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…96263) Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request -Log outcomes of random recipe init * Whether recipe failed to load, and why * Whether recipe failed to generate, and why * Whether recipe regenerated due to conflicts, and how many attempts it took -Stop saving random recipe results to the persistence file * They aren't randomized anyway -Split recipe loading and recipe generation into separate procs * It was kind of a mess * This way, you can regenerate recipe without qdel'ing it and then reinitializing -Generate recipe if it failed to load * We used to qdel it instead -Consider recipe generation to be a failure if there aren't enough valid ingredients or catalysts * We used to only check whether possible ingredient list is empty * Since the possible ingredient/catalyst lists don't change from round to round, this could probably be made into a unit test in the future -Reorganize random recipe conflict checks to make them more streamlined * I had to do it in order to log regeneration outcomes -Fix bugs which won't ever matter anyway * optimal_ph_max no longer rolls above 14 * optimal_ph_max can no longer be below optimal_ph_min + 1 (we used to check for CHEMICAL_MIN_PH + 1, which is just 1) ## Why It's Good For The Game Logs help spot&diagnose issues which might not come up when testing locally, like the issue where timestamps wouldn't update which was fixed by #95895 ## Changelog :cl: fix: random recipes can no longer have upper pH bound above 14 /:cl: --------- Co-authored-by: l0 <-->
## About The Pull Request Just made it acctually check if we even have a seethrough map before we bother assigning it so we dont make stumps see through which seems rather silly. ## Why It's Good For The Game Its not even a tile tall. Why would we need that. ## Changelog :cl: fix: Stumps aren't see through /:cl:
## About The Pull Request I originally just wanted to change the logging for this so that it's more helpful for mappers, but I realized that this test doesn't cover the case where a mapper mistakenly connects a illegal area into the air loop, so I implemented that. I had to remap Catwalk so that the actual server room was isolated from everything else. I tried to keep everything intact to the best of my ability but there simply wasn't much room. Also, I added a new subtype for the supermatter engine's area, and included an UpdatePaths file for it. Behaviour should be identical across the board. ## Why It's Good For The Game So we can be 100% absolutely definitely sure we didn't attach the waste loop inside the supermatter engine. ## Mold Spore <img width="400" height="400" alt="image" src="https://github.com/user-attachments/assets/f231ba77-097d-4365-b467-17580aceae14" />
## About The Pull Request Stasis bags now properly become not dense when closed like every other body bag. Also makes the names for body bags consistently two words (bodybag -> body bag), and fixes a typo (sinched -> cinched) in both icon states and descriptions. ## Why It's Good For The Game Stasis bags should probably stop being dense like every other body bag when closed, actually. The grammar thing was just because I noticed it and the inconsistency bugged me - from what I've seen, body bag is generally two words and not just one, especially on the base type, so I carried that down to every other body bag type. (Even if it is easier to just type bodybag, all one word...) ## Changelog :cl: fix: Stasis body bags are no longer dense when closed. spellcheck: Fixed a typo relating to the spelling of "cinched" in body bags with buckles (prisoner bags, et cetera). /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
…ils to spawn said lava (#96324) ## About The Pull Request If drake swoop (the one where it creates a box of fire around you) fails to spawn lava underneath it instead creates a fire visual (not an actual hotspot, does not set you on fire) and gives a separate text instead of claiming you fell into nonexistent lava ## Why It's Good For The Game Consistency ## Changelog :cl: fix: Drake swoop no longer misleadingly claims you fall into lava if it fails to spawn said lava /:cl:
## About The Pull Request Change var when changing to not null ## Why It's Good For The Game 14 damage weapon that attacks two tiles away: ## Changelog :cl: fix: Material spears no longer partially avoid the force malus from being unwielded /:cl:
## About The Pull Request Lack of KEEP_TOGETHER on some mobs (unlike objects and blood overlays, we operate under the assumption that all mobs have KEEP_TOGETHER and thus all of our code is designed to support it) caused brimdust overlay to leak through onto other objects ## Changelog :cl: fix: Fixed brimdust overlay on wide mobs leaking onto other objects /:cl:
## About The Pull Request Changes the apprentice ghost poll to use the mid-round wizard pref instead of the round-start one. ## Why It's Good For The Game Same reasons as #96061, you can't roll this round-start, so it really shouldn't use the round-start pref. ## Changelog :cl: code: Wizard Apprentices now use the mid-round wizard pref, instead of the round start wizard pref. /:cl:
## About The Pull Request Fixed infiniti printing via NT shop app Closed tgstation/tgstation#96154 ## Why It's Good For The Game So I would made a 10 PDA at maints, at different places with integrated circuits, and also these PDAs on looped conveyrs, so they are moving at the circle, so then when TIME HAS COME, I would send via one button circuit-transmitter the signal to 10 PDAs to buy one cheap goodie for 28 credits, then cancel the purchase, than buy again, than I spam that button, or better, I would use clock, so its only one click for 5 purchasing at 1 tick on 1 PDA, so 1 PDA is 5 papers, so 10 PDAs are 50 papers, so 2 ticks are 100 papers, 3 is more and more, and all that shit on conveyers, so its 1000 papers, which are moving at circles with insane speed at only 20 ticks, but now its not possible ## Changelog :cl: fix: fixed NT shop printing infiniti papers, now its linked to computer's(laptop, pda, any) paper storage /:cl:
…y certain mobs unless broken (#96223) ## About The Pull Request Smartfridges update their `pass_flags_self` & `can_atmos_pass` when they're broken. Currently, they are always `PASSMACHINE` & atmos can only pass when unanchored, and with this change, they are `PASSCLOSEDTURF` until broken into `PASSMACHINE`, & they stop blocking atmos when broken. ## Why It's Good For The Game Smartfridges are placed inline with walls, take up a wall's worth of icon size, block atmos like a wall, and yet can be flown over like they're a little computer. They also continue to block atmos when they've had their perfectly sealed glass broken open. Neither should be the case. ## Changelog :cl: balance: Smartfridges no longer block atmos when broken & no longer let creatures pass until broken /:cl:
## About The Pull Request fixes tgstation/tgstation#96158 and fixes tgstation/tgstation#95099 basically, fixes duplicate abilities on slimepeople if they are a moonatic, and fixes lock path not having their well-deserved discounts for the shop ## Why It's Good For The Game ## Changelog :cl: fix: moonatics switching bodies (including slimeperson swap) giving you duplicate action buttons fix: lock path not having 1 point discounts /:cl:
## About The Pull Request Fixes #68995 Hello! This is my third-first SS13 PR. Accordingly, I thought I'd go for a simple bugfix. It turned out to be a slight bit more difficult than expected, but as a whole it's relatively short. Essentially, the discounts gained from toxins papers do not show up on research consoles. They still apply in code, but a zero-cost node will sometimes appear at its regular price in UI. After a substantial amount of confusion, I determined that this was due to the discount data simply not being passed to UIs at all. For both ease of handling the discounts and their passing as static data, I have refactored discounts from a singular nested list on techwebs (`boosted_nodes`) to a less complex list per tech node (`discount_boosts`). While coding, I have attempted to preserve the (presumably unused) capacity for discounts to vary by research point type. It does seem that discounts were only ever applied as general research points, but it should be easier if anyone ever intends to implement other point types. ## Why It's Good For The Game Visual bugs cause confusion, and this PR fixes one. It's also a bit odd that toxins discounts weren't passed to UIs in the first place. ## Changelog :cl: fix: Made discounts from toxins papers show up in research UIs properly. refactor: Refactored research techwebs such that toxins discounts are now stored per techweb node rather than per techweb. /:cl:
## About The Pull Request Thanks to Absolucy for finding this one ## Changelog Not player facing --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Tim <timothymtorres@gmail.com>
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add: Upstream 2026-06-04
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