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@siliconOpossum siliconOpossum commented Sep 15, 2025

Bioscrambler anomalies probably shouldn't be trekking all the way through deepspace just so they can give someone snail eyes or whatever

I also grabbed a couple of other changes mostly for ease of map merging, spiderwebs don't look ugly as hell anymore 🎉, might do a general ruins (mapping?) improvements port at some point, probably after mining ports and maybe custom shuttles(?), been lots of movement on /tg/code and not all that much has been ported yet

grungussuss and others added 5 commits September 15, 2025 09:52
All instances of reactive armor are now reactive armor, instead of some
being "armour"

Consistency

:cl: grungussuss
spellcheck: all instances of reactive armor are now spelt the same
/:cl:
Here is what webs look like.
It looks like pure ass and I hate seeing it.

![image](https://github.com/tgstation/tgstation/assets/7483112/fe3279e6-4d69-48d3-abb7-fb4b1c61396e)

Here's my attempt at making them look nicer.

![image](https://github.com/tgstation/tgstation/assets/7483112/0a5b1034-f021-4a5b-bc93-c590334c7d42)

Notes: Genetics Power webs now have a slight purple tint to
differentiate them from regular spider webs, so spiders aren't confused
about why they can't cross these ones.

On the backend I condensed a lot of these typepaths to inherit from each
other instead of not doing that. In the future I am going to use this to
cut down on the excessive amount of action buttons we have for these
too.

Here's (most of) what the action buttons look like. this screenshot also
demonstrating that we have a serious problem with how many buttons we
give to spiders.

![image](https://github.com/tgstation/tgstation/assets/7483112/c78ce4f3-dbfd-4434-b318-dfe2a88ce838)

After this is merged I will embark on two further projects:
- Wallening version
- Reworking spider web placement to not be a function of having 15
action buttons, it's _so bad_.

While I was working on this I noticed that AI spiders would not
automatically place webs on certain crossable tiles, because we forgot
to pass an argument to a proc. I fixed that too.

Oh also final change I almost forgot to document:

![dreamseeker_MiooTij0sG](https://github.com/tgstation/tgstation/assets/7483112/7ae262d9-7b89-45b9-beb3-f6921963e04e)

I made you jiggle if you get stuck in a web.

The previous sprites looked bad and these look less bad.

:cl:
fix: AI-controlled spiders can correctly recognise where they can place
webs.
image: New sprites for most kinds of spider web
/:cl:
A lot of White ships in the game had minor issues like the camera eye
being way offset in the shuttle navigation console or the ship just
flying backwards through space. I also caught a few active turfs on
shuttle engine plating.

<details>
  <summary>Full changes</summary>

- Fixed camera offset issues on: whiteship_birdshot.dmm,
whiteship_donut.dmm, whiteship_personalshuttle.dmm, whiteship_pubby.dmm,
whiteship_obelisk.dmm, whiteship_tram.dmm, whiteship_kilo.dmm,
whiteship_cere.dmm

- Fixed whiteship_pubby.dmm, whiteship_kilo.dmm flying in the wrong
direction

- Removed use of /turf/closed/wall/mineral/titanium/overspace on
whiteship_birdshot.dmm: These aren't used on any other whiteship so I
assume it was used incorrectly here.

- Fixed spelling of "aggressive" in shuttle manipulator for Birdshot's
Whiteship.

- Replaced platings that were active turfs with their airless variants
on: whiteship_obelisk.dmm, whiteship_personalshuttle.dmm,
whiteship_kilo.dmm

- Added an autodoc comment to x_offset and y_offset for shuttles.

- Fixed whiteship_birdshot.dmm not being able to spawn.

</details>

makes the shuttle navigation console easier to use if you can actually
see the ship, also ships drifting sideways through hyperspace is funny
but (probably) unintended.

:cl:
fix: Fixed the camera offset for the navigation console on a handful of
Whiteships.
fix: Fixed the Pubby Whiteship drifting sideways through hyperspace when
in flight.
fix: Fixed the Kilo Whiteship flying backwards through hyperspace when
in flight.
fix: The Birdshot Whiteship should actually be able to spawn now.
spellcheck: fixed spelling of "aggressive" in the shuttle manipulator
description for the Birdshot Whiteship.
/:cl:
…et is zero, fixes map_logging CI test (#87910)

The ruins get added to forced_ruins, quite often after all ruin budget
is exhausted and thus they don't get spawned.

This adjusts the logic to ignore the budget when there's forced_ruins to
be had.

Also apparently fixes map_logging CI test which was broken by the logic,
and makes the stacked_lights test scream at you with the area name for
the sake of easier debugging as it can proc on the ruins now

Adjusts some logic to allow multi-ruins to spawn correctly, and to make
sure our mappers make good space ruins too

:cl:
fix: Ruins will now correctly spawn their tied ruins in
fix: The map_logging test now runs proper
code: The stacked_lights test now screams with area names too.
/:cl:
…rch ruin. (#89303)

## About The Pull Request

What it says on the tin. Mobile anomalies still spawn in and around the
ruin, but never bioscramblers.

## Why It's Good For The Game

A) These fucking things cannot be disabled by conventional means. It
needs anomaly research.

B) They drift through space away from the ruin literally every single
time the ruin spawns. They are meant to be an environmental hazard for
the ruin, not for the entire playing space because a remote ruin
spawned.

C) Because they are not blocked by walls, they will keep drifting until
eventually arriving on the station, where they will stay there.
Typically occupying a space perpetually until a scientist comes and
fixes the problem with their anomaly neutralizer.

The only reason this happened was because of bioscramblers being
reworked into the state they are now. I don't imagine the original
creator intended for the ruin to create problems for the wider round
like this.

## Changelog
:cl:
del: Mobile hollow bioscramblers no longer spawn from the anomaly
research ruin, sparing everyone from the inevitable unannounced arrival
of a permanent hollow bioscrambler aboard the station. You maybe still
encounter immobile bioscramblers in the ruin, however.
/:cl:
@github-actions github-actions bot added Maintenance Little spring cleaning never done anyone wrong Map Oh christ what have you done Modularity Suggested Read the README in "maplestation_modules" and follow the instructions or risk doom Non-Module Code Touches main files. Proceed with caution labels Sep 15, 2025
carlarctg and others added 6 commits October 11, 2025 11:30
## About The Pull Request

Supermatter bioscrambler anomalies are now docile.

## Why It's Good For The Game

It is extremely frustrating for you to be trying to handle the usual
crises caused by a round chaotic enough to have an anomalous SM while
two bioscramblers are orbiting around you in the brig or god knows
where. I don't know, I just don't think this is worth keeping.
Mantainers can decide one way or the other.

## Changelog

:cl:
balance: Supermatter bioscrambler anomalies are now docile.
/:cl:
…87112)

## About The Pull Request
The supermatter no longer will spawn anomalies inside pipes, vents,
ebeams, cables, etc, as it now uses RANGE_TURFS instead of orange. We
believe this was the intention, as it is hard pathed to
var/turf/local_turf already, rather than any atom.

## Why It's Good For The Game
Technically, anomalies can pop out of the pipes when moving just fine,
however it can lead to confusion if the anomaly is unable to move, or
repeatedly fails to move, keeping it inside the pipe, before triggering
its ending effect (pyroclastic for example, or on paradise where we
found this issue, bluespace anomalies) could make it look like a fire
came out of no where, as it is effectively invisible when in a pipe.
And the anomaly is likely destroyed when whatever it spawns in is
destroyed, so ebeam anomalies would not even exist.

## Testing (with message admins not breakpoints)
Before: Some examples of the Supermatter spawning anomalies (with
message admins showing their LOC on initialize)

![image](https://github.com/user-attachments/assets/53696ff2-2617-47ad-9250-06a5ca537bb4)
After: After running the supermatter with high energy to spawn anomalies
for a while:

![image](https://github.com/user-attachments/assets/0ee7df93-be4a-458c-a3bc-bd2f290cd2b7)

(Sorry if this needs a no GBP label or something for being a one line
fix, first time pring here)
## Changelog
:cl:
fix: Anomalies no longer spawn in objects or mobs from the supermatter.
/:cl:
## About The Pull Request

Fixes the delam hallucination proc to actually calculate based on
distance from the supermatter.

## Why It's Good For The Game

Fixes 2.5 year old bug.

## Changelog

:cl: LT3
fix: Supermatter delamination now applies hallucinations based on
distance
/:cl:
## About The Pull Request

- Some fixes for the supermatter crystal anomaly generation, ensuring
they spawn outside the chamber windows and adds the outright missing
dimensional anomalies.
- Hallucination duration is calculated based on both distance from the
SM as well as the size of the delam explosion (a modifier of 0.75x for a
small explosion, up to 1.25x for the largest delam explosion)

## Why It's Good For The Game

Bugfixes, improvement on the delam hallucination.

## Changelog

:cl: LT3
fix: Fixed supermatter anomaly generation, hallucination is based on
distance and delam explosion size
/:cl:
## About The Pull Request

#92525

## Why It's Good For The Game

fixes #92525

## Changelog
:cl:

spellcheck: whispering now spelled correctly

/:cl:
@github-actions github-actions bot added Sprites Fixing up coder sprites is nice Map Edit Tools labels Nov 30, 2025
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10 participants