About The Pull Request
Adds ctrl click to turn on/off heater/freezers, and alt click to max/min their temperature out.
Also adds examine readout for current setting and parts.
Why It's Good For The Game
Less ui window interactions.
Changelog
cl Skoglol
add: Heaters/freezers now support ctrl clicking to turn on and alt clicking to min/max target temperature.
add: Heaters/freezers now shows target temperature and part status on examine.
/cl
About The Pull Request
I was dumb and made the last PR from my master branch instead of a branch branch, see #44774 for past discussion
Makes the Mosin Nagant rifle bulky instead of normal sized, but allows you to saw them off much like your average shotgun to normal size. However, sawing it down will introduce bullet spread because of the drastically reduced barrel.
Why It's Good For The Game
The Mosin Nagant is a really fucking big gun, 48.5 inches in its full length model, and with a bayonet attached it can reach near 6 feet long in total. Item size isn't 1:1 with real life, but considering just how notorious they are for being really big, paying homage to it feels right. Plus, running around with sawed off guns feel much more illegal and thus fun.
Changelog
cl Shaps/Ryll
tweak: Mosin Nagants are now bulky, but can be sawed off to fit in a bag
/cl
About The Pull Request
Adds an ammo system and printable ammunition to most mech weapons with a "rearm" function. Replaces the old system of generating ammo at a power cost. With the exception of the missile launcher and clusterbang launcher, all affected weapons have a storage capacity of ammunition equal to four-times the amount of ammo that the weapon can load (though the storage cache starts with only one full reload when printed from the mechfab). Ammo boxes are printed from the mechfab and also are available in the Sec protolathe, and each box will carry exactly one full reload. Ammo boxes are not terribly expensive, but reloading requires either an ally on foot to pop the ammo box in, or for you to hop out and do it yourself.
Missile tubes and the clusterbang launcher do not have an ammo storage cache, and so reloading them will reload the tubes directly. This is not the full extent of nerfs that the missiles need (I will do those in a separate PR since I suspect this one will be controversial) (read below), but removing the ability to reload missile pods without an ally or exiting the mech may help a bit.
The SRM-8 has been replaced with the new BRM-6 in tech webs. The BRM carries a smaller explosion and does not explode unless hitting a wall, door, shutter, or another mech, and only has six shots. The SRM-8 remains on the Mauler mech. If the BRM missile does not explode, it will deal 30 brute damage instead, and break.
Why It's Good For The Game
Currently, mech ballistic weapons function like reloadable lasers. You have an ammo counter, but it's one hundred percent based on your energy cell. This gives some flavor to ballistic weapons, making them actually feel different, and gives them a mini-niche in the form of good choices to use alongside an energy-draining mech ability (like the Gygax speed).
Use lasers when you won't need to worry about power and/or need burn damage.
Use ballistics when you want to save power and/or need brute damage.
The SRM-8 to BRM-6 change is being done here so that I don't have to wait until this PR is merged before starting it. The idea is to keep the reasons why you'd want to build a missile launcher (wall breaking and mech fighting) without also outclassing most other weapons burst damage potential. I'm not truly happy that the explosions deal zero damage to surrounding people even one tile away, but dealing no damage is better than the massive damage + stun that the current missile launcher does. Nuke Mauler has the old launcher, since I believe the consensus is that Nukie Mechs are already not generally worth the money.
Changelog
cl
balance: Mecha ballistics weapons now require ammo created from an Exosuit Fabricator or the Security Protolathe, though they will start with a full magazine and in most cases enough for one full reload. Reloading these weapons no longer chunks your power cell. Clown (and mime) mecha equipment have not changed.
balance: The SRM-8 Missile Launcher has been replaced with the BRM-6 Breaching Missile Launcher in techwebs (Nukie Mauler remains equipped with the SRM-8).
balance: Both Missile Launchers and the Clusterbang Launcher do not have an ammo cache, and cannot be reloaded by the pilot. Once the initial loaded ammo has been spent, you can use the appropriate ammo box to load the weapon directly.
add: Utility mechs that have a clamp equipped can load ammo from their own cargo hold into other mechs.
add: Nuke Ops can purchase spare ammo duffel bags for their mecha weapons, should they run low.
/cl
To-Do:
Add ammo to security protolathe
Get better ammo box sprites (hopefully)
Possibly adjust ammo counts for balance. Might make the flashbang launcher and/or cluster launcher behave like the missile pod.
Add functionality for the utility mechs to use clamps to load ammo from their cargo hold into another mech.
Ammo counts, for anyone wondering:
Weapon Magazine Size Total ammo at start* Maximum total ammo*
Scattershot† 40 (10) 80 (20) 200 (50)
Hades 24 48 120
Ultra AC 2† 300 (100) 600 (200) 1500 (500)
BRM-6 Missile Rack 6 6 6
SRM-8 Missile Rack 8 8 8
Flashbang Launcher 6 12 30
Cluster Launcher 3 3 3
*Total ammo is the amount in the weapon's magazine plus the stored ammo.
†The Scattershot lists its ammo as 40, but uses four per shot. So in reality, a single full reload gives you ten shots. Similarly, the UAC2 fires in three-round bursts, and so 300 rounds is 100 bursts.
Clown weapons (and the mime weapon) are all unaffected by this change.
I wanted to get this up next day but I kept falling asleep before finishing what I wanted to
About The Pull Request
Fixes some issues that have been brought to my attention with smart cables
Closes#44768Closes#44775
Why It's Good For The Game
this shit pretty broke as is in game.
Changelog
cl
fix: removed mech rcl from the research node so it stops spamming a warning in log
fix: cables now disconnect machines when cut
fix: terminal linking/not linking behavior with smeses has been improved
fix: couple of small mapping fixes
tweak: changed cable coils back to 30
tweak: changed the box smes room a little to prevent stacking terminals
tweak: removed the rpcl from engineering on every map because it's not used for wiring anymore
/cl
#43978 messed up some of the logic in Network Invasion, causing it to
not work after standing still instead of the other way around. This
fixes that.
Also puts Sensory Shock, added in #44436, properly in the Hivemind
Abilities panel instead of the Spells panel which happened due to it
no longer being a child of spell/targeted_hive.
* will this work?
* add shuttle console to meta
* add shuttle console to box
* remove glide size from box, add shuttle console to delta
* replace airlocks in lavaland common area
* remove step
* secure the gulag a bit more, add a beer fridge
* restore unix line endings?
* Update code/game/objects/structures/crates_lockers/closets/secure/freezer.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* review
About The Pull Request
This PR ports Baystation color carps. In short, normal carps can now spawn in variety of colors,
This only affects normal carps, not special ones like magicarps or megacarps, these retain their own unique sprite. There are also some pretty rare color variant for carps and our friendly Syndicate carp Cayenne has increased chance to get it.
Why It's Good For The Game
Better aesthetics and immersion.
Changelog
cl
imageadd: Normal carps now spawn with a random color! There might even be some really rare color variant.. try asking Cayenne about it.
/cl
* Fixes antimagic not working in hand slots
* proper changes
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
About The Pull Request
Gives service borgs a pipe cleaner module for wire art. However, as they don't have wirecutters, they won't be able to remove pipe cleaners they place.
Why It's Good For The Game
Another thing to do as service borg.
Changelog
clTetr4
add: Service borgs get pipe cleaners for wire art
add: you can altclick to pull up pipe cleaners
/cl
The return caused slimes to leave the processing loop without
resetting the AIproc tracking var. This caused the slimes to get stuck
outside the processing loop if they were ever unable to feed on their
target for whatever reason.
About The Pull Request
Previously suiciding with an anomaly core would swallow it like a radio signaller, but you wouldn't die when signalled. Now you get gibbed when the anomaly core is signalled.
Why It's Good For The Game
Current is disappointing.
Changelog
clTetr4
fix: Suiciding with an anomaly core kills you properly
/cl
* Removes shuttle manipulator
* oops
* moves ui to ssshuttle
* fuck it lets just remove it.
* ooops
* Revert "fuck it lets just remove it."
This reverts commit 8a95879f21d3f4aad3d56e33fa90ebc1940c1e27.
* re-remove the old admin proc
About The Pull Request
Adds two new mime spells to the game. Both work like the invisible wall, i.e. they spawn an invisible item for a limited amount of time:
Invisible Chair: Summons a chair and has the mime sit in it. Perfect for crowded shuttles or staying put.
Invisible Box: Everyone's favorite stock mime routine! The mime summons a box (invisible to everyone but him, although you do get the message once spawned) that can store small items. When it disappears, the items are dropped.
To prevent massively overpowered mimes, the mime gets a spellbook at roundstart from which he can choose only one out of the three mime spells.
Why It's Good For The Game
The mime doesn't get nearly as much cool stuff as the clown, and these are pretty common pantomime routines to riff off.
Changelog
cl
add: After receiving many complaints about mimes who never pantomime, Nanotrasen has liquidated its mime personnel and hired new mimes who know more routines.
add: The mime gets the choice of two new spells: Invisible Chair and Invisible Box. They work much like the Invisible Wall spell does and disappear after a short span of time. The invisible chair can be buckled to like usual chairs; the box works like a standard inventory box item.
tweak: Mime spells are now granted via a spellbook that starts out in the mime's inventory. Mimes can choose one of these three.
/cl
While we were looking at logs to try and figure out how someone has been crashing the servers, oranges pointed out to me that these lines aren't below the topic limiter or the logger. The main asset cache stuff should be above it so legit asset cache sends don't eat up the user's topic limit, but this line can be below it and doing so should protect the user from getting spammed with asset cache browser resets whenever that one bug happens. (I also looked at logs, and the bug this code works around does still seem to be a thing.)
* QoL and location bugfix
* QoL and bugfixes
* Further fixes
* Name fix
* Text changes
* revert delay
* Same fix for returning
* description update
* New TC generation
* Slight delay for ransom cut, so they can hear the beep
* Give a written guide
* Third item
Alright I'm sold, let's try it
* Forgot to add text changes in line with the new item
* Merge conflict
* In datum