Jump to area = Admin - Game
Jump to turf = Admin - Game
Jump to Mob = Admin - Game
Jump to Coordinate = Admin - Game
Jump to key = Admin - Game
Get mob = Admin - Game
Get key = Admin - Game
Send mob = Admin - Game
About The Pull Request
Fixes#49160
When I went to test on local, I, like the fool that I am, looked over at the sec area of late join and thought "Oh, you can't latejoin as prisoner, great." as I completely ignored the civilian category that I had coded prisoner to fall into on the latejoin screen.
Why It's Good For The Game
Latejoin prisoners are not intended.
Changelog
cl
fix: Removed latejoin prisoner option
/cl
* Delete stale.yml
* Create stale.yml
* clear
* Can now replace the defib pack with an upgrade card to get the pack back.
* less redundant checks
* borg > cyborg text changes
About The Pull Request
I observed someone request to be perma'd round start and then they just chilled in perma the whole shift. Security isn't always going to be up for putting people in perma and players who have been placed in perma tend to go catatonic. This allows players who are interested in having a chill shift doing the stuff in perma and acting like they've done crimes the opportunity to do that.
Why It's Good For The Game
Crew content. I'm not saying it's mindblowing but if we add it in as a role it will open the door for people to look at perma and what could be done with prisoners.
Prisoners spawn with a prison ID, a jumpsuit, and shoes. They are also currently spawning with a backpack and I'm uncertain about whether or not I want to do anything with that.
This is ready for a testmerge and worked for me locally.
Thanks to Tralezab for assistance with merge conflicts.
Thanks to EOBGames for the plasmaman prisoner sprites.
Thanks to Quill-Weave for encouragement.
Feedback is of course welcome, and I'd appreciate suggestions re: balancing this role. Maybe they should be roundstart pacified or something.
Changelog
cl
add: Adds prisoner role
/cl
tralezab commented yesterday
About The Pull Request
bg_fugu added
Why It's Good For The Game
fugu's expand had no button making it hard to press
Changelog
🆑
imageadd: fugu background fugu background
/🆑
* Makes raw HTML and browser datum popups UTF-8 aware
Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"
* Fixed new_player.dm
* Fucking filing cabinets
About The Pull Request
A PR now several weeks in the making that spiraled ridiculously out of control for something not many even use.
What else is new in NTOS hell?
I spent several days doing nothing but playing escape from tarkov so this took longer than expected I valiantly spent all night and day working on this, and barely finished it before The Deadline
the card ntos program was split into three programs, manifest, job management, and id card modification. It didn't make much sense for them all to be the same program imo, and made the project a bit more managable.
Airlock electronics saw some improvements as well since it uses this new access control section as well.
Yet again some new functionality and improvements to core components. Buttons now have an "altSelected" feature where instead of changing the color it adds a small white marker, among some other things.
There were a couple of small changes in inconsequential ways in other places, and datacore was refactored a tiny bit. Probably some other stuff I don't remember.
I would replace the old card console with a modular computer right now, but I know a few people actually use this program and want a bit of time to iron out bugs and inconsistencies before replacing the main job console with it.
Changelog
🆑
add: tgui-next NTOS card console, job manager, and crew manifest
tweak: airlock electronics interface is a little fancier
/🆑
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.
WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game
This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog
🆑
add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
* there we go
* gg
* A > clone
* lint battles
* inside of you there are two wolves
* one is atom, one is appearance clone
you are bad code
* WOOP
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* ygutftckkckctg