cables
are probably the smallest and most annoying objects to interact with
ingame, so what they're doing should be obvious at first glance.
I chose red for power source -> SMES wires, since these are most likely
to really hurt when you touch them. Yellow is IMO the best color for the
main grid, since it doesn't overlap with scrubber pipes like red cables
do.
Revamped Donutstation's engineering and supermatter rooms to fix a number
of issues that prevented proper functionality, and resolved numerous
aesthetic complaints.
Fixed Jones actions on a couple away mission fridges.
Removes access restriction on fridges and meat fridges in areas where you
shouldn't be expected to have kitchen access. Notably, everywhere that is not
the main station kitchen. I didn't think to check this in #41923.
When the circuit lab was added and subsequently removed from the lavaland base, it left a poorly lit spot by medbay. Also adds explosive warnings in the test chamber to hopefully dissuade people from blowing the whole base up.
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
🆑 coiax
tweak: Bartenders now gain their ability to "booze slide" from their
beer googles, rather than from a granter book in their backpacks.
/🆑
Less action button clutter, the ability to disable it if required (at
the cost of style), still keeping it possible for non-roundstart bartenders
(provided of course, you have the shades for it), as well as a less
janky way of checking than just looking through someone's action
buttons.
Had to touch a lot of maps because their directions were wrong in the icons
file, so when I changed those every map that had these needed updating. I've
added a script called cornersfix to mapmerge2/map_scripts for downstream
servers.
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
Fixes atmos being different between adjacent tiles at roundstart in hilbertshoteltestingsite.dmm
* creates new instance for when stairs are in space
* almost forgot there were 3 different types of stairs
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
- Fixed exosuit console showing some code by accident.
- Restored the ability to send EMP pulses via the exosuit console
- Fixed tracking beacons being added to mechas located at ruins allowing you to
metagame their spawning.
- Fixed exosuit consoles presenting some values via scientific notation (ie
pressure being 3.258e-5)
* Initial stage
* final changes?
* Tweaks
* removed bad variables
* Fixed more bad vars
* is this map merged?
* spelling fix
* spelling fix
Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>
* Map fix?
* now this is map merger
* Fixed summoning edge cases
* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic
* Added better handling of stored mob summoning
* Removed redundant code.
* Made the jukebox actually accessible
* Tweaked it so that no maps would need to be loaded on Init
* comment commit
* No src
* Fixed spelling and getting trapped in rocks
* Fixed spawned-in hotel checks
* Blacklisted hotel are from blueprints and migrated storage handling from door to area.
* Prevents observing mobs (ghosts, camera entities) from getting stored.
* Condensed an if statement
* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.
* Fixed wrong user getting prompted when hotel was used on someone else.
* Added peepholes to hotel doors that can be used via AltClick.
* For the grammar lovers.