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DangerRevolution wants to merge 918 commits intomasterfrom
danger-multiz-nv
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test runner#1
DangerRevolution wants to merge 918 commits intomasterfrom
danger-multiz-nv

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

DangerRevolution and others added 18 commits March 23, 2026 06:12
… Terminal out of the Hive (cmss13-devs#11829)

# About the pull request

Suggested by @MistChristmas 

Shivas has a terminal 10 tiles north of the most common Hive Core, which
is lame and weird, Hives are never NE so this is never accessible. It's
been moved south of Anti-Freeze Bar

// Hybrisa has been removed due to Zenith opening his own PR.

CC, Hybrisa, NV and Tyrago Rift have no Intel Terminals : so they have
been placed out of the way of the typical Marine push

CC: Security, Sensors, B-Block (between both LZs)
Hybrisa: Space Port, Garage (east of Space Port) and inside the Weyland
Facility just past the caves choke since Marines do typically make it
through there.
NV: Security, Research, Command
Tyrago Rift: two in the sewers to encourage Intel to go down there and
one just past the city gates at one of the comms locations

# Explain why it's good for the game

This should generally make the same amount of Intel per map, as each
terminal is 0.7 and most maps have the 3-4 terminals + it varies up
objectives Intel gets on some maps beyond collecting papers and instead
adding an objective to hold a position versus backliners which could be
interesting :D


# Testing Photographs and Procedure

I haven't tested it, but I did take care to make sure I'm not placing
these in areas without APCs or OOB.

# Changelog

:cl: DangerRevolution
maptweak: Hybrisa Propsera, Chance's Claim, New Varadero and Tyrago Rift
have had Intel Terminals added to them. Shiva's Snowball has had one of
the terminals moved out of the South-East Hive location and instead
south of Anti-Freeze Bar
/:cl:
# About the pull request

In the Destroyed Medbay insert, under one of the girders is a wall. This
doesn't make sense... as the girder is the destroyed wall and it looks
weird + is weird to decon twice.

# Explain why it's good for the game

It's good when things make sense.


# Testing Photographs and Procedure

Check MDB Bot


# Changelog

:cl: DangerRevolution
maptweak: Removed a stray wall under a girder in the LV Destroyed Medbay
variation.
/:cl:
# About the pull request

Slight Foreword: I assumed that Nightmare Inserts would override sentry
landmarks but I guess not, or maybe not in this case. If there is a way
to override it I'm happy to shift the insert and not the FOB landmark.

<img width="466" height="547" alt="image"
src="https://github.com/user-attachments/assets/6f5ce6cf-850f-46dd-ac8f-be003ef42cc1"
/>

In the LZ1 Container Scramble insert, you can get a shit sentry that
does nothing. This fixes it.

It's kinda cooked you can get a non-working sentry, especially with how
reliant you can be for it during FOB.

# Explain why it's good for the game

Working sentries good, bugged sentries bad

# Testing Photographs and Procedure

Check MDB Bot

# Changelog

:cl: DangerRevolution
maptweak: Shifted Solaris' LZ1 Sentry Locations to prevent a Sentry
spawning on a container, and therefore being bugged inside it.
/:cl:
…ances interrupted building penalty (combat remote building nerf) (cmss13-devs#11919)

# About the pull request
So Queen wasn't getting any CD for interrupted building when when
boosted building is active. This PR makes it so
Boosted Queen's remote building gets 3 seconds CD (0 seconds base
cooldown + 3 seconds penalty) on interruption
Regular Queen's remote building gets 4 seconds CD (3 seconds base
cooldown + 1 second penalty) on interruption
Hivelord Whisperer's remote building gets 2.5 seconds CD (1.5 seconds
base cooldown + 1 second penalty) on interruption
In all other cases xenos get 1 second penalty on top of the cooldown
(which is I think always 0) on interruption (only for building).

# Explain why it's good for the game
Combat remote building has always been an obnoxious mechanic. No risks
for the builder, annoying to deal with, etc etc. The only supposed
counter to it is breaking the weed tile under the building wall within a
very short time window, but that never felt like you accomplished
anything, as the builder could always just build another wall
immediately, right next to the broken weed tile. This PR discourages
building walls right next to the marines and makes the counter (breaking
weeds under the walls) actually viable.

# Testing Photographs and Procedure
<details>
I tested it and it worked
</details>


# Changelog
:cl: ihatethisengine
balance: xenos get +1 second cooldown penalty for being interrupted mid
building, queen on boosted building gets +3 seconds penalty.
code: makes do_after check if the user or the target were qdeleted
/:cl:
# About the pull request
Adds landing lights to ERT landing pads.

# Explain why it's good for the game
No one likes getting squished by the ERT shuttles.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Added landing lights to the ERT landing bays.
imageadd: Added some mapicons for the different landing light delay
settings to make it easier to see what is what on the map.
code: Restructured the procs that toggle landing lights on and off for
simplicity.
/:cl:

---------

Co-authored-by: forest2001 <forest2001@cm-ss13.com>
# About the pull request

fixes loading an errant sprite when attempting to load a weapons offhand
sprite and defaulting to the first state in the sheet

<details>

<summary>Screenshots & Videos</summary>

before:
<img width="139" height="122" alt="image"
src="https://github.com/user-attachments/assets/f363f4ca-e1f9-405e-a042-2163dd156d0e"
/>

after:
<img width="486" height="433" alt="Screenshot_Y2026_M03_D23_H04_m00"
src="https://github.com/user-attachments/assets/e8b98f4f-f59c-468f-85aa-761177b5bede"
/>


</details>


# Changelog
:cl:
fix:borked monkey sprites
/:cl:
# About the pull request

This PR is a follow up to cmss13-devs#11368 doing the following:
- ERT shuttles now check for FTL or a ground crash (namely so they can
no longer initiate a dock/undock with the almayer)
- ERTs can have `ignore_ftl_or_crash` defined as true to still allow
candidates during FTL or on a ground crash (namely forsaken/hunting
ground parties)
- Shuttle computers can have `ignore_ftl_or_crash` set true to ignore
checks for FTL or a ground crash (this is only currently an admin
toggle)
- Shuttle computers now check the Z of the mobile port and only care
about FTL status if they're shipside
- Slightly improves the logic for SSmapping levels_by_trait and
SSmapping.level_trait by just accessing the existing list data rather
than iterating all space levels.
- Shuttles in transit to the ship will be returned to sender when
initiate_ftl_charge starts
- Shuttles that were using autopilot will now unset autopilot after FTL
starts
- Shuttles now unlock doors on a ground crash and FTL since they'll
become uninteractable
- Allows shuttle manipulator to fast recharge a shuttle and always use
the Fly action regardless of current state (e.g. pre-arrival)
- Misc cleanup as far as GetShuttle warning unnecessarily (namely
computers that can change shuttle so won't necessarily have a shuttle
set)
- Fixes an incorrect check preventing evac in a FTL crash
- Adds open_space around the upper Zs of the crash template so that they
don't connect with existing map turfs
- Changes all hull interiors on the crash template to void so it looks a
bit nicer and doesn't have extra turf smoothing when loading
- Tweaks a couple exterior hull turfs on the bottom of the almayer
- Adds some debug logs just to check the duration of loading for several
ground crash operations
- Ever a shuttle fails to dock 5 times it will be sent to infinite
transit (null destination) so engines can recharge and it stops spamming
- Admin ERTs via create_humans or create_xenos will be forced silent if
created during FTL

Ultimately what this means is that shuttles only shipside should get
affected - but other shuttles cannot initiate docking with the ship if
its in FTL (and any that were in transit get their destination changed
to previous)

# Explain why it's good for the game

Fixes various reported issues regarding ERT shuttles, forsaken/hunting
party distress signals, some more performance gains for ground crash,
and other misc edge cases

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

General shuttle testing: https://youtu.be/VmiECEIe2uM

Return to sender testing: https://youtu.be/7uW5apcXeL0

Forsaken ERT during ground crash testing: 
<img width="4797" height="1387" alt="image"
src="https://github.com/user-attachments/assets/bee05cb7-46c5-4e2b-ab31-a7978b004566"
/>

New crash template with void interior and separation from map on upper
Zs:
<img width="1365" height="1366" alt="image"
src="https://github.com/user-attachments/assets/69d53ffd-f979-45b6-b249-b25c95496419"
/>

Repeated dock failure handling: 
<img width="2195" height="1085" alt="image"
src="https://github.com/user-attachments/assets/df63068b-bad0-4683-bd08-bd7fb45e696d"
/>

</details>

# Changelog
:cl: Drathek
add: Ever a shuttle fails to dock 5 times it will be sent to infinite
transit (null destination) so engines can recharge and it stops spamming
fix: Shuttle computers for FTL/Crash only disable if they're for
shipside shuttles
fix: ERT shuttles now have FTL/Crash checking logic unlike before
fix: Distress signals can now ignore FTL/Crashed checks: So now
forsaken/hunting grounds should be able to spawn again
fix: Pads now actually are deemed undockable shipside during FTL so
other shuttles cannot dock mid transit
fix: Shuttles in transit to the ship now are returned to sender if FTL
starts charging
fix: Dropships now reset autopilot on FTL start
fix: Dropships and ERT shuttles now lift door lockdown on FTL/Crash
since the computer becomes uninteractable
fix: Evac can be called when leaving FTL unintentionally (dropped out of
warp)
admin: Shuttle manipulator can fast recharge shuttles and can always use
the Fly action regardless of current shuttle state
admin: Shuttle computers can be overriden to ignore ftl/crash checks via
ignore_ftl_or_crash bool
code: Tweaked SSmapping.levels_by_trait and SSmapping.level_trait logic
code: Disabled some unnecessary GetShuttle warnings for remote shuttle
computers
maptweak: Updated the FTL ground crash template to be faster to load and
look a bit nicer
/:cl:

---------

Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>
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8 participants