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Upstream Merger Ig #64

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merged 130 commits into from
Jan 27, 2025
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metalgearsloth and others added 30 commits January 18, 2025 23:37
* Fix verb sub

Mapping casualty, verbs are weird.

* also this
Hotfix for an issue with the recent update. Verbs weren't working.
Here's proof they work now:


![image](https://github.com/user-attachments/assets/987fbd7d-a573-4f75-9c22-5d802006531e)
errors/test fail ops

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Yeets a heisentest.
…ople who don't know.

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
# Description

Making chems use Unobtainium Reagents doesn't make chemistry
interesting, it makes medical gameplay boring. This PR replaces the
unobtainium recipes with suitably expensive and/or complicated recipes.
Have fun memorizing how to make Acetone, Ammonia and Impedrezine.

# Changelog

:cl:
- remove: 1984'd most instances of "Unobtainium" chemistry. Chems like
Necrosol that previously required normally unobtainable reagents such as
Cognizine or Vestine now instead have long production chains of chems
that are obtainable, but complicated to produce. Check the chemistry
menu for more information.
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
There's literally no reason to accept a decimal input except to be
annoying
# Description

Arsenal Research SUCKS. And the reason it sucks is twofold: Nothing it
unlocks can be made by science directly. And it has entirely too many
research unlocks that only grant 1 or 2 items max, which bloated the
menu and meant that even if you wanted to pursue making some cool gun,
you were punished for wanting to do so.

Well this PR does nothing to fix the first issue. But it does fix the
second issue by consolidating a ton of the Arsenal research into larger
single entries. Some things that were too basic were also removed as
researchable outright, and made default in the security techfab (Basic
technology that you could consider "Tier 0" that already exists on the
station should NEVER be a research).

# Changelog

:cl:
- tweak: Made Arsenal Research significantly more interesting by
consolidating most of the useless single item researches into larger
essential categories. Basic Weapons, Advanced Weapons, Prototype
Weapons. Going forwards, these three categories will have significantly
more exciting options added to them that should make it more worthwhile
to pursue.
# Description

Civilian Research also sucks. For the same reasons Arsenal did. Too many
categories that don't give any meaningful benefit. This PR fixes this by
shuffling around a lot of research between Civilian and Experimental.
While consolidating a bunch of civilian tech.

TODO: Add research for manufacturing Vacsuits & Hardsuits to this
category.

# Changelog

:cl:
- tweak: Consolidated the Civilian Services research category to make
them more interesting and broadly useful.
# Description

This PR fills in the basics for the previously commented placeholders
for "Advanced Tacsuits" and "Prototype Tacsuits", both new Arsenal
researches. These both unlock recipes for manufacturing tacsuits at a
Security Techfab, and are an alternative method to making them outside
of buying them through Cargo. Here's a genuine reason for Epistemics to
consider doing Arsenal T3.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/697e70cb-e1da-4590-aa2b-01555b88f40d)


![image](https://github.com/user-attachments/assets/60977362-18aa-4253-9045-61129866fad7)


![image](https://github.com/user-attachments/assets/79ed2ffd-19a3-4a4d-9412-51ba96de82ac)


![image](https://github.com/user-attachments/assets/070e99d0-48d6-40ad-add5-a1e51b23f77b)

</p>
</details>

# Changelog

:cl:
- add: Added Advanced Tacsuits, and Prototype Tacsuits to Arsenal
research. Along with them comes Security Techfab recipes for said
tacsuits.
# Description

This PR fully replaces the "Tier 3 Tech Lockout" with a research
softcap. How it works is that technologies are allowed to set a softcap
contribution, meaning that they multiplicatively increase the cost of
all other research by a certain amount. By default, this is done by all
Tier 3 Technologies. Essentially, this means that you're no longer
limited to a single research category's tier 3 selections. Instead the
costs of research increase the more capstones you unlock. The current
cost increase for research is displayed on the console.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/e65fa1ee-c849-489c-b690-f7ce8d98b678)

</p>
</details>

# Changelog

:cl:
- remove: Removed the "Tier 3 Tech Lockout" mechanic. You are no longer
limited to 1 discipline worth of t3 research.
- add: Research is now "Softcapped" by Tier 3 unlocks. Each unlocked
Tier 3 technology multiplicatively increases the cost of all other
research. Rushing a capstone can be quite expensive, as will be getting
multiple capstones. I hope you're glad that you can build more than one
prober now without guaranteeing the station will explode.
# Description

Servers are occasionally experiencing roundstart crashes, and the logs I
received concerning this crash imply that LoadoutSystem is SOMEHOW being
handed a player character that doesn't actually exist. Well an easy
solution I guess is to just make LoadoutSystem check if the entity
*factually* exists, before attempting to apply a loadout to it.

# Changelog

:cl:
- fix: Possibly fixed a crash related to Loadouts being applied to
entities that don't exist.
# Description
New lawset, see media.


![image](https://github.com/user-attachments/assets/4a6bcb72-17df-416c-8c66-663107754b37)


---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl: Rane
- add: Added Augustine lawset as a middle ground between Asimov and
Crewsimov.
it's an engine update folks

---------

Co-authored-by: Tobias Berger <toby@tobot.dev>
VMSolidus and others added 14 commits January 25, 2025 22:13
# Description

Yea so this codebase is supposed to be "Works out of the box", and that
doesn't apply if every antag in the game requires 100+ hours of
playtime, or that Nukies require at least 5 people readied up who each
have 200+ hours of playtime. No fucking wonder we had problems where
servers would always restart due to not being able to find any antags.

# Changelog

:cl:
- remove: Removed almost all of the EE DEFAULT playtime requirements. If
you're a downstream, set these yourself.
# Description

Updated guidebook text, and fixed enviro damage values (for humans it's
0.1 and 1.5, so for tajara it's 0.065 and 2). Also removed temperature
protection cuz it does like, literally nothing.


---

<details><summary><h1>Media</h1></summary>
<p>


![{D10DDB25-F57D-4C5F-8B0B-CF99C6622172}](https://github.com/user-attachments/assets/d10a6a2c-79f6-4d6d-aac3-5f6da8a113d9)


</p>
</details>

---

# Changelog


:cl:
- fix: Fixed typos in guidebook entry for tajara
- fix: Temperature related fixes for tajara
# Description

Honestly... much needed until they can get a proper rework from the
original creators. This PR nerfs them a shit ton (no more teleporting
away when you're in danger, smh) to make them more in line with the
other species so they aren't powergamer central. Additionally, brings
them more in-line with the traditional SS13 shadowkin. Shadowkins should
no longer get darkswap and such, in fact I've commented out the entire
ability until it too can get a rework.

---

# TODO

- [x] Removed DarkSwap from Shadowkin
- [x] Made shadowkins take more damage from heat, slash, and piercing
- [x]  Brought shadowkin much more in line with their SS13 counterparts
- [x] Fixed shadowkin lore, making the guidebook entry more interesting
- [x] Fixed shadowkin lore file, adding in their species lore instead of
relying on a google doc
- [x] Shadowkin can be chosen as a player species roundstart
- [x] Rework Marish to have a more fleshed out language protoype
- [ ] Make DarkSwap unable to interact with the world as a whole
- [ ] Give DarkSwap a longer cooldown
- [ ] Make DarkSwap unable to be used if stunned
- [ ] Adjust DarkSwap glimmer production
- [x] Shadowkin do not have black eyes by default
- [x] Shadowkin have the black eyes trait listed (Waveform Misalignment
equivalent)
- [x] Shadowkin can now be mystagogue, mantis, chaplain, cataloguer, and
prisoner.
- [x] Shadowkin cannot have blackeye trait for mystagogue, mantis,
chaplain, or cataloguer.
- [x] Shadowkin must have blackeye trait for prisoner.

---

# Changelog

:cl: ShirouAjisai
- add: Shadowkins can now be roundstart species again
- add: Shadowkins now have a lungs, yippee! 
- add: Shadowkins now have organs with funny little descriptions
- add: Shadowkins now have a brand new and expanded list of names
- add: Shadowkins now have roundstart innate telepathy ability rather
than a whole new language for it.
- tweak: Shadowkins take more damage from heat, slash, and piercing
- tweak: Shadowkins are much more like their SS13 counterparters
- tweak: Shadowkins now have much better lore in their guidebook entry
- tweak: Shadowkins now have a more fleshed out language (to outside
observers)
- tweak: Shadowkins now can be mystagogue, mantis, chaplain, and
cataloguer
- tweak: Shadowkins must now have blackeye trait to play prisoner
- tweak: Shadowkins no longer have blackeye trait by default
- tweak: Shadowkins now take asphyxiation damage, albeit at half the
rate of others.
- tweak: Shadowkins now have a more pronounced snout.
- remove: Removed DarkSwap from Shadowkin roundstart

---------

Signed-off-by: SixplyDev <einlichen@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
🆑
- fix: ChemMaster no longer loses your last added progress because of a
silly goose move.
i probably missed a few but someone better than me with markings can fix
'em later

---------

Signed-off-by: Skubman <ba.fallaria@gmail.com>
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: ElusiveCoin <elusivecoin@gmail.com>
simplify this shitcode

i borked it last time, sorry

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: stellar-novas <stellar_novas@riseup.net>
I Hate Pacifist Mantises

# Description 

This PR literally just removes the ability of the Mantis to be a
pacifist. He's given a gun and a knife for a reason, his job is a
violent one, makes no sense that he should be able to be a pacifist.

---

# TODO

- [x] Disable pacifism for the Mantis

---

# Changelog

:cl: ShirouAjisai
- tweak: Mantis can no longer be a pacifist

Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
@GoobBot GoobBot changed the title Upstream merger ig Upstream Merger Ig Jan 27, 2025
@Aidenkrz Aidenkrz merged commit 93ce630 into Goob-Station:master Jan 27, 2025
10 of 11 checks passed
@Aidenkrz Aidenkrz deleted the upstrewam-merger-ig branch January 27, 2025 05:41
@Aidenkrz Aidenkrz restored the upstrewam-merger-ig branch January 27, 2025 05:41
Aidenkrz added a commit that referenced this pull request Jan 27, 2025
Aidenkrz added a commit that referenced this pull request Jan 27, 2025
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