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[MIRROR] Gives Cargo its own departmental wires #823

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merged 1 commit into from
Nov 25, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25232
Original PR: tgstation/tgstation#79912

About The Pull Request

Gives Cargo its own area wires, instead of having them use the same wire layouts as the Service areas.

Why It's Good For The Game

Back when the original PR (#52563) was made, cargo was a weird subset of "quartermaster" areas that must have just been swept into service. I looked into it and to my surprise cargo just wasn't ever mentioned in it. When the QM areas were converted to cargo areas, there weren't any cargo wires so they probably just inherited the service wires and were forgotten about?

Now, with the QM being a head and cargo being a more defined department than ever, it shall receive the distinction of being called "its own department" in the worst way possible -- by giving it its own wires.

Changelog

🆑 Rhials
qol: Gives Cargo areas its own wire layout, instead of having it use the same wires as Service areas.
/:cl:

* Gives Cargo its own departmental wires (#79912)

## About The Pull Request

Gives Cargo its own area wires, instead of having them use the same wire
layouts as the Service areas.
## Why It's Good For The Game

Back when the original PR (#52563) was made, cargo was a weird subset of
"quartermaster" areas that must have just been swept into service. I
looked into it and to my surprise cargo just wasn't ever mentioned in
it. When the QM areas were converted to cargo areas, there weren't any
cargo wires so they probably just inherited the service wires and were
forgotten about?

Now, with the QM being a head and cargo being a more defined department
than ever, it shall receive the distinction of being called "its own
department" in the worst way possible -- by giving it its own wires.
## Changelog
:cl: Rhials
qol: Gives Cargo areas its own wire layout, instead of having it use the
same wires as Service areas.
/:cl:

* Gives Cargo its own departmental wires

---------

Co-authored-by: Rhials <[email protected]>
Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit c09e74d into master Nov 25, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25232 branch November 25, 2023 23:22
AnywayFarus added a commit that referenced this pull request Nov 25, 2023
Iajret pushed a commit that referenced this pull request Feb 7, 2024
* Regenerative Materia Blobs No Longer Drug Non-Carbons (#81318)

## About The Pull Request

Fixes #79841

This PR fixes the bug where cyborgs could get high from being attacked
by regenerative materia blobs by adding a requirement that the target is
a carbon before applying the drug effect to them.

## Why It's Good For The Game

This isn't believed to be intentional (its marked as a bug) and applying
the drugginess effect to non-carbons has shown in the past to cause some
issues (ex. cyborgs which have the high effect for much much longer than
intended were it applied to a carbon)

## Changelog

:cl:
fix: Regenerative Materia blobs can no longer drug non-carbons.
/:cl:

* Regenerative Materia Blobs No Longer Drug Non-Carbons

---------

Co-authored-by: IndieanaJones <[email protected]>
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3 participants