[TM ONLY] Teshari Damage States - #4
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Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request - [x] Adds shadekin eyes and ears to the limb grower. - [x] Makes the various species parts available upon research without having to print 8 different design disks - [x] Adjust pricing of some bodyparts to be similar to base human parts - [x] Adds adaptable lungs as researchable expansion for limb grower ## Why It's Good For The Game Quality of life. Having to print the design disks alongside the limb grower is pointless, it costs next to nothing materials wise and takes a bunch of inventory space to do it. ## Changelog :cl: LT3 add: Added shadekin eyes and ears to limb grower qol: Limb grower automatically includes species parts, no more species disks required add: Adaptive hot/oxy/tox lungs can now be printed from the limb grower once researched /:cl: --------- Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request I was looking into changing how the round start ping is being generated so that it isn't dependant on the QOTR message (on which I eventually just gave up). While doing so I stumbled upon 3 separate overrides for the same proc of the ticker, in 3 different files. This induced a headache of immense proportions and I had to fix it because jesus christ what the fuck is that? While I was at it, I grabbed some other ticker procs strewn around `modular_zubbers` and `modular_skyrat` and threw them into a single file responsible for handling the ticker. ## Why It's Good For The Game Do you understand how cancer inducing it is to try and figure out how code is executed when there are 3 separate overrides for a single proc? I am of the opinion that any codebase should override any proc AT MOST once. Multiple overrides for a proc make for worse stack traces, less clarity in the order of code execution, and more difficulty in finding original declarations of procs. They also make it harder to keep procs up to date with upstreams if say, the arguments change (I know BYOND doesn't enforce proc overrides to have the same arguments as the original proc; however I consider that a load of bullshit and a major flaw in the language) ## Proof Of Testing I did compile the code, and the round ends normally, and the debugger tells me that code executes normally. Though, given that this does mess with subsystem code, maybe TM'ing is in order? ## Changelog No player facing changes
## About The Pull Request Bubberstation#3687 Reupload of this PR. I finished it, it never got merged, i dont remember why. Lots of my PRs just kinda timed out. A new Borg subtype, for Tarkon specifically. has access to lots of dodads, very versatile model with access to multiple types on one shell. Not obtainable outside of Tarkon. ## Why It's Good For The Game Would be fitting thematically if they had their own borgs, plus giving more utility to one borg on a usually very small crew is good, and them being able to participate in the bulk of the fighting as more than a backline medic is nice. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> Minor reshuffle of the spawn area to acommodate the spawner. <img width="906" height="871" alt="image" src="https://github.com/user-attachments/assets/86fb438d-90a1-433b-a7fe-d9f2a82d83bf" /> Module choices <img width="618" height="559" alt="image" src="https://github.com/user-attachments/assets/28f868c6-e8fe-45a9-9a5f-e2252e84b83d" /> Laws and preamble on module selection <img width="1503" height="253" alt="image" src="https://github.com/user-attachments/assets/1775da72-fad2-4d47-bdc7-5c753fc10b98" /> Attemting to install more than 3 tarkon modules (the limit) <img width="554" height="68" alt="image" src="https://github.com/user-attachments/assets/b3b6d4df-72d2-4d3d-8cd2-59b62e4e1db4" /> </details> ## Changelog :cl: add: New Tarkon borgs, jack of all trades /:cl: --------- Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
…f having one full complete name, and then 3 seperate names for each head. (Bubberstation#6078) ## About The Pull Request Title ## Why It's Good For The Game Being locked into a name scheme is pretty limiting, and this allows players to do it the old way (by manually setting their name/head names to be like the old way) while also allowing players to choose a name for their character over all, and three sub-names for the three heads. ## Proof Of Testing <img width="1268" height="750" alt="image" src="https://github.com/user-attachments/assets/0493d6ef-f94f-4c27-bca4-44b82b573d42" /> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog :cl: qol: Hydra allows for a unique whole name, and choosable head names /:cl: --------- Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
…ion#6032) ## About The Pull Request This completely does away with the pairing system for security department rolls. The pairing system always forced you together with someone if they were going to be alone as a department sec. What this means is sec officers will be distributed among all the departments, with the system trying to put preference first, but if there's two going for the same one, one will inevitably lose out and be given to another department. - Benefits are that more departments get their secoffs. - Disadvantage is that, well, you're still not guaranteed to get your preferred dept, but it at least makes sense now and won't just force you together with someone. This PR has an alternative version, this is Option 1 and my personally preferred and endorsed option. closes Bubberstation#6033 (alternative PR) ## Why It's Good For The Game It makes the system less confusing by no longer forcing you in with someone even though your preferred department was empty. Also makes it that more departments get their secoffs. ## Proof Of Testing This works in theory, and the procs do react as they should in testing, but I can't simply summon 7 secoffs to my test server so I need this TMd to be sure ## Changelog :cl: balance: Sec officers no longer get forced into a department with another officer when an empty department is available, making the dept preference system make sense. /:cl: --------- Co-authored-by: Maia <maia@punches.cz>
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About The Pull Request
Teshari have long had to deal with ill-fitting overlays applied to them. I have chosen to bite the bullet and do the labour by creating species specific states for:
How it works is simple: if our icon override exists for our species, we use it. If it doesn't exist, we default back to the original. What this means is that future species overrides can be added without code changes.
Why It's Good For The Game
This sucks! They look like they're wearing clown shoes for crying out loud!
This doesn't suck!
Changelog
🆑 Robwo
fix: Teshari can now get properly bloody and bruised.
/:cl: