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[MIRROR] Overclock safety setting for Gygax #208
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* Overclock safety setting for Gygax (#79101) ![SVYgXCYIFN](https://github.com/tgstation/tgstation/assets/3625094/fffe3763-fae5-4449-a47e-7fc564e96853) ## About The Pull Request Since people started using OC on all mechs by attaching a signaller to the wire, I figured that Gygax should have at least something special, except the 2x overclock modifier for dark gygax and the UI button for overclock. Now Gygax type mechs have an option to automatically disable overclock when the mech is overheated. As Gygax was designed to use overclock, other mechs lack this component and there is no wire for this. ## Why It's Good For The Game Special overclock behavior for Gygax. ## Changelog :cl: add: Gygax type mechs now have an option to disable overclock when overheated. fix: Fixed overclocking having no effect on Ripley. /:cl: * Overclock safety setting for Gygax --------- Co-authored-by: Andrew <[email protected]>
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* Fixes confetti shotgun shells (#174) * initial * fix confetti shell * donkpocket sprites and more * this is for a different PR * forgot these * ..() * reviews * // instead of /// for overrides --------- Co-Authored-By: Bloop <[email protected]> * New Quirk: Appendicitis Survivor (#77) ## About The Pull Request Title. ## How This Contributes To The Nova Sector Roleplay Experience Spontaneous appendicitis is.. an event! This adds the Appendicitis Survivor quirk from my server, [TaleStation](https://github.com/TaleStation/TaleStation). Its a positive (-2) quirk, while low impact, some people may appreciate. Its also another low cost quirk, so people could pick it up if so desired. ## Proof of Testing <details> <summary>Screenshots/Videos</summary> ![image](https://github.com/GalacticStation/GalaxiaStation/assets/70232195/1f807368-f811-4d1d-b2c5-34f8508e6fcb) </details> ## Changelog :cl: Jolly add: New quirk for those who hate their appendix: Appendicitis Survivor! A positive (-2) quirk. /:cl: * Improves the names, descriptions, and extended descriptions of nearly all my firearms (#90) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Three steps 1. Guns no longer list their company in their name, this made some gun names too long to refer to or just look weird. 2. Every gun now tells you what it fires in its examine if it didn't before. 3. Every gun's examine text now hints that you can double examine for more info on the weapon. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Makes a lot of information about these weapons more convenient or more apparent than they were before, and removes some unneeded information (like we didnt really have to have the guys that made the gun displayed straight in the name, you can see the company that makes them in the examine text already). <!-- Please add a short description of why you think these changes would benefit the game and the roleplay atmosphere of the server. If you can't justify it in words, it might not be worth adding. --> <!-- Include any screenshots/videos/debugging steps of the code functioning successfully, between the </summary> and </details> code blocks. --> <!-- To our mappers and spriters: Posting screenshots of content INSIDE EDITORS (aseprite, PDN, SDMM, ect) is NOT valid proof of testing. Please make sure that you COMPILE the game and provide PROOF you tested your edits. --> <details> <summary>Screenshots/Videos</summary> ![image](https://github.com/GalacticStation/GalaxiaStation/assets/82386923/cd4976fe-c641-4464-82ee-935aff63f159) ![image](https://github.com/GalacticStation/GalaxiaStation/assets/82386923/b1dc1edc-72fd-4235-a47d-84c36cae0679) </details> <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: qol: The names and descriptions of every paxilmaniac weapon have been improved to be shorter (names) and mention at least what bullet the weapon fires (description) qol: Every weapon with an extended description has a hint in its normal examine telling you that you can look further to get more info on the weapon code: Two instances of now-deleted weapons paths (which i found out about through someone getting one in a christmas tree) existing due to manufacturer examines of all things have been cleaned up, players wont notice this one i think /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Re-adding Cat Scream (Normalized) (#123) * Re-adding Cat Scream (Normalized) * Update modular_nova/modules/emotes/code/scream_datums.dm Renamed the file from cat.ogg to cat_scream.ogg Co-authored-by: GoldenAlpharex <[email protected]> * Renamed cat.ogg to cat_scream.ogg * removed cat.ogg and replaced with cat_scream.ogg * Removes old scream sounds, renames it properly --------- Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> * [MODULAR] Fixes clockcult slab ui, some runtimes (#122) Fixes slab ui, some runtimes * [MODULAR] Fixes colonial cloaks not being able to hold any suit storage items (#129) * Fixes imperial police cloak not being able to hold any suit storage items * Moves this to the NRI police cloak * Moves this to the NRI police cloak * Update clothing.dm * Update modular_nova/modules/novaya_ert/code/police_outfit.dm --------- Co-authored-by: GoldenAlpharex <[email protected]> * Resprited Vox Clothing (Nova Station Edition) (#97) * Resprited Vox Clothing * Update screenshot_humanoids__datum_species_vox_primalis.png --------- Co-authored-by: Bloop <[email protected]> * Chitter emote is the TG chitter sound unless you're a moth (#111) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Changes the *chitter emote to play the standard TG chitter sfx, unless you're a moth, then it plays the moth chitter. TG chitter is cute. <!-- Include any screenshots/videos/debugging steps of the code functioning successfully, between the </summary> and </details> code blocks. --> <!-- To our mappers and spriters: Posting screenshots of content INSIDE EDITORS (aseprite, PDN, SDMM, ect) is NOT valid proof of testing. Please make sure that you COMPILE the game and provide PROOF you tested your edits. --> <details> <summary>Screenshots/Videos</summary> https://github.com/NovaSector/NovaSector/assets/77534246/eae4fc45-d104-4588-8537-394da9304151 </details> <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: add: Chitter emote has a different sound effect, unless you're a moth /:cl: * Adds fancy masquerade masks (#180) * Adds masquerade masks, making them available in the AutoDrobe Thanks to Crumpaloo for the sprites! * Early mirror of tgstation/tgstation#80663 They're not properly usable otherwise * Updates the sprites so they've got transparent eyes * Adds the masks to the loadout * Fixes variation flags and muzzled GAGS config, makes it act as internals * Adjust some of the sprites a bit more, making snouted ones have smaller eyeholes, and vox ones looking more like masquerade masks * Updates the sprites for the Vox Primalis! --------- * Update greyscale_configs.dm * Fixes Niftsoft Settings Panel (#208) Fixes Niftsoft Settings * 0 --------- Co-authored-by: Bloop <[email protected]> Co-authored-by: Kyogon <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: HalcyonicWolf <[email protected]> Co-authored-by: SomeRandomOwl <[email protected]>
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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24495
Original PR: tgstation/tgstation#79101
About The Pull Request
Since people started using OC on all mechs by attaching a signaller to the wire, I figured that Gygax should have at least something special, except the 2x overclock modifier for dark gygax and the UI button for overclock.
Now Gygax type mechs have an option to automatically disable overclock when the mech is overheated. As Gygax was designed to use overclock, other mechs lack this component and there is no wire for this.
Why It's Good For The Game
Special overclock behavior for Gygax.
Changelog
🆑 MTandi
add: Gygax type mechs now have an option to disable overclock when overheated.
fix: Fixed overclocking having no effect on Ripley.
/:cl: