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…danger-multiz-nv
…z-nv many fixes
…danger-multiz-nv
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… 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>
…danger-multiz-nv
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