-
Notifications
You must be signed in to change notification settings - Fork 27
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Upstream Merger Ig #64
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
* 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>
# 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>
…ngines into upstrewam-merger-ig
Aidenkrz
added a commit
that referenced
this pull request
Jan 27, 2025
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.