Commit Graph

106 Commits

Author SHA1 Message Date
ArcaneMusic e09a9032da Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable. (#55413)
Does a value-wise refactor of crates and bounties in order to scale the value of these imports and exports to the value of crate exports (500 credits each). Then, I have adjusted the value of crate exports to 200 credits down from 500 to place the most standard unit of profit within cargo to a scale within that of roundstart paygrades currently on station. (350-1400 credits).

This effectively balances one of the biggest disparities left within the in-game economy, which is that cargo's price scales have really never been re-balanced with the considerations of on station prices, and have been still to the same scale as when they were based on cargo points 3 years ago. While admittedly some prices in vendors were scale to those original cargo values, so many of them weren't that it warranted a massive rebalance PR in order to places the scale of these items within an appropriate range of their intended user's cost values.
2020-12-10 23:43:46 +00:00
LemonInTheDark c102ad7e96 Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list (#54277)
I've converted baseturfs into a string list, I had to add a helper proc for baseturf stringlistifying, as the system expects single length baseturfs to not be a list, and I needed to support that. I added a length check of 100 to the helper proc, to help prevent more stuff like what got us into this mess in the first place, the kilo oom bug.

Makes ChangeTurf a lot faster in some cases, as it should be, and saves a lot of memory with cached lists.
2020-11-07 01:25:11 -03:00
Dennok 74836458c1 Shuttle tweak and fix (#54395)
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
2020-10-15 14:27:19 -03:00
Dennok 5d104c3b04 fix advanced infiltrator (#54269)
Someone set wrong suffix for advanced syndicate infiltrator.

Now advanced syndicate infiltrator available for badmintry.
2020-10-11 15:27:32 -03:00
ATH1909 ccd3dbf266 Brings back the Disco Inferno shuttle, but as an admin-only shuttle (#54003) 2020-10-06 18:05:54 -07:00
Dennok 516a3e5bdc Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)
* add replace button to shuttle panel

load button now only load new shuttle

* shuttle teplate loads as shuttle

* new shuttle console connects to shuttle

* new navigation computer connect to shurrle

* docking_port id now unique

add count to id if id already in work

* many docks from one base tenplate

* up

* fix unregister

* up

* up

* up

* block multiple shuttle loading

* return preview button

* up  id generation
2020-10-06 00:20:15 +03:00
Jared-Fogle b327b9e5ae Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune

* Add stasis beds

* Fix forcefields going away, leading to hull breaches

* Use set instead of list

* Use subtype for forcefield walls
2020-10-04 21:36:46 +13:00
TheVekter 8fa2558dcd Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno (#54145)
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno
2020-10-03 12:23:32 -07:00
Rohesie 23607af0e3 Removes Disco Inferno (#53982) 2020-09-26 20:16:59 -07:00
Cartographer-D d899bf9c28 [READY] Overhauls Pubby Cargo (#53614)
This PR completely redoes the layout for PubbyStation's Cargo department, adding plenty of quality of life improvements and significantly changing cargo gameplay compared to every other map through the addition of a cargo docking arm instead of direct docking.

The primary features are thus:
1.The QM gets a corner office that allows him to act as a foreman.
2.The Cargo Bay's layout is drastically changed, repurposing the warehouse as a loading bay and making the main bay as the primary storage area.
3. The docking arm allows for maintenance to run through a small portion of cargo for sabotage opportunities and creates diverse scenarios for unloading and loading cargo.
4.The cargo bay has a way to directly distribute ordered crates to the delivery office.
5.The disposal room (taken from Delta) now shoots trash away from the station and potentially loops around to arrivals.
2020-09-12 01:35:58 +01:00
TiviPlus 39841c19e4 Fixes monkey shuttle path #53589 2020-09-11 01:17:47 +01:00
YPOQ d9aff3da6e Fixes the arena shuttle (#53458)
This splits the actual arena of the arena shuttle into its own map file that is loaded onto it's own z-level. The old method of including a non-shuttle area in the shuttle map file doesn't work with the current shuttle loader. It also fixes shuttles being loaded twice when purchased which created problems with landmarks being left behind in the reserved z-level.
2020-09-07 17:24:10 -03:00
Fikou 98a72b459b byos now mentions that you can buy shuttle engine crates after buying it (#52828) 2020-08-11 12:13:17 -03:00
Pumpkinoe 86b85eb0ae [READY] Adds the Dynamic Environment Interaction shuttle (#50938)
* Adds the Dynamic Environment Interaction shuttle

Adds a new shuttle with a large bio-dome for nature-frolicking.

* Mapmerges

monkey merge

* (no branch): bananas

* Here you go

* the bit I missed

* Docking

Dockdoors are fixed!

* Engine fix

Replaces engine plating with airless plating.

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-05-25 07:18:59 +02:00
EOBGames 3bacd3ed9a emergency cruise ship (#50482)
man this is luxurious
2020-04-24 01:02:23 +08:00
skoglol a28b24f149 Completely removes cloning (#48668)
* Removed from code

* Removes cloners from maps

* Some more references, now compiles.

* Reduces availability of replica pods

* DNA scanner and tech disk rebranding

* pubby door name, cargo pack description
2020-02-04 16:04:06 -05:00
cacogen e3b8829be3 Luxury shuttle improvements (#48395) 2019-12-28 05:09:30 +01:00
Okand37 3451a1f919 Kilo Station (#46968)
About The Pull Request

Reboot of #43876

Adds a brand new map into rotation: Kilo Station! This map is intended as a medium population map that introduces a new and exciting formula to the cast of stations.

You can access a mostly up-to-date map on Renderbus
Forum Post
Why It's Good For The Game

This map focuses on a few simple principals to help create a unique but enjoyable experience:

1. Compartmentalization: Cutting out the middle man of hallways, departments are organised on a room-to-room basis, and most rooms have multiple ways in and out. This reduces dead space and brings the department closer together while allowing for more ways to move around the department. Ideally, this transcribes into your co-workers being less "out of sight, out of mind" and keeping engagement, as you're constantly in a workspace instead of an empty hallway. I think this will open up a lot of interesting venues for gameplay of all sorts!

2. Organization: Kilo Station strives to deviate from the formula popularized by Meta Station, but not without reason. It brings a more technical mindset to map organization, re-arranging areas and placing others in ways that boost their usability. Security posts are organized within the departments in a way bring their relevancy up by boosting their coverage and visibility. Low traffic areas like the library, surgery recovery room, courtroom, council chamber and chapel are re-arranged in ways to not only boost their visibility but increase their functionality. Some minor areas like the medbay patient rooms and the cargo warehouse have passed away.

3. Resource Allotment & Scarcity: In previous iterations of my maps, I've toyed with the balance of scarcity regarding both essential and non-essential items. Kilo Station focuses on having less non-job essential items strewn about the station while increasing some of the volume of certain job essential items, specifically in relation to engineering and atmospherics players.

4. Functionality & Purpose: In addition with the organisation changes made above, "maintenance loot" and their respective gimmick rooms have been overrun with simplemob NPCs. While not overtly destructive, the NPC mobs provide no loot of their own, but provide enough challenge to gate certain rare but useful items while providing a new point of interest for certain players to engage with. As well, a number of asteroids and rocks are placed around the station with low-mineral chance, opening up the venue of opportunity while allowing more ways for players to contribute to the round meaningfully.

5. Atmosphere: Last but not least, these various motifs along with the general appearance and environment serve to cultivate a specific lived in atmosphere where destruction, murder, and intrigue is just another day on the job. This aims to give the station a more unique personality to help it become a new and fresh experience for players.
Recent Updates

Kilo Station was received fairly well during its initial PR and testmerge. As I now have time to properly contribute and maintain the map, I am PRing it again. 

cl Okand37
add: Central Command has commissioned a new brand of Kilo-class stations. Rumours report the station design will be used in the up and coming Space Station 13 plasma research station.
/cl
2019-11-14 09:18:47 +13:00
William Wallace b06f2cec11 remove duplicate /datum/map_template/shuttle/cargo/box definition 2019-10-08 22:33:16 +01:00
William Wallace 6c3278e712 merge duplicate /datum/map_template/shuttle/cargo definitions 2019-10-08 22:28:33 +01:00
tralezab 3b49b5378d Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* mostly fixes in this commit

* removes old_god from the dme

* russian shuttle improvements

* TODO: fix the hook gun

* shotgun finished, next commit shuttle

* bounty hunting shuttle

* back up to speed on the dmis

* readds poster 46 and adds the shuttle finally

* dmi fixes

* traps need fixing, work out whatever is happening with synths

* super final touches, see desc

map ports + proper spawners, pinpointer and traps functional. other misc changes

* removes verb stuff from non verb stuff

* review (see desc)

antimagic checks and it now the two objects move inside each other instead

* dmi conflicts

* PLUNGERS. BEGONE.
2019-07-22 20:00:34 +02:00
MMMiracles 353457f7d5 Donutstation Tweaks (#45250)
About The Pull Request

    Fixes #45077
    Fixes #42498
    Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
    Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
    Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
    As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
    Small adjustments to the static loot part of the 'excess storage' rooms near departments.
    Some extra crates has been added around maintenance with respective maintenance loot spawners.

Why It's Good For The Game

Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog

cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
2019-07-19 23:11:57 +12:00
Hulkamania dcc9065fd4 Add a new Emergency Shuttle, Transport Zeta (#45100)
Adds a new abductor themed shuttle to the game, available for 8k 
credits! The shuttle is only unlocked after alien technology has been 
researched!

The shuttle offers some unique items and layout compared to others 
currently available. Two singular entrances with the brig in the back 
means security needs to walk prisoners to the brig area to secure them. 
Unique unlock mechanism encourages either bringing alien tech back from 
Lavaland or stealing some from an abductor.

A few unique items aboard, including alien tools, the experimental 
cloner, and a void core can provide interesting opportunity if utilized 
in the window of time that the shuttle is on station.
2019-07-13 19:58:13 -07:00
Jordie ef892d378c actually removes byo shuttle timer (#45124) 2019-07-12 09:09:50 -04:00
dee-dubya 905674d897 Decrease BYOS cost to 2500 (#45083)
* Decrease BYOS cost to 500

About The Pull Request:
Pretty self explanatory. Changes the cost of the Build your own Shuttle from 5000 to 500.

Why It's Good For The Game:
It's completely ludicrous to have a shuttle that has to be called within the first 10 minutes of the shift cost more funds than the station starts with. However, considering it comes with supplies and has certain benefits, it definitely shouldn't be free or give money either. This corrects the overcorrecting done with the previous BYOS balance change.

   🆑 DeeDubya
   tweak: Decreased the cost of the BYOS from 5000 to 500, making the shuttle a realistic option once more. Have fun!
   /🆑

* Update shuttles.dm
2019-07-10 14:32:50 -04:00
WJohn 0c5107a479 Increase BYOS cost to 5000 and makes it slightly bigger (#44857)
Allegedly this shuttle is getting bought too much and there's not
really any downside to it, so cost increase it is.
2019-07-05 12:04:24 -07:00
vuonojenmustaturska 867aca7abf Grants the common man access to some parts of the lavaland mining base (#44769)
* 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
2019-06-26 14:52:19 -04:00
WJohn 18f35d685c Reworks the Build Your Own Shuttle Kit to be more appealing. (#44433)
About The Pull Request

This makes it so the BYOS starts with some construction materials, is a bit smaller to be less of a hideously huge project to work on, and is pressurized so more people can help with it.

Price has been increase to -2500 from -7500.
Why It's Good For The Game

I often see the BYOS barely built, and even then usually only by one person who actually has a space suit. This often leaves it completely unprepared by the time the shuttle is actually called. This PR attempts to rectify that.

Changelog

cl WJohnston
tweak: Build Your Own Shuttle kit has been made smaller, comes with construction materials, and is pressurized.
balance: Lowered value from -7500 to -2500. It still doesn't come with a brig or console, so you cannot greentext antags or launch early.
/cl
2019-06-22 10:33:16 +12:00
WJohn 3101fd2eb9 Makes the daniel shuttle admin only. (#44424) 2019-06-11 14:29:28 +02:00
tralezab 2d7ec6bd92 removes testing lines 2019-05-18 17:38:58 -07:00
tralezab 3a76050cd3 i want to get off mr bones wild ride, desc
todo: more map instance work, make it actually move, do all this for the russian ship. then and only then it'll be fine
2019-05-18 17:37:43 -07:00
tralezab 169b66f43b Merge branch 'master' into feels-like-i-didn't-even-try 2019-05-13 18:58:08 -07:00
WJohn 85cfd2318b New Boxstation mining shuttle (#43920)
* Larger mining shuttle with power connection when docked with the station. Only in use on boxstation right now.

* Whoops, forgot to add the actual shuttle!

* Fixes cable connections across shuttles

* Unlocks the APC in the mining shuttle.
2019-05-13 23:08:22 +02:00
tralezab e50ef24030 a lot of the fixes minus ship spawning
fix names
2019-05-11 23:21:55 -07:00
Okand37 6643b26972 Advanced Syndicate Infiltrator, Kilo-pattern Emergency and additional shuttles. (#43735)
About The Pull Request

Includes a set of kilo pattern shuttles for the arrival, cargo, ferry, labour, and mining types along with a new and purchasable emergency shuttle. Additionally, it adds a new type of syndicate infiltrator, codenamed the tortoise. All of these shuttles are accessible via the shuttle loader and work on any station barring the arrival and cargo variants. Shuttles in order from most important to least important:

emergency_kilo; a fully modeled shuttle including two small cargo bays, a more spacious infirmary, and regular security and E.V.A. amenities. Main bay seats 40, 2 E.V.A., 7 Holding Area, 6 Cockpit, 2 Infirmary.
"A fully functional shuttle including a complete infirmary, storage facilties and regular amenities." Priced at 5000 credits.
image

infiltrator_advanced; nicknamed the "tortoise," this syndicate shuttle includes a beefier redesign of the original syndicate infiltrator complete with medical bay, armory, power systems, dual airlocks and a centralized preparation room. Important access-way doors function off of syndicate access (req_access=150). Design helps mitigate bomb damage while allowing for more close-quarters boarding combat. Currently accessible from the shuttle loader, may see itself added with a new syndicate shuttle selector depending on reception.
image

mining_kilo; modernized mining shuttle interior with a small bundle of emergency supplies. With the new(er) directional shuttle docking system, should work on any station.
image

labour_kilo; slightly reskinned labour shuttle, compatible replacement for any standard gulag shuttle. Features an additional seat and modernized interior.
image

ferry_kilo; in addition to regular seating, features two rechargers, emergency supplies and radios, and a rear-placed ferry shuttle request console. Compatible with the universal ferry dock.
image

cargo_kilo; a regular, run-of-the-mill cargo shuttle with a fancier interior. Crates are onloaded through the bottom blast door, and offloaded at the top. May be incompatible with certain docks or conveyors.
image

arrival_kilo; a standard sized arrival shuttle meant for low to medium populations. Closets and arcade machine replace by conventional emergency supplies, easily accessible for new players.
image
Why It's Good For The Game

The kilo-pattern emergency shuttle provides a new and fresh design to the choice of available, fully functional shuttles for purchase by the crew. In addition, the syndicate advanced infiltrator adds a new venue for syndicate operatives and opens up the possibility of various shuttles being added to the syndicate's arsenal for use to help compliment their unique gimmicks or operative styles.
2019-05-09 09:27:31 +12:00
FloranOtten 8a9d268665 Add pod shuttle, an admin-only evac shuttle made of two pods (#43380)
This shuttle is perfect for punishing the entire crew, or making them
battle to the death over who gets a seat.
2019-03-30 14:29:25 -07:00
Shadowflame909 92113f7e9c Makes the Meteor Shuttle way more expensive (#42730)
* Update shuttles.dm

* Update shuttles.dm
2019-02-12 23:20:06 -05:00
WJohn 3a23c4560b Redesign the Raven Battlecruiser escape shuttle (#42211)
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.

This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
2019-01-05 15:02:05 -08:00
coiax c29c029d65 Non-emagged shuttles no longer throw atoms around (#41999)
- Normal shuttles that are not emagged will no longer throw things around.
  People will still be knocked down.
- Emagged shuttles and poorly designed shuttles will also throw things
  around on tables, as well as closets.

Shuttles were not mapped with the idea that their contents would be thrown
around violently every time they moved. This means that things like wheely
chairs, potted plants get chucked about the place. To get around this, the
"magnetic_catch" component was added, to partially bypass this effect in the
first place. But this component is only used in one place, in shuttle loading,
which means if a shuttle is custom built, suddenly and unexpectedly,
everything flies everywhere.

Instead, violent shuttle throwing should be limited to crappy shuttles,
(ie. asteroid with engines) and emagged shuttles. As such, I've removed
the magnetic component from tables and racks, to make shuttle throwing
more violent when it happens.
2018-12-27 11:50:23 -08:00
MMMiracles a5f5aee5a2 [READY]New Map: Donutstation V.5 (GOLD) (Platinum Hits) (#41099)
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl

Map Image
Comparison Image of Original

Progress

Departmental Layout
Atmos
Wiring
Detailing/fluff

    Floor tiling

A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
2018-12-16 12:47:27 +13:00
swindly 4bcd3cdc55 fixes word crimes 2018-11-19 17:56:59 -05:00
Tad Hardesty 198a7b388d Fix docking port detection in DMM templates (#40310) 2018-09-19 13:10:32 +02:00
ninjanomnom 6434fafa22 Automatically determine shuttle size and offsets from template 2018-09-07 02:30:00 -04:00
ninjanomnom 2fbfdd03d2 Handle shuttle registration from inside the template 2018-08-19 22:20:23 -04:00
WJohn 54add3692d Add zombies to box whiteship (#39643)
These, like in the other ships, are pretty weak (meta still has the strongest
monsters, but it's also the most well stocked ship). These zombies have no
infection chance, 60 hp instead of 100, and do 11 damage instead of 21 (could
be raised to 15, if you guys want). And like the other ships there are 4
monsters on it.
2018-08-11 12:25:51 -07:00
Emmett Gaines e248d342b8 Removes the shuttle timid var (#39445)
Now that shuttles are all loaded via template we no longer have a need for the
timid var on shuttles.

Well not all shuttles, it seems I forgot to template the backup shuttle so it
wouldn't have been working until now. This got fixed here as well.
2018-08-01 21:19:16 -07:00
Nich 5fbca572ab Fix a typo in scrapheap shuttle description (#39480) 2018-07-31 14:30:12 -07:00
WJohn c67a698c7e Meta whiteship redesign (#39438)
Redesigned the white ship for metastation, this one's a salvage/cargo vessel!
The salvage pod is currently missing, however, as it doesn't work right now.
I'll add it further down the line. This ship is also filled with a few syndies
protecting it, one of them is ranged, the others are unarmed melee.
2018-07-29 22:37:59 -07:00
WJohn fd70855a81 Updates the caravan space ruin. (#39182)
* Updates the caravan ruin to remove some of its equipment and re-add the 2nd fighter ship as was originally intended.

* Airlock naming, changed office chairs in dropship to shuttle chairs because they got flung whenever it took off.

* Removes the 2nd syndicate fighter as ninjanomnom will design a better system for it at a later date.

* Renames syndicate fighter to "shiv"
2018-07-18 18:46:51 -04:00
Jordan Brown d631a0ded0 Merge branch 'pr-38513'
Signed-off-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2018-07-03 13:54:36 -04:00