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[MIRROR] Fix slime check_item_passthrough effect #2759

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merged 1 commit into from
Apr 7, 2024

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Mirrored on Nova: NovaSector/NovaSector#1836
Original PR: tgstation/tgstation#82484

About The Pull Request

This proc expects a user but is not passed one.

Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/:cl:

* Fix slime `check_item_passthrough` effect (#82484)

## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

:cl: Melbert
fix: Items will properly pass through slime on occasion
/:cl:

* Fix slime `check_item_passthrough` effect

---------

Co-authored-by: MrMelbert <[email protected]>
@mogeoko mogeoko merged commit d584f43 into master Apr 7, 2024
26 checks passed
@mogeoko mogeoko deleted the upstream-mirror-1836 branch April 7, 2024 08:02
AnywayFarus added a commit that referenced this pull request Apr 7, 2024
Iajret pushed a commit that referenced this pull request May 31, 2024
* STATION TRAIT GAMEMODE: Station-Wide Background Checks (#83307)

## About The Pull Request
Adds a new station trait: Station-Wide Background Checks!

It does two things: 
1. Blocks most crew-side antagonists. No traitors, changelings, spies,
heretics, etc. You won't be able to fully trust your crew though, as
Space changelings, Paradox Clones, Obsesseds and Blob Infected are
excempted crew-antags since a background check doesn't really help here.
Other antagonists still spawn: pirates, revenants, blobs, aliens,
nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put
threat somewhere...

2. Reduces dynamics threat slightly, configurable per server, but
defaults to 15.

It is essentially the first "dynamic gamemode".

## Why It's Good For The Game

Blocking crew antagonists changes the shifts dynamic, similair to old
warops. Security can "trust" crew to not be antagonists, and instead can
focus more on petty crimes and hunting down external threats.

Due to the increased chance of external threats and reduced chance of
internal threats, the crew can focus its defenses outwards. Don't worry
about your coworker killing you (intentionally/probably), but do worry a
lot more about the pirates trying to break through your hull, or alien
nests growing in virology.

I've also reduced total threat count slightly because the idea of 90
threat being dumped into ghost spawns kinda terrifies me and I do want
people to be able to let their guard down a slight bit. It can be
reduced/disabled for servers that already tend to lower threats.

I think it's a lot of fun to change the paranoia dynamic, and a fun
deviation from a normal round of spaceman13.

## Changelog
:cl:
add: Station-Wide Background Checks (station trait, rare): Disables crew
antagonists, but get a lot more non-crew antagonists
/:cl:
I want to do more like these (this was just an example I threw into
discord to annoy @Mothblocks but I realized I kinda liked), and this is
a good opportunity to gather community feedback and see how it plays!

---------

Co-authored-by: carlarctg <[email protected]>

* STATION TRAIT GAMEMODE: Station-Wide Background Checks

---------

Co-authored-by: Time-Green <[email protected]>
Co-authored-by: carlarctg <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants