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MODsuits Port #1785
MODsuits Port #1785
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Russian translation, commented code. Just a regular shitcode
oh fuck yes. oh hell yes |
No. Please. Please. No. I'm begging you. |
@Calyxman |
Does this remove hardsuits or simply add MODsuits as a thing you can make/find? |
don't give me ideas, Valo 😈 |
This DO not remove regular hardsuits. They have some advantages over MODs. Since if you are missing an arm or a leg, you aren't protected from space, but with hardsuit you are. This 100% bug, but we can make it a feature |
modsuits don't have enough content AS STANDS to even be worthwhile, let alone accounting for research/material/financial costs AND how awful they are to use in a hurry. throw it bake in the oven. it's not done being baked yet. |
Keep up the good work. Hope this works out well. |
Can someone explain how to fix tgui? Only it fails checks |
You need to run prettier |
Where I can find it? |
Make them more like DS13 RIGs. Simple as. |
i believe that the thing you wear on your back IS a backpack |
If you insert storage module to the control unit it would work like backpack. Normal capacity storage smaller than the backpack, while large capacity is the same. So after researching Large capacity storage MODs can be used like normal backpack |
we can faff around with balance and implementation when we have The Thing- Also note these are White Dream modsuits so the balance may be different to what you're all familiar with. |
I'd recommend against including research in this PR, since I have fairly specific but long-term preferences on how I want modsuits to be balanced. I'm fine with them hanging around in the code until then, though. |
Yeah this would be really cool if we have this alongside hardsuits. Best of both worlds and if it proves to be bad we can nuke it from orbit. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
bump ;( |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
hello pls fix conflicts |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: thgvr <[email protected]>
oops Signed-off-by: thgvr <[email protected]>
<!-- 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. --> ## About The Pull Request finishes #1785 Todo - [x] Init icons are broken - [x] Do afters can be canceled by walking <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: FalloutFalcon, MrSamu99, Fikou add: a few shipments of MOD control units have found there way to the frontier, premium versions of existing hard suits with the latest tech! add: Ported modsuits from tg, no mapped stuff yet /: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. --> --------- Signed-off-by: thgvr <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: thgvr <[email protected]>
<!-- 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. --> finishes shiptest-ss13#1785 Todo - [x] Init icons are broken - [x] Do afters can be canceled by walking <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: FalloutFalcon, MrSamu99, Fikou add: a few shipments of MOD control units have found there way to the frontier, premium versions of existing hard suits with the latest tech! add: Ported modsuits from tg, no mapped stuff yet /: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. --> --------- Signed-off-by: thgvr <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: thgvr <[email protected]>
<!-- 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. --> finishes shiptest-ss13#1785 Todo - [x] Init icons are broken - [x] Do afters can be canceled by walking <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: FalloutFalcon, MrSamu99, Fikou add: a few shipments of MOD control units have found there way to the frontier, premium versions of existing hard suits with the latest tech! add: Ported modsuits from tg, no mapped stuff yet /: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. --> --------- Signed-off-by: thgvr <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: thgvr <[email protected]>
<!-- 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. --> finishes shiptest-ss13/Shiptest#1785 Todo - [x] Init icons are broken - [x] Do afters can be canceled by walking <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: FalloutFalcon, MrSamu99, Fikou add: a few shipments of MOD control units have found there way to the frontier, premium versions of existing hard suits with the latest tech! add: Ported modsuits from tg, no mapped stuff yet /: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. --> --------- Signed-off-by: thgvr <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: thgvr <[email protected]>
…tras. (#23) * [MDB Ignore] Rkz's Newfood: Part 1 of 4 (#3148) <!-- 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. --> This is a port of my beestation newfood pr. It's the culmination of many months of effort during my free time in university, and my first large-scale project on bee. Due to interest from a few shiptest people, I have ported the PR mostly-as-is from Bee, additional alterations where needed. Ports from TG: - tgstation/tgstation#49192 - tgstation/tgstation#53047 - tgstation/tgstation#53225 - tgstation/tgstation#53316 - tgstation/tgstation#53574 - tgstation/tgstation#66257 - tgstation/tgstation#69095 - tgstation/tgstation#71449 Ports from Bee, from yours truly: - BeeStation/BeeStation-Hornet#8748 A rundown of the plan: - This is Part 1 of newfood. This is basically the foundational newfood shit that's needed for the rest of the system we want to work. - Part 2 will complete all the foundational shit (killing oldfood), with some minor refactors to ready cooking for the upcoming features. This will conclude the development of the edible component and things left in limbo from part 1. It will remove the temporary vars and procs, and customizable food will be fully reenabled. - Part 3 will contain the cooking features (Griddle). Now for the changes: 1. convert bread to newfood 2. convert spaghetti to newfood 3. convert cake to newfood 4. Cleaned up the edible component. It should be a lot more consistent going forward, and will basically be completely functional as of part 2's merge. 5. Adds Food Storage component, which lets you hide small items in large food. (Stick a shard of glass inside a cake to fuck over someone.) 6. Adds FOOD_FINGER_FOOD food flag, which lets you eat food whilst moving. It applies to small food that really shouldnt take your full concentration to consume whilst walking, like lollipops! 7. Sets PRAGMATIC weights for as many foods as I could. Seriously this sucked really bad. candycorn and cakes are not the same ducking size. 8. food trash is sane, stuff thats clearly eaten on a plate and has a plate underneath it, will spawn a plate rubbish when completely eaten. (you dont eat the plate on cake any more smh) 9. Begins the framework of something called Accidental Consumption. Its basically if you end up eating non-food related it will cause you differing effects. This is again very early stages, and will require wounds, full newfood implementation, and bringing over tg's stomach metabolism. The proc exists, but its not getting called until part 2 or 3 is merged. 10. Adjusts some nutritional values. Minor, but I will note that I did so <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Newfood seems to be a heavily requested feature here. This is but the framework. Really, players wont notice the difference besides the incompatiblity between oldfood & newfood, but once the griddle is implemented in part 3, it will be glorious. When discussing with shiptest, I floated my plan and I received overall agreement. This should hopefully be less painful for me and for you than a bulk merge. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: rkz, benbot(benjamin), Time-Green, SteelSlayer, floyd, Qustinuus, ArcaneDefence, FlowerCuco add: Food storage! Hide some glass in the captains cake! Begone digestive tract! add: Bread, Cake and Spaghetti to Newfood add: some smaller foods can now be eaten whilst on the run! (This ONLY applies to newfood items thus far!) add: converted edible component to work with newfood del: oldfood for Bread, Cake and Spaghetti del: Temporarily removes customfood bread, cake, pasta, and sandwiches tweak: edited a few messed up values tweak: food trash is sensible now. Finishing stuff like cake will actually spawn a plate rubbish. Instead of you eating the plate, biggun, perhaps properly dispose of it! fix: Wildly STUPID item weights. Candycorn and cakes are no longer the SAME size code: provides some semblance of sorting for signal defines /: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. --> --------- Signed-off-by: thgvr <[email protected]> Co-authored-by: thgvr <[email protected]> * Fixes "The Food" - Allows spaghetti to be processed. (#3288) Literally four characters. Technically second PR but my first fix. <!-- 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. --> ## About The Pull Request Fixes an error where processing a dough slice in a processor or on a cutting board would make you get the parent spaghetti item, rather than the intended one. The Creation ![Screenshot (2912)](https://github.com/user-attachments/assets/9a614294-2dcf-45dd-8c73-614835a93313) The Reaction ![Screenshot (2913)](https://github.com/user-attachments/assets/3933b953-8c07-4ef5-9e43-dc4f70f90f18) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game As funny as "The Food" is, I would like to be able to cook spaghetti. And I don't mean code spaghetti. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl:Aquidu fix: Fixed a bug relating to literal spaghetti code. /: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. --> * ports some tg botany code to fix novaflowers (#3063) <!-- 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. --> ## About The Pull Request novaflowers werent applying firestacks so i ported a ton of botany code. novaflowers and nettles now use genes for there pickup and attack stuff clothing traits that only botany gloves use rn tgstation/tgstation#59107 tgstation/tgstation#56233 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game better code c: <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: FalloutFalcon, MrMelbert, Coiax code: ported alot tg botany code along with gene desc and icons to be used more soon refactor: moves most plant effects into genetics stuff /: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. --> --------- Co-Authored-By: Sun-Soaked <[email protected]> * Modsuits (#3013) <!-- 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. --> finishes shiptest-ss13/Shiptest#1785 Todo - [x] Init icons are broken - [x] Do afters can be canceled by walking <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: FalloutFalcon, MrSamu99, Fikou add: a few shipments of MOD control units have found there way to the frontier, premium versions of existing hard suits with the latest tech! add: Ported modsuits from tg, no mapped stuff yet /: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. --> --------- Signed-off-by: thgvr <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: thgvr <[email protected]> * makes it compile * Fixes condiment packs (#3350) <!-- 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. --> fixes #2367 also removes the /food/ from the path since it does nothing <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: fix: condiment packs are no longer invisible and missing names /: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. --> --------- Signed-off-by: FalloutFalcon <[email protected]> * The Frontier Ablaze: Ramzi's Molotov Cookbook (#3432) ## About The Pull Request **The World Aflame** ![theworldaflame](https://github.com/user-attachments/assets/75b4f565-ab87-48c2-9526-3ef9f7163204) Molotovs now create turf fires on its own turf and adjacent ones. As Hearthwine does something similar with a trickier conditional (contact), it creates turf fires beyond adjacent turfs now. ## Why It's Good For The Game Molotov's are exceedingly Nothing, and this should ignite An Inferno within every spacer's heart. Burns much less fiercely and causes less firestacks than hearthwine in absence of combustible material, but should be enough to deny people access to chokepoints or to cause a panic. ## Changelog :cl: balance: Molotov cocktails now create turf fires balance: Hearthwine now create turf fires in a 3x3 area /:cl: * Makes Ration Heaters smaller. (#3486) <!-- 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. --> ## About The Pull Request Edits ration heaters to be able to be put back inside of ration packs. ## Why It's Good For The Game It's really, really annoying that you can take ration heaters OUT of ration packs, but CANNOT put them back in. This fixes this by making them both the same size as the rations themselves, and adding ration heaters to the list of accepted items that can be put in ration packs. ## Changelog :cl: code: Changes flameless ration heaters to "small" items code: Adds flameless ration heaters to the ration pack item whitelist. /: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. --> * SolCon/SolGov Hardsuits (And Its Subtypes) Can Now Stow Away Guns! (#3187) <!-- 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. --> Does what it says on the tin. You can now holster guns, ammo and such on the armor slot while equipping the hardsuit. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> I almost got shot because people got terrified at the fact I had a gun on my hand, when I couldn't holster due to this oversight. Amazing. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: PositiveEntropy fix: You can now store guns, ammunition, and melee weapons on the armor slot when equipping a SolCon/SolGov hardsuit, and its subtypes! /: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. --> * The Ares Poster Now Correctly Calls The Planet Mars (#3193) <!-- 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. --> Does what it says on the title. ![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/dc713a4f-685f-44d5-a73b-3a4e3cc24da1) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> It was a weird misconception that for some reason SolCon decided to rename all the planets into their greek counterparts. This is very much not the case, especially since if it *was*, Terra would've been called Gaia and the moon would've been called Selene instead of Luna. This does however mean that Uranus is now called Caelus, though this will be depicted in a poster in another time. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: PositiveEntropy fix: Mars and Venus are now referred to by their correct names! /: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. --> * salty * cakes are ticked * removes the file instead, and fixes the ruins. * pepper * Floury * cheezy * cakey, milky, and saucy * barbecue was under barbecued * another sauce * hotsauce and soysauce * clowncake was ephemeral * reorders --------- Signed-off-by: thgvr <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: Tsar-Salat <[email protected]> Co-authored-by: thgvr <[email protected]> Co-authored-by: Aquidu <[email protected]> Co-authored-by: Sun-Soaked <[email protected]> Co-authored-by: FalloutFalcon <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: MrSamu99 <[email protected]> Co-authored-by: generalthrax <[email protected]> Co-authored-by: Imaginos16 <[email protected]>
About The Pull Request
MODsuits. I don't know how to make beautiful descriptions with checks and other fluff. Later this will be changed
Why It's Good For The Game
Utility and protection. Excellent.
Changelog
🆑
add: Added MODsuits
/:cl: