Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Synth eyes are now in the eye body zone #888

Merged
merged 1 commit into from
Nov 30, 2023

Conversation

Steals-The-PRs
Copy link
Collaborator

Original PR: Skyrat-SS13/Skyrat-tg#25331

About The Pull Request

See name
fixes #22980

How This Contributes To The Skyrat Roleplay Experience

The eyes are where they are meant to be. I don't think I need to argue this

Proof of Testing

Screenshots/Videos

image

Changelog

🆑 Majkl-J
fix: Synth eyes now inhabit the correct body zone slot
/:cl:

@Iajret Iajret merged commit 5b144f0 into master Nov 30, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25331 branch November 30, 2023 08:51
AnywayFarus added a commit that referenced this pull request Nov 30, 2023
Iajret pushed a commit that referenced this pull request Feb 11, 2024
…ch node. Exile implants can now be printed (#888)

* Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed (#81230)

## About The Pull Request

This adjusts some of the techweb stuff related to security implants. I
meant to do this in the original PR but got LAZY because I wanted to
push it out the door, and then the feature freeze happened.

Teleport Blocker and Beacon implants have been moved from cargo to the
departmental lathe, printable at (where else?) security. **They can no
longer be purchased from cargo.** They are behind a new research node,
which requires Subdermal Implants and Miniature bluespace research. This
node costs 2500 points.

Exile implants can now be printed from the security lathe.

Security Implants now have their own lathe category.

This also slightly adjusts the descriptions for the implant case designs
to reflect their contents.

## Why It's Good For The Game

First and foremost -- I really had meant to do this in the original PR.

Throwing these implants into cargo was intended to gate access to them
until later in the round. In hindsight, cargo doesn't really accomplish
that in the way I'd hoped. It's still available roundstart, and no price
will change that. Having these be handled by science is a much more
sound idea.

(Also security already has enough to be ordering from cargo, and not
nearly enough reasons to be yelling at science!)

Exile implants should be easier to access, especially for how little
impact they actually have. The simple convenience may be the difference
between a peaceful resolution or being beaten to death in the back of
the brig.

Adjustments to the lathe categories, descriptions are for slightly
better UX.

* Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed

---------

Co-authored-by: Rhials <[email protected]>
ReezeBL pushed a commit that referenced this pull request Feb 11, 2024
…ch node. Exile implants can now be printed (#888) (#1927)

* Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed (#81230)

## About The Pull Request

This adjusts some of the techweb stuff related to security implants. I
meant to do this in the original PR but got LAZY because I wanted to
push it out the door, and then the feature freeze happened.

Teleport Blocker and Beacon implants have been moved from cargo to the
departmental lathe, printable at (where else?) security. **They can no
longer be purchased from cargo.** They are behind a new research node,
which requires Subdermal Implants and Miniature bluespace research. This
node costs 2500 points.

Exile implants can now be printed from the security lathe.

Security Implants now have their own lathe category.

This also slightly adjusts the descriptions for the implant case designs
to reflect their contents.

## Why It's Good For The Game

First and foremost -- I really had meant to do this in the original PR.

Throwing these implants into cargo was intended to gate access to them
until later in the round. In hindsight, cargo doesn't really accomplish
that in the way I'd hoped. It's still available roundstart, and no price
will change that. Having these be handled by science is a much more
sound idea.

(Also security already has enough to be ordering from cargo, and not
nearly enough reasons to be yelling at science!)

Exile implants should be easier to access, especially for how little
impact they actually have. The simple convenience may be the difference
between a peaceful resolution or being beaten to death in the back of
the brig.

Adjustments to the lathe categories, descriptions are for slightly
better UX.

* Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: Rhials <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants