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Sync #1616
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## About The Pull Request I'm tryna port a character and I can't eem. ## How This Contributes To The Nova Sector Roleplay Experience These icons are part of another server, [but they're still cute and necessary to have](https://github.com/user-attachments/assets/de65953b-3d81-4110-aa68-50269b2dff0a). The upper/lower limb options are pretty essential for character editing. ## Proof of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog :cl: image: Added a fluff sprite accessory called insectoid image: Added 'six nips' chest sprite accessory image: Added 'claw tips' sprite accessory for the legs image: Added 'upper limb' and 'lower limb' sprite accessory for limbs /:cl:
## About The Pull Request removes 2 shock traps, makes some windows tinted, removes a pipe which leads to nothing. and also removing the comms from this z level because it feels weird and off that this z level does have comms ## How This Contributes To The Nova Sector Roleplay Experience some people spawn in as the beno only to die to the shock trap, this sucks for these people to spawn in as something rare only to then almost immediately die. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog :cl: del: a few shocktraps from the maintsroom, and the telecomms /:cl:
…he generator now causes it to color the shields on next activation (#91122) Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request Fixes decals on walls near detective's office, and also removes maintenance access from public garden. ## Why It's Good For The Game Because..... ## Changelog :cl: map: Minor Catwalk fixes /:cl:
## About The Pull Request Adds horse and unicorn plushies. Available from cargo, plus horse plushie is available as a loadout option.  ## Why It's Good For The Game Horses are the original sports car. They're like big dogs you can ride. They're like motorcycles that love you back. We have horses to thank for pulling our ambulances and fire trucks before engines were invented. God I fucking love horses. Unicorns are okay. ## Changelog :cl: add: horse and unicorn plushies /:cl:
## About The Pull Request `/datum/supply_pack/goody` now has `crate_type = null`, meaning separate handling is required for them in express consoles ## Why It's Good For The Game Fixes #90142 ## Changelog :cl: fix: fixed express consoles taking your money and sending nothing when you ordered goodies /:cl:
## About The Pull Request This PR fixes and issue where /obj/food/grown items that were produced as a trash product from other /obj/food/grown items did not inherit seed characteristics. This only(?) affected the bungo pit, as it is currently the only item of this class(?). ## Why It's Good For The Game Tot botanists are sad when they can't reexperience the hottest meta strategy of 2022. ## Changelog :cl: fix: fixed bungo pits not inheriting genes and stats from the fruit. /:cl:
## About The Pull Request - Fixes #91207 We have 2 checks to see if the throwing datum is null meaning it's an expected condition https://github.com/tgstation/tgstation/blob/6094f8a522febf765f72e6936ce12d0cc7a4ee99/code/modules/reagents/reagent_containers.dm#L217-L218 https://github.com/tgstation/tgstation/blob/6094f8a522febf765f72e6936ce12d0cc7a4ee99/code/modules/reagents/reagent_containers.dm#L232 So we obtain the thrower only if the datum is available which was the cause of the runtimes ## Changelog :cl: fix: fixes runtimes with splashing reagents /:cl:
Tests that both normal and glass airlocks, and some of their overlays work.
## About The Pull Request I'm stupid and in #89610 gave suits their second half of the slowdown back but forgot to remove it from the helmets. Closes #91006 Closes #89765 ## Why It's Good For The Game ## Changelog :cl: fix: Fixed space suit helmets slowing you down /:cl:
… a swim (#91135) ## About The Pull Request Currently, due to the amount of stamina damage that entering a tile deal, as well as the amount of stamina damage and the frequency of the stamina damage inflicted by the swimming status effect, wading into deep water may be tantamount to suicide without stimulants. To avoid this problem, we've made some adjustments to how and when we inflict our swimmer with stamina damage. Firstly, we've reduced the values for stamina loss and oxygen loss by a fairly decent margin. Secondly, we only inflict stamina damage on wading into deep water 30% of the time. When this happens, we award experience and give our swimmer the exercised buff. Thirdly, for a bit of realism, our combined weight class of equipped items and combined equipped item slowdowns contribute to our stamina penalty from wading through water. Smaller objects do not affect this, but things like jumpsuits and backpacks do. Shorts do not contribute to this weight specifically. You're definitely going to sink if you are wearing the RD's MODsuit. (though the RD has the strength to move in that thing anyway) Fourthly, we increased the tick interval for the swimming status effect from every second to every five seconds. This better represents long term swimming exhaustion. However, we don't award athletics skill points for this. You have to actually move to get skill improvements. Breath loss from drowning also has been put behind a probability, because losing breathes is actually pretty severe and we don't want this increment infinitely quickly. As an added bonus, we now include athletics boosters to swimming. Finally, we fixed a runtime in the exercised status effect when assigned to a mob without a mind. ## Why It's Good For The Game One time I found an assistant that had drowned in the 1x3 deep water on Metastation because he didn't know stepping into deep water was basically asking to die a horrible death. Rather nasty. Also that other swimming PR reminded me that this needs fixing. It is hilariously lethal. I just want to go for a swim at the beach! ## Changelog :cl: balance: Swimming is no longer so hyper lethal, and also benefits from athletics boosters. balance: By default, swimming through deep water does a somewhat low but mounting quantity of stamina damage. Reduced by athletics skill and athletics boosters. balance: Your total carried equipment weight (and their slowdowns, if any) contribute to your stamina loss while swimming. If you fell into deep water, best start stripping items. balance: Floating is slightly less lethal, especially if you are starting to drown. fix: Fixes a runtime caused by the exercised status effect. /:cl:
## About The Pull Request This PR splits the syndicate surgery dufflebag into two items Syndicate Surgery medkit which is just a compact medkit to hold all your tools with some sedatives(for your evil surgery purposes) Removes the Syndicate brand MMI from it limiting it to Robo/RD for their traitor uplink. Removes the straightjacket for Surgery this is pretty limiting you to head surgery. And the syndicate dufflebag in its own The medkit being 3 TC due lost functionality of the duffblebag surgery space but still being inventory effecient. The dufflebag being 2 TC on its own for having the functionality to hold bulky items ## Why It's Good For The Game Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR points more towards to this being a thing, and giving traitors more convience when they buy a surgery kit they don't have just a bunch of tools in a dufflebag thats hard to get rid of. ## Changelog :cl: balance: Splits surgery dufflebag into two items the dufflebag itself and the medkit /:cl: --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
… (#91201) ## About The Pull Request Redo's tgstation/tgstation#90697 Reduces all keys to 5 TC except from Ordnance key which is increased to 30 TC ## Why It's Good For The Game Nukies using these rooms are cool and should be encouraged. I almost never see them being used because they're way too expensive for what they are! Also increases ordnance keycard 30 TC with the new addition of the electroyzer/cooling loop this allows nukies to make hydrogen bombs which is one of the strongest bombs in the game ## Changelog :cl: Ezel balance: Chem/Xeno/Custodial Nukie Keycard lowered to 5 balance: Ordnance Nukie Keycard increased to 30 /:cl:
## About The Pull Request add more sinks to rooms that have surgery going on in them. if there wasn't already ## Why It's Good For The Game hands so bloody from surgery. wash those goddamn things ## Changelog :cl: qol: more sinks available near surgical areas to wash your gross little hands /:cl:
## About The Pull Request ~~Hello entirely unrelated PR to my projects! I'm treating myself. Leave me alone.~~ I was using this item ingame and realized that the side sprites are super inconsistent in color. While I fixed that I ended up touching the whole thing up. Should be _relatively_ unchanged barring a few intentional choices: - The shoulders and back-of-neckline are lower and smoother. _Them being so far our appeared really odd whenever you wore anything on your neck. Suit-slot items should typically stick closer to the body's outline..._ _Now that it won't clip it can safely be worn UNDER a jacket (w/ jacket using the suit-neckslot-feature) to have a lot more variety in its use._ - The side-sprites are almost entirely redone. _They should 'spin' better._ I'll be 100 with you. I was doing this with sheer tops in mind, so my design vision was definitely influenced by that. It still works as a mantle! But now (with loadout rename/redesc) it has a much more varied use. ## How This Contributes To The Nova Sector Roleplay Experience ~~Sheer tops will save us.~~ Improves a modular sprite that had some inconsistencies and peculiarities. Now it should be smoother to use and allow a touch more variety. ## Proof of Testing It's really not that much different. It just holds more color and the shoulders don't jab out like angry spikes now.  ## Changelog :cl: image: resprited the 'Dagger' Designer Mantle /:cl: --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request Simple path issue. Fixed now. Also moved the inventory code to actually be beside the item it applies to bc why the hell was it way down there ## How This Contributes To The Nova Sector Roleplay Experience Fixes #5479 ## Proof of Testing <details> <summary> No errors here!! </summary>  </details> ## Changelog :cl: fix: fixed a broken labcoat appearing in the SciDrobe /:cl: --------- Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
## About The Pull Request Add ordering an M40 gas mask from Sol Defense Supplier ## How This Contributes To The Nova Sector Roleplay Experience It possibiluty to get an M40 gas mask through cargo, which is cool and beautiful. ## Proof of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog :cl: add: ordering an M40 gas mask from Sol Defense Supplier /:cl:
## About The Pull Request New hairstyle, looks pretty neat. ## How This Contributes To The Nova Sector Roleplay Experience Expands customization options by (one) option. ## Proof of Testing  Got it to work after some struggling! ## Changelog :cl: image: adds a new hairstyle, "Fluffball" /:cl:
## About The Pull Request fixes it so adamantine can be picked up by the tongs and closes NovaSector/NovaSector#5574 ## How This Contributes To The Nova Sector Roleplay Experience it is intended, and was bugged, this fixes it! ## Proof of Testing <details> <summary>Screenshots/Videos</summary>   </details> ## Changelog :cl: fix: fixes a bug that prevented you from picking up adamantine with tongs /:cl:
…g so (#5577) ## About The Pull Request Adds ability for gas miners to be placed in custom created areas ## How This Contributes To The Nova Sector Roleplay Experience Atmosians and ghost roles will be able to enjoy building their custom gas setups outside of designated areas. Because miners can still be used to grief atmos even with current limitations, theres no point in forbidding it. But to at least see if someone had a malicious intent, theres now additional logging added for when people call a miner (someone should have added it long time ago, actually). ## Proof of Testing <details> <summary>Screenshots/Videos</summary>   </details> ## Changelog :cl: add: Gas miners can now be called in custom areas /:cl: --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request Tin. ## How This Contributes To The Nova Sector Roleplay Experience In retrospect this makes more sense. Especially with hair masking now, you may want 2 hairstyles, so you can use 1 with a hat and one without. ## Proof of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog :cl: qol: Moves hair-ties from head to pocket category in loadout, now you can bring a hair tie and a hat to work /:cl:
…ing of prices (#5514) ## About The Pull Request As the title implies it changes a few things with certain shotguns and things relating to them. ## How This Contributes To The Nova Sector Roleplay Experience It provides a simple fix and quality of life update to nova sector as a few firearms could benefit from an attachment addition, in addition the Jager was priced so high when it was created during its burst fire capabilities period, since that capability is gone due to a nerf to it it became an overpriced piece of equipment, this should get it back to be reasonably affordable for its functionality. Including fixes some missed text during that nerf to be accurate once more! ## Proof of Testing <details> <summary>Screenshots/Videos</summary>   </details> ## Changelog :cl: qol: Thanks to the lovely nerds at R&D The m64, Katyusha, Jager, and Shitzu now can attach a seclite for more robust riot control! balance: Due to a bureaucracy error with the solfed military prices for the Jager are now set to their correct prices. balance: Made the katyusha and all shotguns of its series out of a more robust metal, at the cost of making it heavier. (Katyusha, Jager, Shitzu) fix: Fixed naming convention for the jager's icon states fixing bugged behaviours. spellcheck: Fixed a missed typo with the magazine for the katyusha from 16 shells to 10, correcting to its actual ammo count. /:cl:
## About The Pull Request Tin. ## How This Contributes To The Nova Sector Roleplay Experience Its cute on birds, moths, cervitaurs, or any other demihuman that likes to hop. ## Proof of Testing <details> <summary>Screenshots/Videos</summary> https://github.com/user-attachments/assets/f55c8145-2858-47af-9e95-dd72c2c3fb69 </details> ## Changelog :cl: add: Adds the bouncy quirk which makes your character waddle regardless of clownshoes /:cl:
## About The Pull Request Changes the reward for the language PR-- you get a medal and some languages per level up (this is a port from IrisSS13/IrisStation#392) Added a way to get random books by using a bluespace crystal on a mentoring book-- must be a journeyman to actually make it work though. Adjusted the mentoring book and normal book rewarding experience by including how many bookshelves are in a certain range, and if you are in a good mood ## How This Contributes To The Nova Sector Roleplay Experience Book of babel worked as a placeholder-- this is a better reward (thank you to the downstream for the idea/code). Perhaps there are people out there who would like to populate a library, but don't have the ability to get the machines-- this resolves that. ## Proof of Testing <details> <summary>   </details> ## Changelog :cl: balance: changed the reward for the language skill-- getting more languages per levelup, and a medal at the end balance: you get more experience from reading books and mentoring books if you are in a good mood and there are bookshelves around you add: you can use a bluespace crystal on a mentoring book to get a random book /:cl:
## About The Pull Request This doesn't end up on the UI itself, it shows in the chat panel. So no reason not to have it be the max message length (2048). Was 42 formerly which was not enough. ## Changelog :cl: qol: opfor denial character limit has been increased to 2048 /:cl:
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