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Update 1 19 2025 #128

Merged
merged 241 commits into from
Jan 20, 2025
Merged

Update 1 19 2025 #128

merged 241 commits into from
Jan 20, 2025

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VMSolidus
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BIG UPDATE TIME.

BlueHNT and others added 30 commits January 7, 2025 15:58
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# Description

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Finishes BSO and Nanorep.

---

# TODO

- [x] Jobs
- [x] Clothing
- [x] BSO weapons 
- [x] Loadouts
- [x] Mapping
- [x] Set map prototypes  

---

# Changelog

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:cl: sleepyapril, Goob Station contributors
- add: Added Nanotrasen Representative and Blueshield Officer
- add: Added Admin Assistant, Nanorep, and Blueshield Officer spawns to
all maps. BSO and Nanorep don't get an office, they get a unique
teleporter. (as of now) Ask your resident mapper to fix this.
- add: Added the loadout options for Nanotrasen Representative and
Blueshield Officer.

---------

Co-authored-by: Aidenkrz <aiden@djkraz.com>
Co-authored-by: Icepick <122653407+Icepicked@users.noreply.github.com>
Co-authored-by: Memeji <greyalphawolf7@gmail.com>
Co-authored-by: Theapug <159912420+Teapug@users.noreply.github.com>
Co-authored-by: DarkenedSynergy <70016079+DarkenedSynergy@users.noreply.github.com>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: BombasterDS <115770678+BombasterDS@users.noreply.github.com>
Co-authored-by: starch <starchpersonal@gmail.com>
Co-authored-by: BombasterDS2 <shvalovdenis.workmail@gmail.com>
Co-authored-by: BombasterDS <deniskaporoshok@gmail.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
# Description

They're kind of awful, and still not meeting my quality expectations.
They simply have entirely too many "Buts". Too complicated, not good
enough writing quality, what content they have is written like a joke or
is very childish. And they're still written out of too many game
systems.

# Changelog

:cl:
- tweak: Disabled Shadowkin as a default roundstart-available species.
# Description

Energy swords were missing a component. Also E-Daggers were causing a
debug assert so I've fixed that too.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/7bc4076d-7eea-4a75-96f8-b3e23d1c31f3)


![image](https://github.com/user-attachments/assets/80e22650-3435-455c-bb87-ce77dcf02fc0)

</p>
</details>

# Changelog

:cl:
- fix: Fixed Energy Swords not displaying their blade when ignited.
Got hit by the anticheat and saw this

Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
🆑
- fix: Fixed Nanotrasen Representative lacking in the starter clothes
department
- fix: Fixed Nanotrasen Representative lacking in the headset department
fix missing locale

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
# Description
Adds 4 pockets to the Admin Ghosts and the ability to Tail-Drag (no
hands needed).

---

# Media

https://github.com/user-attachments/assets/701b66bd-c42c-429f-a33a-f8e465ef068d

---

# Changelog
:cl:
ADMIN:
- add: Added pockets to Admin Ghosts.
- add: Added tail-drag (no-hands) to Admin Ghosts.
…Sofas. (#1469)

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This is a semi-strict format, you can add/remove sections as needed but
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# Description

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Explain this PR in as much detail as applicable

-->


The pew sides seemed to have been reversed on some maps, along with some
benches and sofas - the 'left' end should have been the right, and vice
versa. As a chaplain main, this is unacceptable, so I fixed it by
inverting the RSI names. The SimpleStation14 benches seemed to be
backwards in general, so I applied the same solution to those. I'm gonna
have to look at the maps because some of the benches and sofas and
what-not are now backwards EVEN THOUGH I MADE IT SO THAT THEY ARE ALL
CONSISTENTLY BASED ON FACING THE PLAYER, but oh well. As seen within the
image, all of the [left] sprites are the same (The bottom part of the
image).

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Made bench/sofa sprites consistently use 'left/right' in regards
to facing the camera.

---

<!--
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to keep it clean
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The title must be within the <summary> tags or you won't see it
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<details><summary><h1>Media</h1></summary>
<p>

![New Bitmap
Image](https://github.com/user-attachments/assets/db9afecd-6d80-4d9b-89a9-09d2e208cea6)

</p>
</details>



---

# Changelog

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in the changelog (ex: `:cl: Death`)
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:cl:
- fix: the pew RSI's are now correct, so the sprites shouldn't be
inverted. That said, some maps still appear to be a little odd, so I'll
have to review them further at some point.
# Description

It was missing for some reason and made using them absolutely horrible.

---

# Changelog

:cl:
- tweak: Tweaked DeltaV armors
# Description

i may be stupid....
Closes Simple-Station/Einstein-Engines#1473

---

# Changelog

:cl:
- add: A bunch of winter coats that are already in the game were added
as a loadouts.
# Description

Wizard's lawset while good for LRP and NRP, doesn't serve perfectly
force MRP-HRP type servers as it is missing some common laws. I wish to
introduce a more encompassing lawset which while it's still a bit
underwork, should be fuller and more encompassing for what
Einstein-Engines is trying to do.

At the same time I have gone through some other entries in SpaceLaw
category and added colouring to Controlled and Restricted items, while
also adding further explanation of law categorization.

Documentation on the space law is
[here](https://docs.google.com/spreadsheets/d/1kSJSmXltODHW-gpnUb3b-lDwbq-c8W21MopfDSEqfI4/edit?gid=1898009230#gid=1898009230).

---

# TODO

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A list of everything you have to do before this PR is "complete"
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-->

- [x] Make SL more readable
- [x] Add Space Law table
- [x] Add individual item explanations

---

<!--
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media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/0b00b349-7075-495f-92f8-72e05cf3171d)

![image](https://github.com/user-attachments/assets/cbfd81df-4310-4b40-824b-2007aacdd13e)

![image](https://github.com/user-attachments/assets/f8c1020c-9d6c-4849-88f9-a993e03b6fa7)

</p>
</details>

---

# Changelog

:cl:
- add: Added New Law
- tweak: Tweaked Space Law entries
- remove: Removed Old Law
# Description
Howdy Folks, I've made a few modifications to the cargo shuttle and the
automated Trading station (ATS). First, I added two more seats to the
shuttle. I also added some tools, including a wrench and a crowbar. I
also provided proper air distribution throughout the shuttle. I removed
the plastic airtight flats because the blast door opens, but can't be
closed. The same goes for the ATS. Finally, I added a station anchor, a
clean bot to the ATS, and a couple of lockers. The place doesn't get
dirty or drift away.


<details><summary><h1>Media</h1></summary>
<p>

![Example Media Embed](https://example.com/thisimageisntreal.png)
![Screenshot 2025-01-07
111438](https://github.com/user-attachments/assets/b5f44167-5f3c-4af7-8281-148a3d17b56d)
![Screenshot 2025-01-06
012814](https://github.com/user-attachments/assets/411f208d-8ddd-47c0-9f90-ed1dbd7b6bd0)

</p>
</details>

---

# Changelog

:cl: Mike32oz
- add: Station anchor on ATS 
- add: Clean bot and two locker
- tweak: Air distribution on cargo shuttle
- add: two seats including a wrench and a crowbar
- remove: Plastic airtight flats and replace them with tiny fans

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description

The Traitsystem anticheat is apparently really good at yeeting players
who join as a different job than the one they selected for their traits
menu. A better solution would be to rework the latejoin system so that
it simply prevents you from joining as any job that would have an
invalid trait total(Trait points after all *valid* traits are applied
being a negative number is the key here). However since doing that would
require me spend 10 hours thoroughly reading a >1000 line function which
has so many indentations that parts of it don't even fit on my 17"
monitor, I'm electing to disable the system pending a rework.

# Changelog

No changelog because we shouldn't be openly telling the players they can
just cheat the traits menu lmao.
# Description

I may have been a little *too* generous with Salvage players. This
update fixes the salvage guns spawning with a magazine or lethal ammo.
There was also an issue that they were perhaps "Too easy to obtain". In
actual practice, it turns out that a single "Mining Expedition" earns
salvage enough mining points to buy like 4 rifles. Which led to
situations where Salvage functionally became station security after they
then broke into the armory to print ammo.

Another issue I discovered is that Salvage can also use their breaching
charges to blow open security crates(And also blow open the
armory......). So now they don't spawn with bombs in their lockers, and
need to pay for them with said mining points.


<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/a5d3fba3-33b3-4f65-ab69-ee6d0f617633)

</p>
</details>


# Changelog


:cl:
- add: Added a legality notice to the description of salvage's firearms.
- tweak: The mining points cost of all salvage firearms have been
increased by 4x
- remove: Salvage no longer starts with bombs in their lockers. Buy them
with your mining points.
VMSolidus and others added 19 commits January 19, 2025 15:20
# Description

Arsenal Research SUCKS. And the reason it sucks is twofold: Nothing it
unlocks can be made by science directly. And it has entirely too many
research unlocks that only grant 1 or 2 items max, which bloated the
menu and meant that even if you wanted to pursue making some cool gun,
you were punished for wanting to do so.

Well this PR does nothing to fix the first issue. But it does fix the
second issue by consolidating a ton of the Arsenal research into larger
single entries. Some things that were too basic were also removed as
researchable outright, and made default in the security techfab (Basic
technology that you could consider "Tier 0" that already exists on the
station should NEVER be a research).

# Changelog

:cl:
- tweak: Made Arsenal Research significantly more interesting by
consolidating most of the useless single item researches into larger
essential categories. Basic Weapons, Advanced Weapons, Prototype
Weapons. Going forwards, these three categories will have significantly
more exciting options added to them that should make it more worthwhile
to pursue.
# Description

Civilian Research also sucks. For the same reasons Arsenal did. Too many
categories that don't give any meaningful benefit. This PR fixes this by
shuffling around a lot of research between Civilian and Experimental.
While consolidating a bunch of civilian tech.

TODO: Add research for manufacturing Vacsuits & Hardsuits to this
category.

# Changelog

:cl:
- tweak: Consolidated the Civilian Services research category to make
them more interesting and broadly useful.
# Description

This PR fills in the basics for the previously commented placeholders
for "Advanced Tacsuits" and "Prototype Tacsuits", both new Arsenal
researches. These both unlock recipes for manufacturing tacsuits at a
Security Techfab, and are an alternative method to making them outside
of buying them through Cargo. Here's a genuine reason for Epistemics to
consider doing Arsenal T3.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/697e70cb-e1da-4590-aa2b-01555b88f40d)


![image](https://github.com/user-attachments/assets/60977362-18aa-4253-9045-61129866fad7)


![image](https://github.com/user-attachments/assets/79ed2ffd-19a3-4a4d-9412-51ba96de82ac)


![image](https://github.com/user-attachments/assets/070e99d0-48d6-40ad-add5-a1e51b23f77b)

</p>
</details>

# Changelog

:cl:
- add: Added Advanced Tacsuits, and Prototype Tacsuits to Arsenal
research. Along with them comes Security Techfab recipes for said
tacsuits.
# Description

This PR fully replaces the "Tier 3 Tech Lockout" with a research
softcap. How it works is that technologies are allowed to set a softcap
contribution, meaning that they multiplicatively increase the cost of
all other research by a certain amount. By default, this is done by all
Tier 3 Technologies. Essentially, this means that you're no longer
limited to a single research category's tier 3 selections. Instead the
costs of research increase the more capstones you unlock. The current
cost increase for research is displayed on the console.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/e65fa1ee-c849-489c-b690-f7ce8d98b678)

</p>
</details>

# Changelog

:cl:
- remove: Removed the "Tier 3 Tech Lockout" mechanic. You are no longer
limited to 1 discipline worth of t3 research.
- add: Research is now "Softcapped" by Tier 3 unlocks. Each unlocked
Tier 3 technology multiplicatively increases the cost of all other
research. Rushing a capstone can be quite expensive, as will be getting
multiple capstones. I hope you're glad that you can build more than one
prober now without guaranteeing the station will explode.
# Description

Servers are occasionally experiencing roundstart crashes, and the logs I
received concerning this crash imply that LoadoutSystem is SOMEHOW being
handed a player character that doesn't actually exist. Well an easy
solution I guess is to just make LoadoutSystem check if the entity
*factually* exists, before attempting to apply a loadout to it.

# Changelog

:cl:
- fix: Possibly fixed a crash related to Loadouts being applied to
entities that don't exist.
# Description
New lawset, see media.


![image](https://github.com/user-attachments/assets/4a6bcb72-17df-416c-8c66-663107754b37)


---

# Changelog

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:cl: Rane
- add: Added Augustine lawset as a middle ground between Asimov and
Crewsimov.
it's an engine update folks

---------

Co-authored-by: Tobias Berger <toby@tobot.dev>
maintainers get over here

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: Skubman <ba.fallaria@gmail.com>
@VMSolidus VMSolidus merged commit b0415ca into master Jan 20, 2025
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