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Make all nukies humans #29693

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merged 1 commit into from
Jul 4, 2024

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EmoGarbage404
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About the PR

Changes nukie operative spawning to make all operatives human.
if your character was a human, they'll be preserved. If they're a lizard, moth, etc, it will replace the species with human and preserve whatever else it can (usually just eye color)

Why / Balance

Species design is diverging a lot more and with Vox on the horizon, the variance in difficulty and mechanics from species to species is only widening. Not being able to guarantee basic things about operatives like damage resistances, diet, air type, etc. makes balance incredibly difficult as certain items that may be bad for one species are overpowered for another. Furthermore, it requires an endless mill of continual updates and safeguards to the mode for every species change, lest a balance tweak meant to affect regular station roles and gameplay spirals into the team balance and dynamics of Ops.

The easiest way to solve this is just standardizing nukies to just humans. This removes a lot of the potential negative variance in balance and gives people an even playing field for balance.

Media

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Changelog

🆑

  • tweak: All nuclear operatives are now humans.

@Moomoobeef
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I fear a Kerfuffle™ when discord general gets wind of this, but I definitely think it's a good idea balance-wise so :P

@Plykiya
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Plykiya commented Jul 3, 2024

Does the nukie base have a magic mirror so people can change how they look if they're... force humaned?

Besides that, I'm more inclined to not enable nukie if I'm going to be forced into a human body.

@Cojoke-dot
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Cojoke-dot commented Jul 3, 2024

Why not just remove the racial traits for nukies instead?

@CoyoteTheClever
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I feel like its a really bad idea. There is a tendency to overbalance everything and sand away all the interesting edges around the game, and this is kind of a good example of this. Beyond that though, it also makes nukies seem like they are an inherently speciesist organization. Speciesism is against the rules, but also, who wants to play as a member of some species supremacist organization?

@Hrosts
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Hrosts commented Jul 3, 2024

certain items that may be bad for one species are overpowered for another

Is there a prominent case of this that can be pointed out or is it mostly hypothetical?

@whateverusername0
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next PR please change security and the chain of command to be human only. don't want them to die out because of the species differences :trollface:

@Dutch-VanDerLinde
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Why not just remove the racial traits for nukies instead?

slimes magically gaining the ability to breathe oxygen when they join the terrorism group

@NeKognitoHazard
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The primary source of fun in SS14 is the unpredictability of the game meaning that no two rounds are the same. This unpredictability is caused by many things and is inevitable due to the nature of it practically being a sandbox world often with 50+ players. One of the most basic influences on this is player races and the quirks each race has.

Removing the ability for players to play as their preferred race for the very thin excuse of "balance" is incredibly lame. Using slimes as an example, they take reduced blunt but increased piercing damage, which makes them more vulnerable to ballistic guns than any other race. It is that player's choice to have picked a slime, and to have enabled nukies as one of their antags. Should security players be forced to play as humans too? An argument could be made a slime secoff is at an even bigger disadvantage as all the syndicate's guns are ballistic, whereas sec at least has laser rifles, so there's a chance the slime's damage modifiers wouldn't even come into play.

This seems like a "balance" issue that barely exists, and nobody asked to be changed.

@Cojoke-dot
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slimes magically gaining the ability to breathe oxygen when they join the terrorist group

Advanced Nukie genetic alterations? I mean, sci-fi magic

@thebadman4662
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Innit bit racialist of Syndicate to ban other races from joining their ranks?

@Piras314
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Piras314 commented Jul 3, 2024

Species are different in combat and mechanics... and this is a good thing. Removing this from nukies is removing some of the most interesting diversity and variety in appearance, mechanics and balance in the game when there isn't really currently a problem. It also removes practically all character customisation turning you into an urist.

If some people really have a problem with this, the solution is to able to change to a different character for a certain antag (e.g. having a character just for nukies, or a character that you don't want to be antag without having to turn antags off). This may be hard to code, but if people really cared about this they'd implement it.

If this is really what people want, it should at least only apply to certain species like Dionae, and not to Lizards, Moths, Humans, Dwarves, etc. who are quite well suited for combat.

@Emisse
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Emisse commented Jul 3, 2024

I agree but I think vox nukie funney

@Cojoke-dot
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Cojoke-dot commented Jul 3, 2024

It was that player's choice to turn nukies on... if they don't like how weak their species is in combat then don't have a combat antag on...

Another idea: Just add nukie profiles and let people just make an entirely new character for nukies, don't restrict them to just humans.

@Hrosts
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Hrosts commented Jul 3, 2024

the solution is to able to change to a different character for a certain antag

This will only lead to a lot of people picking "meta" species for that, which would kinda prove Emo's point. Now if you want to do that you have to commit to a certain specie for many many rounds, hoping to roll a nukie, which balances it out really.

@Cojoke-dot
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Cojoke-dot commented Jul 3, 2024

This will only lead to a lot of people picking "meta" species

Thoes are not the players who would play Vox, if they are playing a "meta" species they are going to be playing a "meta" species anyway in shift (IE: playing that character with any other antag).

@Piras314
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Piras314 commented Jul 3, 2024

the solution is to able to change to a different character for a certain antag

This will only lead to a lot of people picking "meta" species for that, which would kinda prove Emo's point. Now if you want to do that you have to commit to a certain specie for many many rounds, hoping to roll a nukie, which balances it out really.

This "prove's Emo's point" in that it presents an alternate solution that won't make people mad because it actually gives people a choice of species. The point of contention here isn't that humans or lizards are the best combat species and that people might prefer playing them as nuclear operatives, but that this removes any choice of species and I mean, also of simple character customisation, whereas the solution of a different character for nukie antag rolls solves both of those issues and addresses the initial reason for this PR.

@slarticodefast
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Playing vox will certainly be a handicap, just like negative traits are. But it is the player's choice if they want to face that challenge since they can just disable nukies for their vox character. Balancing species for combat is a general problem, not one that only affects nukies. Restricting nukies to humans will just remove a lot of fun and variety from that gamemode.

@ninruB
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ninruB commented Jul 3, 2024

they can just disable nukies for their vox character.

Not entirely correct as this excludes them from nukie rolls in general while they're playing the vox character.
If Urist wants to play non-vox nukie, but also wants to play vox crew in case they don't get nukie, they can't do that because they outright disable nukie from the vox character.

@Dutch-VanDerLinde
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Playing vox will certainly be a handicap, just like negative traits are. But it is the player's choice if they want to face that challenge since they can just disable nukies for their vox character. Balancing species for combat is a general problem, not one that only affects nukies. Restricting nukies to humans will just remove a lot of fun and variety from that gamemode.

yeah but negative traits are removed when you roll nukie

@bruhmogus
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can we please not make the syndicate racist?
also this removes the entire reason for choosing a race, upsides and downsides

@deltanedas
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i think codewise its a good thing to have just have the 1 yaml line separate

@Errant-4
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Errant-4 commented Jul 3, 2024

It would not address the "reduction of player agency" concerns, but would remove the apparent species supremacy aspect if rather than humans, nukies were (only visually) terminator endoskeletons. Sending killer robots for a possibly-suicide mission makes sense anyway

@Thurtik
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Thurtik commented Jul 3, 2024

I don't entirely disagree but I think stripping the ability to play your character from people is kinda eh.., also the species don't have that big of an impact on combat (yet) to warrant this (maybe except dionas but those are weaker than the average, not stronger)

@Brandon-Huu
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So are you also gonna remove DNA scrambler and destroy all hope for stealth ops?

@Djungelskog2
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If people are having issues by playing characters they don't want to as nukie, it's an opt-in anyways. if they want to play a certain race but not as a nukie don't enable nukies for that character. If people want the most "meta picks" race-wise they might as well have their entire character roster be lizards or humans, no reason the same logic shouldn't apply to crew/sec sided things.

@GNF54
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GNF54 commented Jul 4, 2024

cybersun is now canonically speciesist

@metalgearsloth
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I'm fine with this for now. We bikeshedded a bit back when loadouts were implemented and came to the conclusion that job + antag priorities should be selected before character which would make this a lot more palatable to being turned off.

@metalgearsloth metalgearsloth merged commit 3e3e050 into space-wizards:master Jul 4, 2024
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@PolarTundra
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I agree with others that this is a sour change that isn't necessary to prioritise balance over roleplay, alongside the other mentioned points about Cybersun now appearing speciesist. I don't think this change improves the game, it just takes away from variety and expression through character creation and it'd be easier to address specific balance niches for this rather than just drop a blanket ban on any non-human character being a nukie.

@Gtheglorious
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Gtheglorious commented Jul 4, 2024

I was about to write a huge thing about how this makes no sense and how you could just turn off nukie on species that would it be bad on, but then I actually critically read the PR and yeah this makes sense.

Only way around it would be to remove all unique species features from being a nukie. Nukie balancing is already terrible and needing to take species into account with every addition? Yeah makes sense to cut species out.

@Doritodude77
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Doritodude77 commented Jul 4, 2024

I understand that the widening availability of conventionally unaccommodated for spessraces can cause issues when playing the inherently self-reliant role of Nukie-
But that said, why not just limit them to "entities that breathe oxygen" in a list?

While people should undeniably treat being a nukie as a canned backstory, one-off character as far as RP is concerned, it's still worth trying to mitigate the fact that stopping people from playing races they're mechanically accustomed to would annoy them.

Also, does removing race limitations of Nukies not disproportionally advantage them even more over the crew, as people with said limitations can still play Security + Salvage?

@XxSWAG-MASTER-OVERLORDxX

I dislike this PR, as tundra has said this activity harms RP aspects of the game for balance. Personally I feel we should be trying to balance the game less, especially if the kind of changes are going to be as extreme as this one.

@PolarTundra
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I dislike this PR, as tundra has said this activity harms RP aspects of the game for balance. Personally I feel we should be trying to balance the game less, especially if the kind of changes are going to be as extreme as this one.

Not to mention it feels like a slope where using this argument, certain species would be excluded from other antagonists like revs or positions like command/security... it has very bad implications for the game's future imo.

@Hrosts
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Hrosts commented Jul 4, 2024

This "prove's Emo's point" in that it presents an alternate solution that won't make people mad because it actually gives people a choice of species. The point of contention here isn't that humans or lizards are the best combat species and that people might prefer playing them as nuclear operatives, but that this removes any choice of species and I mean, also of simple character customisation, whereas the solution of a different character for nukie antag rolls solves both of those issues and addresses the initial reason for this PR.

It will prove Emo's point by making any balance difference between species much more prominent, as there will be a larger pressure on players to pick combat-proficient species. There will be little reason to pick anyone but lizards and humans, really, or whoever becomes the next meta darling.
It might also become a cause for toxicity, where people picking slimes and dionas for nukies will be accosted by other players for making an "objectively bad" choice.
It will also not solve any issues with the need for tweaks or balance patches, potentially making them harder to do, as every balance tweak will cause a wave of specie adjustments from nukie players.

The current option of keeping the specie of general game character is much more preferable, but the nukie humanization has been merged anyway, so it doesn't seem like there's much point to this discussion.

@Golinth
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Golinth commented Jul 4, 2024

Syndicates are now canonically racist, will keep this in mind for future RP!

But seriously, why was this merged, especially speed merged? Why is the perfect balance required in a game that is so far from feature complete, its not even worth considering, ESPECIALLY at the cost as something as fundamental as keeping your own character? Nukies are genuinely my favorite mode to play as, and they will be kept off until I can play as my character, as I designed them.

@ZombieChibiXD

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Jezithyr added a commit that referenced this pull request Jul 5, 2024
* Revert "Make all Nukies humans (#29693)"

This reverts commit 3e3e050.

* Implemented species blacklist

* Re-enabled all species as Nukies except for Vox because loadouts don't support breathing alternative gases yet.
SlamBamActionman added a commit to SlamBamActionman/space-station-14 that referenced this pull request Nov 1, 2024
* VGRoid support (space-wizards#27659)

* Dungeon spawn support for grid spawns

* Recursive dungeons working

* Mask approach working

* zack

* More work

* Fix recursive dungeons

* Heap of work

* weh

* the cud

* rar

* Job

* weh

* weh

* weh

* Master merges

* orch

* weh

* vgroid most of the work

* Tweaks

* Tweaks

* weh

* do do do do do do

* Basic layout

* Ore spawning working

* Big breaking changes

* Mob gen working

* weh

* Finalising

* emo

* More finalising

* reverty

* Reduce distance

* New anomaly behaviour: Invisibility (space-wizards#29120)

* invisible anomaly

* good luck

* Automatic changelog update

* feat: allow developers to customize vscode settings, closes space-wizards#29285 (space-wizards#29294)

* Allow construction of rotated railings (space-wizards#29687)

* Remove southRotation from railing structures

* Curly Braces

* Automatic changelog update

* improved wrench description (space-wizards#29700)

Lefty latchy, righty removey

* add apc power draw to stat value command (space-wizards#29701)

add apc stat value

* Dynamic Radial Menus (space-wizards#29678)

* fix

* Clean Some Code

* Some Commentaries

* Update Content.Client/UserInterface/Controls/RadialContainer.cs

* Update Content.Client/UserInterface/Controls/RadialContainer.cs

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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Fixes objects changing physics behavior after being pulled (space-wizards#29694)

* Fixes pull rotation logic

* cleaner condition

* even less code

* I CHANGED MY MIND

* first one

* second one

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* Makes portable flashers destructable (space-wizards#29564)

Makes portable flashers destructible

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* Automatic changelog update

* Starting gear for vox crewmembers (space-wizards#29685)

* tank harness

* weh

* Suit Storage Whitelist

* Revert "Suit Storage Whitelist"

This reverts commit b1f5035.

* suit storage filter

* vox spawn gear

* weh

* Make all nukies humans (space-wizards#29693)

* Automatic changelog update

* Make vox roundstart (space-wizards#29704)

* Make vox roundstart

I believe all the issues are fixed.

* Click detection bandaid

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* Added Health Analyzer to basic treatment module. (space-wizards#29696)

Removed dropped, added Health Analyzer to Basic Treatment Module

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* Automatic changelog update

* Fix animation looping bugs. (space-wizards#29457)

Summary of the problem is in the corresponding engine commit: space-wizards/RobustToolbox@a4ea5a4

This commit requires engine master right now.

I think space-wizards#29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.

Fixes space-wizards#29144

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* Automatic changelog update

* fix(marathon): Fixing more issues (space-wizards#29411)

* fix(packed): Fix a couple of issues (space-wizards#29422)

* fix(packed): Fix a couple of issues

* Name the signal button for bar

* Fix Vox clothing in character creation menu (space-wizards#29709)

Update vox.yml

* Fix typo in pineapple pizza description (space-wizards#29714)

* Move checking code for BlacklistedRange to the right place in sqlite (space-wizards#29389)

* Re-enabling nukie species(except vox), added antag species blacklisting

* Revert "Make all Nukies humans (space-wizards#29693)"

This reverts commit 3e3e050.

* Implemented species blacklist

* Re-enabled all species as Nukies except for Vox because loadouts don't support breathing alternative gases yet.

* Automatic changelog update

* Add summary comments for ElectrifiedComponent fields (space-wizards#29733)

add summaries for ElectrifiedComponent

* Fix showing the inventory button on entities without any inventory slots (space-wizards#29728)

* Fire Axe resprite 45 degrees v3 (space-wizards#28866)

Rotating Fire Axe 45 deg

* nuke biochem (space-wizards#29751)

Nuke biomchem again

* Shuttle map button tweaks (space-wizards#29757)

- Avoids adding pending objects we can never show so the list should fill much faster.

* Automatic changelog update

* Don't allow toggling internals while asleep (space-wizards#29753)

* You no longer get deleted when cuffed and buckled (space-wizards#29718)

fix

* Fixes a minor typo for the base gingerbread body part (space-wizards#29717)

"Fixes a minor typo in the gingerbread bodypart prototype"

* Phoronman 1984 (space-wizards#29747)

No more.

* Added cryosleep UnitSpawner and UnitSpawnerLate to the map Origin (space-wizards#29761)

Added cryosleep UnitSpawner and UnitSpawnerLate

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* Fix wielding while pulling (space-wizards#29781)

* Update Credits (space-wizards#29784)

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* Spilling reagents on mutliple entities at once fix (space-wizards#29763)

* Fixed!

* That could have been bad this is why I'm glad I check the diff xD

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* Add supplybot moving states (space-wizards#29795)

* Add supplybot moving states

* forgor

* Raise ratking migration minimum players to 30 from 15 (space-wizards#29737)

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* Intercom buffs and fixes (space-wizards#29580)

* Intercom buffs and fixes

* remove unused bui state

* mild sec intercom buff

* reinforce sec intercoms

* Automatic changelog update

* Bartending+: Shaking and Stirring (space-wizards#29243)

* Shaking and Stirring

* Remove shake message

* Switch if order a bit

* Add doafter supprot for reactionmixer

* Fix nullability

* Timespan zero

* Forgot to remove loc string

* Reorganize usings

* Remove unneeded usings, fix b52 needing to be shaken

* Slicing food with Swords (space-wizards#29005)

* added utensil component

* BaseSword added

* fix(hardsuits): Give the carp suit and hardsuit a suit storage slot (space-wizards#29322)

* fix(hardsuits): Give the carp hardsuit suit storage

* Both carpsuits have suit slots

* Automatic changelog update

* metal foam grenades (space-wizards#29428)

* metal foam grenades

* wow okay

* meh

* bruh

* test

* push

* The real AME nerf (space-wizards#29587)

* The real AME nerf

* oh the real change

* Update AmeNodeGroup.cs

* Removes max damage threshold on healing for hyperzine (space-wizards#29712)

* Removes max damage threshold for hyperzine

* the description...

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* Silence ringtones on admin PDAs (space-wizards#29801)

* Silence ringtones on invisible PDAs

* Revert "Silence ringtones on invisible PDAs"

This reverts commit afc1041.

* Literally just this

* Add an admin announcement for news article publishing

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* Fixed the guide book entry for Diona's blood type (space-wizards#29805)

Fixed the entry for Diona's blood type

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* Improve throwing precision (space-wizards#29726)

* improve throwing precision

* remove debugging logs

* minor fixes

* f

* Update Content.Shared/Throwing/LandAtCursorComponent.cs

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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Don't treat vgroid as station grid (space-wizards#29811)

Forgot I added this toggle.

* Vox guidebook entry (space-wizards#29713)

* vox guidebook entry

* skreee

* Removed incorrect diet reference

* Automatic changelog update

* Restore a panic bunker cvar in wizardsDen.toml (space-wizards#29832)

Update wizardsDen.toml

* all toggle light actions have a 1 second use delay (space-wizards#29833)

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* Fix Shotgun Spam Loading (space-wizards#29827)

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* Add popup for healing target (space-wizards#29804)

* Add popup for healing target

* hop

* huh

* fix one

* fix showing popup to all

* Add popup for health analyzer target (space-wizards#29803)

* Add popup for health analyzer target

* addition

* fix showing popup to all

* localization and change of appearance of the phrase about the remaining time (space-wizards#29844)

* Action menu localization (space-wizards#29839)

* fix passive vent sprite in construction menu (space-wizards#29820)

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* Let Pacifists Use Certain Guns(Foam Weapons) (space-wizards#29835)

Let Pacifists Use Certain Guns(foam)

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* Fix lobby time typo (space-wizards#29841)

* Localization of the threat level in an emergency lamp (space-wizards#29847)

* Nozzle Direction Localization (space-wizards#29849)

* Aghosts can now /ghost (space-wizards#29360)

I will not be subjected to criminal abuse

* Change Cluster evac (space-wizards#29828)

* Update map changes labeler (space-wizards#29858)

Update labeler.yml

* Stop eating food if you drop it (space-wizards#29854)

* Stop eating food if you drop it

* woops, unused param

* comments

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* Fix colornetwork desc and help (space-wizards#29856)

* Fix colornetwork description

* suggested changes

* forgor

* done

* ok now it IS done

* made the guitars be able to be worn on suitstorage (space-wizards#29048)

* made the guitars be able to be worn on suitstorage

* minor fix

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* Fix borg's popup spam (space-wizards#29861)

Fix borg popup spam

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* Steal Objective Condition now support stacks (space-wizards#29843)

* Update StealConditionSystem.cs

* Update StealConditionSystem.cs

* fixed missing characters in OwO accent (space-wizards#29047)

replaced two characters with ones that actually show up ingame

* Add scarf to warm clothing bounty (space-wizards#29779)

* Add scarf to warm clothing bounty

* Added ClothingScarfBase prototype and assigned to all of the scarves

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* Add an option to the admin fax menu to lock papers such that they can't be edited by cybersun pens (space-wizards#28972)

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* Replace dummy control with margin

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* books bag tabletop (space-wizards#29863)

* books bag tabletop

* Update Resources/Prototypes/Entities/Objects/Specific/Librarian/books_bag.yml

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* Fix typing indicators! (space-wizards#29492)

* First commit

* Removed pause stuff

* Make the event better

* Forgot to add the comment

* Proto id stuff

* cool comments

* serializer

* Added the time stuff

* Crafting pizza boxes. (space-wizards#29680)

* We can now craft pizza boxes

* Fixing errors

* Automatic changelog update

* Custom solution transfer volume popup and item status panel fix (space-wizards#29852)

* Fix for custom solution transfer volume

* Dirty call to prevent issues

* Another fix, git issue

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* Fixed jobwhitelist locale (space-wizards#29878)

Fixed whitelist locale

* Update Core (space-wizards#29880)

add

* Replace ProtoId<EntityPrototype> uses with EntProtoId (space-wizards#29892)

* Character menu asks if you want to save your character on exit (space-wizards#29875)

* Character menu asks if you want to save your character on exit

* Fix

* Another fix, little mistake by me

* Update Content.Client/Lobby/UI/CharacterSetupGuiSavePanel.xaml.cs

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* Revert Baby Jail (space-wizards#29891)

* Revert "SS14-28662 Add Baby Jail: a Jail for Babies (inverse panic bunker) (space-wizards#28763)"

This reverts commit 3ceb92a.

* Revert configs

* Oops

* Allow attack while pulling (space-wizards#29703)

* Make VirtualItem not block attacking

* Remove unneeded usings

* Automatic changelog update

* Fix baby jail (space-wizards#29896)

* Revert "Revert Baby Jail (space-wizards#29891)"

This reverts commit 24a2866.

* the fix

* Fix the ability to shoot out of crates (space-wizards#28961)

* Fix the ability to shoot out of crates

* Makes it check what inventory the player is in

* use IsEntityOrParentInContainer

* Fix Issues Github had

* gaahhh... Prevents lasers from being shot out of crates

* gaahhh... Prevents lasers from being shot out of crates

* Fix laser?

* hmmm... this is better looking I think?

* Uncook indentation

* Rerun tests?

* Automatic changelog update

* Glass Airlocks In Spray Painter (space-wizards#29869)

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* Picking a ghostrole as an admin will now deadmin you. (space-wizards#29790)

* @Forcibly deadmins you

* Added checks for AdminDeadminOnJoin

* Automatic changelog update

* item toggling giga rework + full ninja refactor (space-wizards#28039)

* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix AtmosDeviceSystem debug assert Heisenbug (space-wizards#29752)

Fix AtmosDeviceSystem debug assertion Heisenbug

* Revert "Picking a ghostrole as an admin will now deadmin you. (space-wizards#29790)" (space-wizards#29901)

This reverts commit 1a50760.

* Аnnouncement sender localization (space-wizards#29907)

* Better admin note popups text visibility (space-wizards#29909)

* Better admin note popup text visibility

* Bring buttons closer to the border

* Automatic changelog update

* Update cluster evac (space-wizards#29885)

* Update cluster evac

* forgot tiny fans

* the change

* Update FloorTileSystem to not use Component.Owner() (space-wizards#29930)

* Update FloorTileSystem to use EntityUid

* missed a variable

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Made musket wieldable. (space-wizards#29910)

* Made musket wieldable.

* Updated musket rsi meta.json copyright.

* Copyright adjustment again.

* Automatic changelog update

* Allow notice boards to be built on walls (space-wizards#29851)

* Make stun batons be thrown like a throwing weapon (space-wizards#29883)

* make stun batons be thrown like a throwing weapon

* stun prods too

* pies too

* Automatic changelog update

* Update RCDSystem.cs to not use Component.Owner (space-wizards#29940)

Update RCDSystem.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update MapScreen.xaml.cs to not use Component.Owner (space-wizards#29938)

Update MapScreen.xaml.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update BiomeSystem.cs to not use Component.Owner (space-wizards#29939)

Update BiomeSystem.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Fixes dropping item in container (space-wizards#29900)

* Items droped in containers will end up in containers

* Adds integration test for dropping entity while inside container

* comment

* comment

* trim the diff

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Localization of dungeon direction (space-wizards#29911)

* Automatic changelog update

* Throwing system hotfix (space-wizards#29935)

throwing system hotfix

* Automatic changelog update

* Fix supplybot movement state (space-wizards#29944)

Fix supplybot movement sprite

* Implement Health Consideration for NPCs (space-wizards#29922)

Implement TargetHealthCon

* Fix timer deconstruction (space-wizards#29917)

Fix deconstruction for timers

* Automatic changelog update

* Updates GasTankSystem and InternalsSystem to not use Component.Owner (space-wizards#29934)

* blah, setup

* Updates GasTankSystem and InternalsSystem to not use Component.Owner

* squish the diff

* Fixa the rest

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Centered hard hat sprites (space-wizards#29953)

* Automatic changelog update

* Update UtensilSystem.cs to not use Component.Owner (space-wizards#29971)

Update UtensilSystem.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update TriggerSystem.TimedCollide.cs to not use Component.Owner (space-wizards#29970)

Update TriggerSystem.TimedCollide.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Change whitelist to pass when null (space-wizards#29981)

* Use reinforced glass damage modifier for secure windoors (space-wizards#29941)

* Use Rglass damage modifier for reinforced windoors

* i actually can remove this line since inherited

* Automatic changelog update

* Add doc comments to target action components (space-wizards#29982)

* Update ShuttleDockControl.xaml.cs to not use Component.Owner (space-wizards#29966)

Update ShuttleDockControl.xaml.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update ActionAlertTooltip.cs to use TryFromMarkup (space-wizards#29975)

* Update SmokingSystem.SmokingPipe.cs to not use Component.Owner (space-wizards#29967)

Update SmokingSystem.SmokingPipe.cs

Co-authored-by: plykiya <plykiya@protonmail.com>

* Fix antag objectives always overshooting MaxDifficulty (and kill tries20) (space-wizards#29830)

* The death of try20

* Add integration test for traitor gamerule

* Fix max difficulty being overshot

* Check at least one objective is assigned

* EntProtoId

* Automatic changelog update

* fire extinguisher using item toggle (space-wizards#29906)

* move SprayAttemptEvent to shared

* add SolutionTransferredEvent

* replace FireExtinguisher with SpraySafety

* update fire extinguisher yml

* invert visuals

* always handle event in solution transfer, it makes popups

* instantly fill it

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Update SalvageSystem.Magnet to not use Component.Owner (space-wizards#29961)

* Update SalvageSystem.Magnet.cs

* Update SalvageSystem.Magnet.cs the right way

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update submodule to 228.0.0 (space-wizards#29947)

* Update submodule to 228.0.0

* Fix every single test

* Also this one

* Dummy vox deserves a proper vox name (space-wizards#29789)

SKREEEEEeeeeeeee

* Watches (space-wizards#29550)

* watches

* rename

* add it into loot pools

* Remove imagesharp and StatusEffectAddedEvent from FlashOverlay (space-wizards#28930)

remove imagesharp and StatusEffectAddedEvent from FlashOverlay

* Automatic changelog update

* make cargo balance ui updating its own component (space-wizards#28295)

* add BankClientComponent and event

* query BankClient instead of hardcoded CargoOrderConsole for updating

* add BankClient to all ordering consoles

* :trollface:

* add Balance field to BankClient

* forgor

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* m

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* fix(SharedGunSystem): Return and debug log on CreateEffect. (space-wizards#29656)

Sometimes CreateEffect is called on a Invalid Entity. This now causes
that to check, thus returning out and printing some hopefully helpful
logs to try to track down the real source of this issue.

* Replace DetachParentToNull() with DetachEntity() (space-wizards#29992)

DETACH PARENT TO ENTITY

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update SpawnAfterInteractSystem.cs to not use Component.Owner (space-wizards#29968)

* Update SpawnAfterInteractSystem.cs

* what the fuck is that condition

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Shiny Diamonds (space-wizards#25750)

* shiny

* add

* reresprite

* rereresprite

* Add files via upload

* Update ore.yml

* Automatic changelog update

* Vgroid diamonds hotfix (space-wizards#29999)

vgroid diamonds

* Update RadiationPulseOverlay.cs to have 0 warnings (space-wizards#30004)

* New CDN publish workflow (space-wizards#30009)

* LET'S SEE IF THIS WORKS

* I forgot the chmod +x

* I forgot the shebang

* Remove outdated steps from Test Packaging workflow (space-wizards#30018)

gen build info was removed in 5e800e0 but I didn't realize this workflow also tested it. Gone now.

* Replace obsolete xform.ToMap() with xformSystem.ToMapCoordinates() (space-wizards#30010)

* Get rid of a bunch of obsolete usages

* position

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Replace obsolete EntityCoordiates.InRange() with TransformSystem.InRange() (space-wizards#29993)

* Replace EntityCoordiates.InRange() with TransformSystem.InRange()

* nullspace

* I figured it out

* man I have no clue how client side sutff works

* please have mercy

* remove RadiationPulseOverlay changes

* nullspace

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* Update IdExaminableSystem.cs to use TryFromMarkup (space-wizards#29957)

* Change FromMarkup to TryFromMarkup method in IdExaminableSystem.cs

* Update

* Update changelog RSS configuration (space-wizards#30024)

New server

* Update Credits (space-wizards#30026)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Fix lizards losing snouts when equipping a head bandana (space-wizards#29979)

* say goodbye to no-snout lizards

* remove snout from plague doctor hat HideLayerClothing component

* Automatic changelog update

* Update MainMenu.cs to use ISawmill (space-wizards#29988)

* Update MainMenu.cs to use ISawmill

* Update

* Error

* NPC exits MeleeOperator on invalid EntityUid (space-wizards#30005)

EntityUid 0 problem fix

* Clean itemmapper (space-wizards#29983)

* File scoped namespace

* Format file

* Fix param name in doc comment

* Reflow doc comment

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update AccessLevelControl.xaml.cs to use ISawmill (space-wizards#29987)

* Update AccessLevelControl.xaml.cs to use ISawmill

* Update

* Silly me

* Update

* Fix AGhostCommand naming (space-wizards#29945)

* Change wristwatch meta description (space-wizards#30036)

* Fix RGB toys color when worn/in-hand (space-wizards#30023)

rgbeeeeeeee

* Clumsy proof grappling gun (space-wizards#29904)

Make grappling gun clumsy proof

* Automatic changelog update

* Fix HTN/NPC better plan selection (space-wizards#30017)

* recording commit

* Remove debugging/recording content

* Ambient music rules refactor (space-wizards#29921)

* refactor

* dutypo

* Prevent virtual item storage and popups (space-wizards#30020)

* Prevent virtual item storage and popups

* fix typo

* add comment

* Add petting cyborgs (space-wizards#30037)

added petting borgs, adjusted interactions

* Automatic changelog update

* make ninja shoes magboots (space-wizards#28586)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* make scarves eatable again (space-wizards#29959)

* Automatic changelog update

* Fix AccessLevelControl breaking (space-wizards#30045)

space-wizards#29987 did an oopsie

This broke the ID computer, station records, and maybe some others too.

* Update host key for changelog RSS (space-wizards#30068)

* Fix invalid UI hover/click sounds breaking client (space-wizards#30067)

fixes space-wizards#29561

* Fix some markup related obsolete warnings in research and anomaly related systems (space-wizards#30072)

Fix some Markup related obsolete warnings in Research and Anomaly related systems

* Make addgamerule command process only valid game rules (space-wizards#29912)

* addgamerule command processes only valid rules

* Update

* English moment

* Automatic changelog update

* Add missing command description to replay_toggleui (space-wizards#30071)

* Remove uses of AllObjectives (space-wizards#30077)

Remove the uses of AllObjectives

* Revert "Change wristwatch meta description" (space-wizards#30070)

Revert "Change wristwatch meta description (space-wizards#30036)"

This reverts commit 919b3ac.

* Replace EntityPrototype.NoSpawn with EntityPrototype.HideSpawnMenu (space-wizards#30082)

NoSpawn

Co-authored-by: plykiya <plykiya@protonmail.com>

* Remove Geras from Slimes to address combat balance (space-wizards#29731)

Removed Geras

Removed Geras

* Automatic changelog update

* Nerf & standardised slip times (space-wizards#27879)

* standardised slip times

* puddle and gib soap

* banana peels

* cleaned yaml by shifting to component

* error slip

* error slip intersect

* intersect ratio return

* error and omega soap changes

* SlipocalypseClusterSoap 2 tc cost

* Automatic changelog update

* Sign Resprite (space-wizards#29806)

* Redone signage

* Signs

* ok this thing now

* alright ig?

* big data

* cryo sign

* new sign

* Automatic changelog update

* Character menu issuer localization (space-wizards#29840)

* Update CharacterUIController.cs

* TODO Burn this shit

* huh?

* huh!

---------

Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>

* Add examine for caustic and cold damage (space-wizards#29989)

* Examinable cold damage

* lightblue

* update grammar

* caustic

* Automatic changelog update

* Little saw debuff (space-wizards#29995)

* Automatic changelog update

* Vox displacement updates (space-wizards#29824)

* more vox displacement maps

* A

* remove vox insuls sprites

* sci magboots

* Update vox.yml

* Update meta.json

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>

* Make the super door remote to be able to control Syndicate doors (space-wizards#30033)

* Make the super door remote to be able to control Syndicate doors

* Fix

* Automatic changelog update

* Fix formatting warnings (space-wizards#30122)

* Temporarily remove Vox from space ninja and Unknown Shuttle ghostroles (space-wizards#30099)

* no vox ninjas

* blacklist vox from UnknownShuttleEvent

* Automatic changelog update

* DungeonSystem.Rooms bugfix (space-wizards#30125)

Update DungeonSystem.Rooms.cs

* Updated slime storage capacity text in guidebook (space-wizards#30121)

* Prevent Quantum Spin Inverter from Teleporting Things into Microwaves (space-wizards#29200)

* Prevent Quantum Spin Inverter from Teleporting Things into Microwaves

* Simplifies code, GetTeleportingEntity instead of TryGet, adds failed teleport message

* remove using Linguini.Syntax.Ast;

* capital...

* re-add CanInsert and Fixes microwave issue

* beb

* beeb

* minor SharedInteractionSystem cleanup (space-wizards#30139)

cleanup SharedInteractionSystem

* Automatic changelog update

* Fix stun batons using excess charges when thrown (space-wizards#30136)

Fix stun batons

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* fix(dev_map): resave dev map (space-wizards#30098)

fix(dev_map): Resave devmap

Co-authored-by: 4llv07e <igor@c4llv07e.xyz>

* Correct .editorconfig to use no space after casting (space-wizards#30132)

* LatheSystem independently of energy (space-wizards#30148)

* Update LatheSystem.cs

* Emo

* Add dwarves (space-wizards#62)

* Revert "Revert "Change wristwatch meta description" (space-wizards#30070)"

This reverts commit 2e3d2db.

* Fix build error num. 1

---------

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