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## About The Pull Request Adds two air pumps to birdshot toxins Connects the SMES grid via a second wire to the powernet connects the engineering storage to the powernet ## Why It's Good For The Game Air pumps are really important for making toxins bombs and running to engineering every shift isn't fun Having one more connection to the powernet makes it a tad bit more resilient And stuff should be connected to the powernet in the first place ## Changelog :cl: qol: Adds an additional cable from birdshot SMES units qol: Adds two air pumps to birdshot science fix: bird engineering storage is now connected to the powernet /:cl:
…ire onto floor (tgstation#86156) ## About The Pull Request Double the melting point of regular plating from 10'000 kelvin to 20'000 kelvin by using the max_temperature_sustained instead of heat capacity of turf to determine melting point. Turf should still super conducts using heat capacity but melts based on this variable instead, reinforced floor still retain their immunity to melting. ## Why It's Good For The Game Fire melting a floor leads to a quickly depressurization of the room and thus killing the fire. This creates a cold airless room and also harder to fix due to the cold temperature. By making it harder to burn through floors fire will last longer and be more engaging due to its visuals compared to a cold vacuum. ## Changelog :cl: balance: double the melting point of hull and halves the thermal transfer so plasma fire should lose less heat and harder to melt it /:cl:
…e cleanup (tgstation#86609) ## About The Pull Request Closes tgstation#86603 by adding a dummy antag datum that will be added to everyone who lost the trauma before losing the antag datum (i.e. from being "cured" from trauma in one way or another) Also added defines for obsession objectives ## Changelog :cl: code: Minor obsession code cleanup admin: Admins can now see players who were previously obsessed but had been "cured" from the trauma /:cl:
## About The Pull Request Adds det's scanner feature to health analyzer so it's able to print analyzed patient results. Show to your colleague how horribly was destroyed clown's body! Prove to sec that John Syndicate hurt you really badly! ![Screenshot_21](https://github.com/user-attachments/assets/4528e938-edc3-4f70-b707-0463b04f2481) ## Why It's Good For The Game It's good for when you want to roleplay in somethin' like a court and you able to prove that someone beat you up 'cause we can't always count on medic's words, people can lie you know ## Changelog :cl: add: health analyzer now able to print scanned results via Ctrl-shift-click! qol: text from healthscan proc now use < br > /:cl:
## About The Pull Request Improves feedback for broken suit sensors and simplifies repair. - MedHUD and crew monitor can now see if a uniform's suit sensors are broken ## Why It's Good For The Game Beyond some easily missed examine text, there is no real easy way to find out which players have broken suit sensors. This allows medbay to be able to tell at a glance, and rectify vs. staring at the crew monitor comparing who walked in with what the sensor status is on the console. (And then yelling at them to fix their suit sensors, which half the time they don't know how to do with the cable) There's no change to the player's selected suit sensor level (off, vitals, full data, etc.) this is only applicable to suit sensors in the BROKEN_SENSORS status that are needing to be repaired with cable coil. ![image](https://github.com/user-attachments/assets/a209c4fd-40be-4bf8-902c-423de271b821) ## Changelog :cl: LT3 qol: Medical HUD and crew console can now detect broken (shorted out) suit sensors needing repair /:cl:
## About The Pull Request The Birdshot Quartermaster has finally restocked Birdshot's tool storage and cleaned up some of the leftover garbage. ## Why It's Good For The Game Should add some freebie tools for the initial assistant rush. Basically there's stuff worth fighting over in there now. Like Fortnite. Also this is a continuation of an earlier topic on discord. Birdshot gets actionable feedback, I fix. Repeat. etc.etc. ## Changelog :cl: qol: The Birdshot Tool Storage has been resupplied. New tools are at the crews displosal. /:cl:
## About The Pull Request Fixes a mislabelled disposal bin on Icebox ## Why It's Good For The Game Less cargo yelling at medbay for flushing dead bodies down disposals. Less coroner yelling at medbay wondering where the bodies are. ## Changelog :cl: LT3 fix: Fixed a mislabelled corpse disposal in Icebox medbay, probably less dead bodies showing up in cargo /:cl:
## About The Pull Request Closes tgstation#86628 ## Changelog :cl: spellcheck: Fixed a typo in DeForest medical crates /:cl:
## About The Pull Request Slime extracts got updated in tgstation#83891 but poor slime flashlight was forgotten about ![image](https://github.com/user-attachments/assets/10ca2494-d933-493c-a71c-8e50af5c4255) ## Why It's Good For The Game Consistent spritework ## Changelog :cl: image: Updated glowing yellow extract sprite /:cl:
## About The Pull Request when making able_to_run event based, we forgot to account for this! ## Why It's Good For The Game closes tgstation#86614 ## Changelog :cl: fix: fixes basic AI that are supposed to pause during actions not pausing /:cl:
## About The Pull Request ![image](https://github.com/user-attachments/assets/0edff89b-1287-48ae-9874-c89efccb7b8b) Updates sprites for tanks inside of tank holders to fit in with their own new sprites ## Why It's Good For The Game Currently tank holders are still using outdated tank palettes/shading which is a bit annoying ## Changelog :cl: image: Tanks inside of tank holders have received new sprites /:cl:
…ds changeling absorption counter (tgstation#86631) ## About The Pull Request If a DNA absorption victim doesn't have a client/mind (i.e. monkey or spawned corpse, most of the time) they no longer count towards the absorption counter / refresh your respec. This affects only one ability, that being bloody spiders which requires you to succ 3 people in order to buy it. ## Why It's Good For The Game Blood spiders is a potent tool in right hands and I don't think that it should be acquirable by just visiting genetics/xenobiology/virology/cargo for some monkey cubes. This will force antags who want to get a strong ability to interact with the crew a bit more instead of spending first 15 minutes "powering up" ## Changelog :cl: balance: Humans that never had a player controlling them no longer count towards changeling absorption counter /:cl:
## About The Pull Request Second crack at my z-level changing HUD button. I felt that my last attempt left a lot to be desired, so here I am with it again! <details> <summary> Images </summary> Widescreen: ![image](https://github.com/user-attachments/assets/148744b5-a748-49df-88d2-2f6b93e7c3ef) ![image](https://github.com/user-attachments/assets/d077c0ef-2bb8-4dae-ba45-d82e27828582) Non-widescreen: ![image](https://github.com/user-attachments/assets/82cc4d52-c457-48d7-8e73-edd12eb6b2bd) ![image](https://github.com/user-attachments/assets/bfa7b643-2db0-4aa8-9ca7-579b530a928e) Basic/Simple mobs: ![image](https://github.com/user-attachments/assets/e13e84cf-77e2-4ccc-b0b7-ea50bb4da9ce) </details> TODOs: - [x] Apply to cyborgs - [x] Apply to xenomorphs - [x] Sprites: Glass UI Style - [x] Sprites: Detective UI Style - [x] Sprites: Clockwork UI Style - [x] Sprites: Operative UI STyle I still wanted to get the PR up to both get feedback on this method and to see if I could garner a little bit of help with the spriting bit (PLEEEEASE) ## Why It's Good For The Game The current button leaves a lot to be desired, mainly: - It isn't applied to every possess-able mob - It has weird positioning and sizing that doesn't match anything else in the game - It's confusing and inconsistent to use (it straight up would not work for observers, and I had to add the option to do alt click to go down) This PR aims to fix all this, and more! - One, big, long button that matches other similar ones that already exist! - Click the up arrow to go up, click the down arrow to go down. Always. No fuzz! - Two types: Horizontal and Vertical! Choose whichever fits your needs! ## Changelog :cl: qol: The z-level button got a refresh! It's now applied to more places and it should be simpler to use. /:cl:
…gstation#86612) ## About The Pull Request Checks the uniform for the presence of suit sensors entirely before caring about the mode they're set to. Uniforms spawn with a random sensor_mode regardless if they have sensors or not, so currently a piece of clothing that spawns SENSOR_COORDS will be added to the basic medical HUD even though its has_sensor var is NO_SENSORS :cl: LT3 fix: Fixed certain clothing sending suit sensor data when it shouldn't be capable /:cl:
…#86630) ## About The Pull Request Stumbled upon this by accident. If you add a trait that **should** prevent engraving from a source other than INNATE_TRAIT you'd probably want it to actually work. This doesn't actually do anything at the moment but could save someone a few hours in the future. ## Changelog :cl: code: Non-innate engraving blockers should work now (none as of now) /:cl: --------- Co-authored-by: Ghom <[email protected]>
## About The Pull Request - Fixes tgstation#86613 ## Changelog :cl: fix: moving or rotating a mech will cancel its hydraulic clamp action /:cl:
…on#86750) ## About The Pull Request Durathread vests now fit botany items as well as armor items Botany suits now all inherit the same list ## Why It's Good For The Game Botanists can make these and it kinda smells that they can't put botany things inside. While we're at it I also made botany suits use :: for consistenciation. ## Changelog :cl: qol: Durathread vests now fit botany items as well as armor items code: Botany suits now all inherit the same list /:cl:
## About The Pull Request MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. ![image](https://github.com/user-attachments/assets/f9a84631-d761-489f-ba8d-995696ef09c5) This bay starts slightly more prepared than others. You're still rewarded for going out of your way to set up exoscanners but now it's not literally obligatory, to reduce the effort entry cost. To make room for it, the security cargo post was moved to the east of the mailing room: ![image](https://github.com/user-attachments/assets/522e0de2-7fd6-4312-ac7e-974b3b37603e) The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. ![image](https://github.com/user-attachments/assets/ae31b7f2-4817-4d09-af34-1bda8bdc1753) It also has a nod to its prior room usage up north with some misc. drone bay stuff. This is my first real map PR and is likely to have dumb oversights. ## Why It's Good For The Game ## Changelog > MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. On all stations Drone Bay is shunted off into some ass corner where nobody even notices it exists. After using it a bunch I've realized it has some interesting cargo use cases, because it's a cooldown based activity you can often have it on in the background while doing other things. I wished to move it inside the bay to highlight its usefulness! > To make room for it, the security cargo post was moved to the east of the mailing room: The mail room is rather big for being such a non-used part of the station, so it won't be harmed by being trimmed down into the main five chutes. I've tried to keep everything important on the tables, but do let me know if I fucked up and missed something. I also think it's funny to symbolize how Security has a weak hold on Cargo by having its security office almost completely cut off from the main area, but that's a post-hoc rationalization if anything. > The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. Had to make use of the empty space somehow. This is a little funny den that might kickstart some hijinks. Meta's maint is pretty bland and hasn't had any real shakeups in a very long time, so adding a new PoI might cause some fun events. :cl: add: MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. add: To make room for it, the security cargo post was moved to the east of the mailing room: add: The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. /:cl:
…tion#86725) ## About The Pull Request ![overview](https://i.imgur.com/elfIbWM.png) For a long time borgs have only had two PDA programs: `filemanager` and `robotact`, but there are other simple programs with useful information for gameplay. This PR remedies this by including three other programs to borgs by default: `borg_monitor`, `atmosscan`, and `crew_manifest`. In the interest of transparency, I've included possible negatives in the form of disclaimers below. `borg_monitor`: ![monitor](https://i.imgur.com/7NzfvSO.png) This is the "SiliConnect" program in-game, and allows showing a brief overview to cyborg players who else is connected as a cyborg and what their model is, which allows for informed decisions on which module to choose for themselves, among other minor useful data. **_Disclaimer: I'm pretty sure the "Send message" button on this program is unusable for borgs due to how it's coded [here](https://github.com/tgstation/tgstation/blob/ab222330ef3b05f512d9b0a87c3292377ce91271/code/modules/modular_computers/file_system/programs/borg_monitor.dm#L116), but I'm unable to test it with another player. Looks like it requires an ID, which borgs don't have, so I'm assuming this is a non-issue._** `atmosscan`: ![atmos](https://i.imgur.com/Vie1Cud.png) The AtmoZsphere program, which shows local oxygen/nitrogen data to help make informed decisions on protecting humans. `crew_manifest`: ![crew](https://i.imgur.com/7OWeM4i.png) The Plexagon Crew List - A simple window that shows an updated list of current crew members and their jobs. **_Disclaimer: The "print" button on this program allows borgs to spam printed crew manifests on the ground if they choose to do so, which may have the potential to be overused, however they've also had the ability to spam-print photos using the Robotact program and I don't know of any issues this has caused (correct me if I'm mistaken)._** ## Why It's Good For The Game / Potential additional changes Currently cyborg gameplay can become a walking simulator if they need simple information that a crew manifest computer would have, or an air alarm (which might've just been blown up, disabled, or out of power), or if they just got borgified at a Roboticist and would like to know which other cyborgs are currently in play but don't want to pick a model already being used. All humans have this data and more on their handheld PDAs. Cyborgs should at least have these three as a bare minimum. There are other useful programs: `records/medical`, `records/security`, `custodial_locator`, and `supermatter_monitor` (NT CIMS), which could go into Mediborgs, Peacekeepers, Janiborgs, and Engiborgs respectively. I've tested these and am unable to change these records as a borg, only view them, so this is purely informational data that could be useful for various RP reasons. It could be fun for a cyborg buddy to patrol with a Sec officer (or Paramedic) and give them up-to-date info on a crew member's status just by having the human ask about them. Or, Engiborgs are given the ability to keep an eye on the Supermatter using NT CIMS and can inform engineers out in the field of its status. Just having this general information available only to humans feels a bit silly when cyborgs are meant to be connected to the station in a way that allows them to interact with doors from a distance but not something simpler like viewing a crew manifest. This still keeps the power in human's hands since this data cannot be manipulated by borgs, only humans (ID required). ## Changelog :cl: add: Added three programs to cyborg PDAs: SiliConnect, AtmoZphere, and Crew Manifest /:cl:
## About The Pull Request <details> <summary>Screenshots</summary> ![image](https://github.com/user-attachments/assets/efbc9f1a-5ace-4faf-b1b5-e59e801a6833) ![image](https://github.com/user-attachments/assets/399a3925-4f43-4819-8a46-e0f131ed3325) </details> ## Why It's Good For The Game yes ## Changelog :cl: fix: "Visible to Network" in the fax interface is now displayed correctly /:cl: Co-authored-by: Ghom <[email protected]>
## About The Pull Request Closes tgstation#83853 providing correct info about why your floodlight isn't working. ## Changelog :cl: LT3 fix: Fixed incomplete floodlights calling all light tubes broken /:cl:
## About The Pull Request Adds `/datum/outfit/virtual_pirate` that's the pirate outfit minus the headset ## Why It's Good For The Game Virtual pirates shouldn't have syndicate headsets because that might cause problems for if a bitrunner kills them and loots the headset, gaining access to syndicate channels. Fix: tgstation#86785 ## Changelog :cl: Goat fix: Virtual pirates were yelled at by the virtual syndicate and no longer have virtual syndicate headsets. /:cl:
…stment (tgstation#86797) ## About The Pull Request This swaps out the pirate spawner on the Meta Central VDOM with the subtype specifically meant for virtual domains. That thing wasn't actually a virtual domain spawner, it was just a regular one. This applies the necessary restrictions/roles being applied to pirates who spawn on that map. It will also make tgstation#86794 work on the Metastation Central map, rather than only affect the Corsair Cove map (which used the correct spawner type). This also adds the Announce to Ghosts flag to Meta Central, as is uniform for maps with ghost roles. Doing so also enables the VDOM selector UI indicator that ghost roles can spawn on the map. This whole thing started as an attempt to fix tgstation#86785 but I was too slow and someone beat me too it. Darn. ## Why It's Good For The Game Ensures tgstation#86785 will be closed properly. ## Changelog :cl: Rhials fix: The Meta Central Virtual Domain now uses the proper ghost role spawner, meaning you can't eavesdrop on syndie comms using their headset. /:cl:
Bumps [actions/github-script](https://github.com/actions/github-script) from 6 to 7. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/actions/github-script/releases">actions/github-script's releases</a>.</em></p> <blockquote> <h2>v7.0.0</h2> <h2>What's Changed</h2> <ul> <li>Add base-url option by <a href="https://github.com/robandpdx"><code>@robandpdx</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/429">actions/github-script#429</a></li> <li>Expose async-function argument type by <a href="https://github.com/viktorlott"><code>@viktorlott</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/402">actions/github-script#402</a>, see for details <a href="https://github.com/actions/github-script#use-scripts-with-jsdoc-support">https://github.com/actions/github-script#use-scripts-with-jsdoc-support</a></li> <li>Update dependencies and use Node 20 by <a href="https://github.com/joshmgross"><code>@joshmgross</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/425">actions/github-script#425</a></li> </ul> <h2>New Contributors</h2> <ul> <li><a href="https://github.com/navarroaxel"><code>@navarroaxel</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/285">actions/github-script#285</a></li> <li><a href="https://github.com/robandpdx"><code>@robandpdx</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/429">actions/github-script#429</a></li> <li><a href="https://github.com/viktorlott"><code>@viktorlott</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/402">actions/github-script#402</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/github-script/compare/v6.4.1...v7.0.0">https://github.com/actions/github-script/compare/v6.4.1...v7.0.0</a></p> <h2>v6.4.1</h2> <h2>What's Changed</h2> <ul> <li>Add <code>@octokit/plugin-request-log</code>, to produce debug output for requests by <a href="https://github.com/mjpieters"><code>@mjpieters</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/358">actions/github-script#358</a></li> <li>fix input handling by <a href="https://github.com/mjpieters"><code>@mjpieters</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/357">actions/github-script#357</a></li> <li>Remove unused dependencies by <a href="https://github.com/mjpieters"><code>@mjpieters</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/356">actions/github-script#356</a></li> <li>Default debug to current runner debug state by <a href="https://github.com/mjpieters"><code>@mjpieters</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/363">actions/github-script#363</a></li> </ul> <h2>New Contributors</h2> <ul> <li><a href="https://github.com/mjpieters"><code>@mjpieters</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/358">actions/github-script#358</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/github-script/compare/v6.4.0...v6.4.1">https://github.com/actions/github-script/compare/v6.4.0...v6.4.1</a></p> <h2>v6.4.0</h2> <h2>What's Changed</h2> <ul> <li>Bump json5 from 2.1.3 to 2.2.3 by <a href="https://github.com/dependabot"><code>@dependabot</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/319">actions/github-script#319</a></li> <li>Bump minimatch from 3.0.4 to 3.1.2 by <a href="https://github.com/dependabot"><code>@dependabot</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/320">actions/github-script#320</a></li> <li>Add node-fetch by <a href="https://github.com/danmichaelo"><code>@danmichaelo</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/321">actions/github-script#321</a></li> </ul> <h2>New Contributors</h2> <ul> <li><a href="https://github.com/jongwooo"><code>@jongwooo</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/313">actions/github-script#313</a></li> <li><a href="https://github.com/austinvazquez"><code>@austinvazquez</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/306">actions/github-script#306</a></li> <li><a href="https://github.com/danmichaelo"><code>@danmichaelo</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/321">actions/github-script#321</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/github-script/compare/v6.3.3...v6.4.0">https://github.com/actions/github-script/compare/v6.3.3...v6.4.0</a></p> <h2>v6.3.3</h2> <h2>What's Changed</h2> <ul> <li>Update <code>@actions/glob</code> to 0.3.0 by <a href="https://github.com/nineinchnick"><code>@nineinchnick</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/279">actions/github-script#279</a></li> </ul> <h2>New Contributors</h2> <ul> <li><a href="https://github.com/nineinchnick"><code>@nineinchnick</code></a> made their first contribution in <a href="https://redirect.github.com/actions/github-script/pull/279">actions/github-script#279</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/github-script/compare/v6.3.2...v6.3.3">https://github.com/actions/github-script/compare/v6.3.2...v6.3.3</a></p> <h2>v6.3.2</h2> <h2>What's Changed</h2> <ul> <li>Update <code>@actions/core</code> to 1.10.0 by <a href="https://github.com/rentziass"><code>@rentziass</code></a> in <a href="https://redirect.github.com/actions/github-script/pull/295">actions/github-script#295</a></li> </ul> <!-- raw HTML omitted --> </blockquote> <p>... (truncated)</p> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/actions/github-script/commit/60a0d83039c74a4aee543508d2ffcb1c3799cdea"><code>60a0d83</code></a> Merge pull request <a href="https://redirect.github.com/actions/github-script/issues/440">#440</a> from actions/joshmgross/v7.0.1</li> <li><a href="https://github.com/actions/github-script/commit/b7fb2001b410c9390cbe9e2c7d5cab7eefb7b29c"><code>b7fb200</code></a> Update version to 7.0.1</li> <li><a href="https://github.com/actions/github-script/commit/12e22ed06b6cf302663f90a925045516e24c8bad"><code>12e22ed</code></a> Merge pull request <a href="https://redirect.github.com/actions/github-script/issues/439">#439</a> from actions/joshmgross/avoid-setting-base-url</li> <li><a href="https://github.com/actions/github-script/commit/d319f8f5b55ea40916b869b2ca9ae2f059c60abf"><code>d319f8f</code></a> Avoid setting <code>baseUrl</code> to undefined when input is not provided</li> <li><a href="https://github.com/actions/github-script/commit/e69ef5462fd455e02edcaf4dd7708eda96b9eda0"><code>e69ef54</code></a> Merge pull request <a href="https://redirect.github.com/actions/github-script/issues/425">#425</a> from actions/joshmgross/node-20</li> <li><a href="https://github.com/actions/github-script/commit/ee0914b839b704083a749f8c77a73a9270674a32"><code>ee0914b</code></a> Update licenses</li> <li><a href="https://github.com/actions/github-script/commit/d6fc56f33b017d55917d045da1a94efa2120f039"><code>d6fc56f</code></a> Use <code>@types/node</code> for Node 20</li> <li><a href="https://github.com/actions/github-script/commit/384d6cf581452587d1e31f553c97ab165427124a"><code>384d6cf</code></a> Fix quotations in tests</li> <li><a href="https://github.com/actions/github-script/commit/84724927e3e992f17768c17f57a47a85ea2a5160"><code>8472492</code></a> Only validate GraphQL <code>previews</code></li> <li><a href="https://github.com/actions/github-script/commit/84903f51828821af5d03d3884c6ba699a2d44d6e"><code>84903f5</code></a> Remove <code>node-fetch</code> from type</li> <li>Additional commits viewable in <a href="https://github.com/actions/github-script/compare/v6...v7">compare view</a></li> </ul> </details> <br /> [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=actions/github-script&package-manager=github_actions&previous-version=6&new-version=7)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. 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## About The Pull Request Title ## Why It's Good For The Game it read good ## Changelog :cl: spellcheck: fixed examine and balloon alert text for boulder refining machinery /:cl:
carpotoxin
requested review from
SylvetteSylph,
Mintybea,
CliffracerX,
Ephemeralis and
kannthus
as code owners
September 22, 2024 12:48
Nerev4r
approved these changes
Sep 22, 2024
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About The Pull Request
Its my first time doing this.
Why It's Good For The Game
It should be fine, though.