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Author SHA1 Message Date
pre-commit-ci[bot] 69b6463898 [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
2026-06-26 23:25:57 +00:00
Vanessa 2dc3f61cd8 type fix 2026-06-26 18:12:16 -05:00
Vanessa 164b9be1f9 Added CosCult state checking. 2026-06-26 18:11:52 -05:00
Vanessa eb95b25eaa End Rounds Better 2026-06-26 17:00:12 -05:00
254 changed files with 698 additions and 3755 deletions
+9
View File
@@ -12,12 +12,21 @@ jobs:
- name: Setup submodule
run: |
git submodule update --init --recursive
pushd RobustToolbox/Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Pull engine updates
uses: space-wizards/submodule-dependency@v0.1.5
- name: Update Engine Submodules
run: |
cd RobustToolbox/
git submodule update --init --recursive
pushd Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Setup .NET Core
uses: actions/setup-dotnet@v4.1.0
with:
+9 -1
View File
@@ -24,7 +24,11 @@ jobs:
- name: Setup Submodule
run: |
git submodule update --init --recursive
pushd RobustToolbox/Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Pull engine updates
uses: space-wizards/submodule-dependency@v0.1.5
@@ -32,6 +36,10 @@ jobs:
run: |
cd RobustToolbox/
git submodule update --init --recursive
pushd Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Setup .NET Core
uses: actions/setup-dotnet@v4.1.0
+8 -1
View File
@@ -24,6 +24,10 @@ jobs:
- name: Setup Submodule
run: |
git submodule update --init --recursive
pushd RobustToolbox/Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Pull engine updates
uses: space-wizards/submodule-dependency@v0.1.5
@@ -32,7 +36,10 @@ jobs:
run: |
cd RobustToolbox/
git submodule update --init --recursive
rm Robust.Shared.Tests/Networking/NetEncryptionDoSTest.cs # DeltaV - work around bug in the backport
pushd Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Setup .NET Core
uses: actions/setup-dotnet@v4.1.0
+7 -1
View File
@@ -20,6 +20,7 @@ jobs:
- uses: actions/checkout@v4.2.2
with:
submodules: 'recursive'
- name: Setup .NET Core
uses: actions/setup-dotnet@v4.1.0
with:
@@ -29,7 +30,12 @@ jobs:
run: |
cd RobustToolbox
git fetch --depth=1
rm Robust.Shared.Tests/Networking/NetEncryptionDoSTest.cs # DeltaV - work around bug in the backport
- name: Get Engine Tag
run: |
cd RobustToolbox/Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
- name: Install dependencies
run: dotnet restore
+8
View File
@@ -39,6 +39,10 @@ jobs:
- name: Setup Submodule
run: |
git submodule update --init --recursive
pushd RobustToolbox/Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Pull engine updates
uses: space-wizards/submodule-dependency@v0.1.5
@@ -47,6 +51,10 @@ jobs:
run: |
cd RobustToolbox/
git submodule update --init --recursive
pushd Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Setup .NET Core
uses: actions/setup-dotnet@v4.1.0
+8 -1
View File
@@ -17,13 +17,20 @@ jobs:
- name: Setup submodule
run: |
git submodule update --init --recursive
pushd RobustToolbox/Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Pull engine updates
uses: space-wizards/submodule-dependency@v0.1.5
- name: Update Engine Submodules
run: |
cd RobustToolbox/
git submodule update --init --recursive
rm Robust.Shared.Tests/Networking/NetEncryptionDoSTest.cs # DeltaV - work around bug in the backport
pushd Lidgren.Network/Lidgren.Network
git fetch
git checkout 726dd552a4b104fb2b701848705f1250a073f060
popd
- name: Setup .NET Core
uses: actions/setup-dotnet@v4.1.0
with:
@@ -1,6 +1,5 @@
using Content.Client.Pinpointer.UI;
using Robust.Client.Graphics;
using Robust.Client.Player; // DeltaV
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Timing;
@@ -8,9 +7,6 @@ namespace Content.Client.Medical.CrewMonitoring;
public sealed partial class CrewMonitoringNavMapControl : NavMapControl
{
[Dependency] private IPlayerManager _playerManager = default!; // DeltaV
private readonly SharedTransformSystem _xform; // DeltaV
public NetEntity? Focus;
public Dictionary<NetEntity, string> LocalizedNames = new();
@@ -19,9 +15,6 @@ public sealed partial class CrewMonitoringNavMapControl : NavMapControl
public CrewMonitoringNavMapControl() : base()
{
IoCManager.InjectDependencies(this); // DeltaV - Gotta inject!
_xform = EntManager.System<SharedTransformSystem>(); // DeltaV - Gotta inject!
WallColor = new Color(192, 122, 196);
TileColor = new(71, 42, 72);
BackgroundColor = Color.FromSrgb(TileColor.WithAlpha(BackgroundOpacity));
@@ -84,27 +77,4 @@ public sealed partial class CrewMonitoringNavMapControl : NavMapControl
_trackedEntityLabel.Text = string.Empty;
_trackedEntityPanel.Visible = false;
}
/// <summary>
/// DeltaV - Do some things before the base NavMap Draw and also force the redraw of the map
/// after if the MapUid was null when the CrewMonitor UI was opened.
/// </summary>
/// <param name="handle"></param>
protected override void Draw(DrawingHandleScreen handle)
{
// MapUid will not have a value if the crew monitor UI was activated off-grid.
var forceMapUpdate = false;
if (!MapUid.HasValue && _playerManager.LocalEntity is { } player)
{
MapUid = _xform.GetGrid(player);
forceMapUpdate = true;
}
base.Draw(handle);
// We need to call this after Draw() because UpdateNavMap has functions that uses variables
// set in Draw()
if (forceMapUpdate)
UpdateNavMap();
}
}
@@ -69,16 +69,7 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
base.FrameUpdate(args);
// Begin DeltaV - handle navmap visibility based on current position
var ent = ShuttleMap.Owner;
// If an entity is being tracked, use them as the focus, since they may be off-station
// and we want to use the nav map if they are.
if (_trackedEntity is { } trackedEntity)
ent = _entManager.GetEntity(trackedEntity);
// We need to make sure the entity is valid because for some reason, it *could* be an
// invalid entity and GetOwningStation will throw an exception.
if (ent.HasValue && ent.Value.IsValid() && _station.GetOwningStation(ent) is not null)
if (_station.GetOwningStation(ShuttleMap.Owner) is not null)
{
NavMap.Visible = true;
ShuttleMap.Visible = false;
@@ -352,14 +343,6 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
if (_trackedEntity == sensor.SuitSensorUid)
{
_trackedEntity = null;
// BEGIN DeltaV - center on crew monitor user if deselecting
// This fixes some weird bug where if you deselect a tracked entity, it will
// just not draw the map at all in some cases.
if (ShuttleMap.Owner is { } handheld &&
_transformSystem.TryGetMapOrGridCoordinates(handheld, out var userCoords) &&
userCoords is { } coords)
NavMap.CenterToCoordinates(coords);
// END DeltaV
}
else
@@ -32,21 +32,6 @@ public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
}
}
// Begin DeltaV - node crawling
private Type[] _types = new Type[] { };
[ViewVariables]
public Type[] Types
{
get => _types;
set
{
_types = value;
UpdateAll();
}
}
// End DeltaV - node crawling
public override void Initialize()
{
base.Initialize();
@@ -80,17 +65,6 @@ public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
var revealed = !covered || ShowAll || scannerRevealed;
// Begin DeltaV - node crawling
foreach (var type in _types)
{
if (!HasComp(uid, type))
continue;
revealed = true;
break;
}
// End DeltaV - node crawling
// set visibility & color of each layer
foreach (var layer in args.Sprite.AllLayers)
{
@@ -1,43 +0,0 @@
using Content.Client.SubFloor;
using Content.Shared._DV.NodeCrawl;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client._DV.NodeCrawl;
public sealed class NodeCrawlSystem : SharedNodeCrawlSystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly SubFloorHideSystem _subfloor = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NodeCrawlerComponent, LocalPlayerAttachedEvent>(OnAttached);
SubscribeLocalEvent<NodeCrawlerComponent, LocalPlayerDetachedEvent>(OnDetached);
SubscribeLocalEvent<NodeCrawlerComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
}
private void OnAttached(Entity<NodeCrawlerComponent> ent, ref LocalPlayerAttachedEvent args)
{
if (ent.Comp.Mover is not null)
_subfloor.Types = ent.Comp.RevealedComponents;
}
private void OnDetached(Entity<NodeCrawlerComponent> ent, ref LocalPlayerDetachedEvent args)
{
_subfloor.Types = new Type[] { };
}
private void OnAfterAutoHandleState(Entity<NodeCrawlerComponent> ent, ref AfterAutoHandleStateEvent args)
{
if (_player.LocalEntity != ent)
return;
if (ent.Comp.Mover is not null)
_subfloor.Types = ent.Comp.RevealedComponents;
else
_subfloor.Types = new Type[] { };
}
}
@@ -1,3 +1,4 @@
using Content.Server.RoundEnd; // DeltaV
using Content.Shared.Roles;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
@@ -25,4 +26,29 @@ public sealed partial class ZombieRuleComponent : Component
/// </summary>
[DataField]
public float ZombieShuttleCallPercentage = 0.7f;
/// <summary>
/// DeltaV - The behavior of the round if all zombies are defeated.
/// </summary>
public RoundEndBehavior ZombieRoundEndBehavior = RoundEndBehavior.ShuttleCall;
/// <summary>
/// DeltaV - The amount of time before the evac shuttle will arrive if the ZombieRoundEndBehavior is set to ShuttleCall.
/// </summary>
public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(5);
/// <summary>
/// DeltaV - The announcement sender when calling the shuttle.
/// </summary>
public LocId RoundEndTextSender = "comms-console-announcement-title-centcom";
/// <summary>
/// DeltaV - The announcement text when calling a shuttle.
/// </summary>
public LocId RoundEndTextShuttleCall = "zombie-no-more-threat-announcement-shuttle-call";
/// <summary>
/// DeltaV - The announcement text when a shuttle is already called.
/// </summary>
public LocId RoundEndTextAnnouncement = "zombie-no-more-threat-announcement";
}
@@ -30,6 +30,7 @@ using System.Linq;
using Content.Shared.Station.Components;
using Content.Shared.Store.Components;
using Robust.Shared.Prototypes;
using Content.Shared.Cuffs.Components; // DeltaV
namespace Content.Server.GameTicking.Rules;
@@ -500,12 +501,23 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
// Check if there are nuke operatives still alive on the same map as the shuttle,
// or on the same map as the station.
// If there are, the round can continue.
var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
// BEGIN DeltaV - End Rounds Better
// We need to use a EntityQueryEnumerator instead of a EntityQuery, because we need the uid to check for cuffs
var operatives = new List<Entity<NukeOperativeComponent, MobStateComponent, TransformComponent>>();
var operativesEnumerator = EntityQueryEnumerator<NukeOperativeComponent, MobStateComponent, TransformComponent>();
while (operativesEnumerator.MoveNext(out var uid, out var nukeOp, out var mobState, out var transform))
{
operatives.Add((uid, nukeOp, mobState, transform));
}
var operativesAlive = operatives
.Where(op =>
op.Item3.MapID == shuttleMapId
|| op.Item3.MapID == targetStationMap)
.Any(op => op.Item2.CurrentState == MobState.Alive && op.Item1.Running);
op.Comp3.MapID == shuttleMapId
|| op.Comp3.MapID == targetStationMap)
.Any(op => op.Comp2.CurrentState == MobState.Alive && op.Comp1.Running &&
!TryComp<CuffableComponent>(op, out _)); // in the case the crew keeps one alive
// END DeltaV
if (operativesAlive)
return; // There are living operatives than can access the shuttle, or are still on the station's map.
@@ -3,7 +3,7 @@ using Content.Server.Chat.Systems;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Popups;
using Content.Server.Roles;
using Content.Server.RoundEnd;
using Content.Server.RoundEnd; // DeltaV
using Content.Server.Station.Systems;
using Content.Server.Zombies;
using Content.Shared.GameTicking.Components;
@@ -114,11 +114,31 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
/// </summary>
private void CheckRoundEnd(ZombieRuleComponent zombieRuleComponent)
{
// BEGIN DeltaV - End Rounds Better
// Zombies have failed, time to go home
if (zombieRuleComponent.ZombieRoundEndBehavior == RoundEndBehavior.Nothing)
return;
// END DeltaV
var healthy = GetHealthyHumans();
if (healthy.Count == 1) // Only one human left. spooky
_popup.PopupEntity(Loc.GetString("zombie-alone"), healthy[0], healthy[0]);
if (GetInfectedFraction(false) > zombieRuleComponent.ZombieShuttleCallPercentage && !_roundEnd.IsRoundEndRequested())
// BEGIN DeltaV - End Rounds Better
var infectedPercent = GetInfectedFraction(false);
if (Math.Round(infectedPercent, 0) == 0) // All zombies defeated
{
_roundEnd.DoRoundEndBehavior(zombieRuleComponent.ZombieRoundEndBehavior,
zombieRuleComponent.EvacShuttleTime,
zombieRuleComponent.RoundEndTextSender,
zombieRuleComponent.RoundEndTextShuttleCall,
zombieRuleComponent.RoundEndTextAnnouncement);
zombieRuleComponent.ZombieRoundEndBehavior = RoundEndBehavior.Nothing; // stop this check in the future
}
// END DeltaV
if (infectedPercent > zombieRuleComponent.ZombieShuttleCallPercentage && !_roundEnd.IsRoundEndRequested()) // DeltaV - Move GetInfectedFraction to var
{
foreach (var station in _station.GetStations())
{
+1 -1
View File
@@ -351,7 +351,7 @@ namespace Content.Server.RoundEnd
else
{
RequestRoundEnd(time, null, false, textCall,
Loc.GetString(sender));
Loc.GetString(sender), cantRecall: true);
}
break;
}
@@ -1,5 +1,4 @@
using Content.Server.StationEvents.Components;
using Content.Shared._DV.IonLaws; // DeltaV - ion laws
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Dataset;
@@ -21,7 +20,6 @@ public sealed class IonStormSystem : EntitySystem
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IonLawSystem _ionLaw = default!; // DeltaV - ion laws
// funny
private static readonly ProtoId<DatasetPrototype> Threats = "IonStormThreats";
@@ -95,7 +93,7 @@ public sealed class IonStormSystem : EntitySystem
}
// generate a new law...
var newLaw = _ionLaw.GenerateLaw(_robustRandom); // GenerateLaw(); DeltaV - inject our own
var newLaw = GenerateLaw();
// see if the law we add will replace a random existing law or be a new glitched order one
if (laws.Laws.Count > 0 && _robustRandom.Prob(target.ReplaceChance))
+16 -18
View File
@@ -1,7 +1,6 @@
using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Database;
using Content.Shared.Body.Components;
using Content.Shared.Chat;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chat.TypingIndicator;
using Content.Shared.Chemistry.Reagent;
@@ -23,15 +22,12 @@ public sealed class SynthSystem : EntitySystem
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ChatSystem _chat = default!;
private EmoteSoundsPrototype? _syntheticEmoteSounds; // delta-v - proper synthe emote implementation
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SynthComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SynthComponent, EmoteEvent>(OnEmote); // delta-v - proper synthe emote implementation
}
private void OnStartup(EntityUid uid, SynthComponent component, ComponentStartup args)
@@ -50,18 +46,20 @@ public sealed class SynthSystem : EntitySystem
}
// End DeltaV
_tag.AddTag(uid, SyntheticEmotesTag); // delta-v - proper synthe emote implementation
// Begin DeltaV - Add SyntheticEmotes tag and merge synthetic emote sounds into species sounds
_tag.AddTag(uid, SyntheticEmotesTag);
if (TryComp<VocalComponent>(uid, out var vocal)
&& _proto.TryIndex(SyntheticEmoteSounds, out var synthSounds)
&& vocal.EmoteSounds is { } currentSoundsId
&& _proto.TryIndex(currentSoundsId, out var currentSounds))
{
foreach (var (emoteId, sound) in synthSounds.Sounds)
{
currentSounds.Sounds.TryAdd(emoteId, sound);
}
Dirty(uid, vocal);
}
// End DeltaV
}
// Start DeltaV - proper synthe emote implementation
private void OnEmote(EntityUid uid, SynthComponent component, ref EmoteEvent args)
{
if (args.Handled)
return;
_syntheticEmoteSounds ??= _proto.Index(SyntheticEmoteSounds);
args.Handled = _chat.TryPlayEmoteSound(uid, _syntheticEmoteSounds, args.Emote);
}
// End DeltaV
}
@@ -61,6 +61,39 @@ public sealed partial class CosmicCultRuleComponent : Component
[DataField]
public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(5);
#region Progress Checking
/// <summary>
/// The next time the monument should check the progress of the cult.
/// </summary>
public TimeSpan NextProgressCheck = TimeSpan.Zero;
/// <summary>
/// The amount of time between progress checks.
/// </summary>
public TimeSpan TimeBetweenProgressChecks = TimeSpan.FromMinutes(15);
/// <summary>
/// The progress value of the monument last time it was checked.
/// </summary>
[DataField]
public int LastProgress = 0;
/// <summary>
/// The number of times the the progress check as failed. Resets after some progress.
/// </summary>
public int ConsecutiveProgressFails = 0;
/// <summary>
/// The number of times the progress check has to fail for the round to start to end.
/// </summary>
public int ProgressFailureTolerance = 3;
public LocId ProgressFailTextShuttleCall = "cosmiccult-progress-fail-shuttle-call";
public LocId ProgressFailTextAnnouncement = "cosmiccult-progress-fail-announcement";
#endregion
[DataField]
public HashSet<EntityUid> Cultists = [];
@@ -62,13 +62,15 @@ using Robust.Shared.Random;
using Robust.Shared.Timing;
using System.Collections.Immutable;
using System.Linq;
using Content.Shared.StatusIcon;
using Content.Shared.SSDIndicator;
namespace Content.Server._DV.CosmicCult;
/// <summary>
/// Where all the main stuff for Cosmic Cultists happens.
/// </summary>
public sealed class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponent>
public sealed partial class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponent>
{
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
@@ -172,6 +174,28 @@ public sealed class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponen
component.StewardVoteTimer = null;
StewardVote();
}
// Progress check. Is the cult trying to progress at all?
if (component.MonumentPlaced && _timing.CurTime > component.NextProgressCheck)
{
// We're going to assume one monument.
var monument = EntityQuery<MonumentComponent>().First();
if (component.LastProgress == monument.CurrentProgress)
component.ConsecutiveProgressFails++;
else
component.ConsecutiveProgressFails = 0;
// They haven't progressed enough in X checks, end the round.
if (component.ConsecutiveProgressFails >= component.ProgressFailureTolerance) {
SetWinType((uid, component), WinType.CrewMinor);
_roundEnd.DoRoundEndBehavior(component.RoundEndBehavior, component.EvacShuttleTime, component.RoundEndTextSender, component.ProgressFailTextShuttleCall, component.ProgressFailTextAnnouncement);
component.RoundEndBehavior = RoundEndBehavior.Nothing;
}
component.LastProgress = monument.CurrentProgress;
component.NextProgressCheck = _timing.CurTime + component.TimeBetweenProgressChecks;
}
if (component.ExtraRiftTimer is { } riftTimer && _timing.CurTime >= riftTimer && !component.RiftStop)
{
component.ExtraRiftTimer = _timing.CurTime + _rand.Next(TimeSpan.FromSeconds(230), TimeSpan.FromSeconds(360)); //3min50 to 6min between new rifts. Seconds instead of minutes for granularity.
@@ -442,17 +466,19 @@ public sealed class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponen
}
}
private bool CultistsAlive()
private int GetCultistsAlive()
{
var query = EntityQueryEnumerator<CosmicCultComponent, MobStateComponent>();
int cultistsAlive = 0;
while (query.MoveNext(out var ent, out _, out var mobComp))
{
if (TryComp<CuffableComponent>(ent, out var cuffed) && cuffed.CuffedHandCount > 0) continue;
if (TryComp<SSDIndicatorComponent>(ent, out var ssd) && ssd.IsSSD) continue; // TODO: Maybe check how long.
if (mobComp.Running && mobComp.CurrentState != MobState.Dead)
return true;
cultistsAlive++;
}
return false;
return cultistsAlive;
}
private void OnMobStateChanged(Entity<CosmicCultComponent> ent, ref MobStateChangedEvent args)
@@ -467,14 +493,19 @@ public sealed class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponen
private void CheckForActiveCultists()
{
if (CultistsAlive())
// A lone cultist can't do anything, so check for more than one.
if (GetCultistsAlive() > 1)
return;
var query = QueryActiveRules();
List<Entity<CosmicCultRuleComponent>> cosCultRules = new();
// ConfirmWinState needs to be outside the query, because it might add an active rule
while (query.MoveNext(out var ruleUid, out _, out var ruleComp, out _))
{
ConfirmWinState((ruleUid, ruleComp));
cosCultRules.Add((ruleUid, ruleComp));
}
cosCultRules.ForEach(ConfirmWinState);
}
private void ConfirmWinState(Entity<CosmicCultRuleComponent> ent)
@@ -504,8 +535,6 @@ public sealed class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponen
else
SetWinType(ent, WinType.Neutral); //The monument wasn't completed, no cultists escaped to midpoint. Some cultists still remain on the station, though.
if (CultistsAlive()) return; //If there are no cultists alive, ignore all previous checks, crew alreay won.
if (tier <= 1) //Prevent the cult getting cooked by accident before anyone even knows there's a cult.
{
SetWinType(ent, WinType.CrewMinor); //If we somehow get here at the end of the round, we'll still count this as a crew minor.
@@ -1,26 +0,0 @@
using Content.Server.Administration;
using Content.Shared._DV.IonLaws;
using Content.Shared.Administration;
using Robust.Shared.Random;
using Robust.Shared.Toolshed;
namespace Content.Server._DV.IonLaws;
[ToolshedCommand, AdminCommand(AdminFlags.Fun)]
public sealed class IonLawCommand : ToolshedCommand
{
[Dependency] private readonly IRobustRandom _random = default!;
private IonLawSystem? _ionLaw;
[CommandImplementation("generate")]
public IEnumerable<string> GenerateNames(int count)
{
_ionLaw ??= GetSys<IonLawSystem>();
for (var i = 0; i < count; i++)
{
yield return _ionLaw.GenerateLaw(_random);
}
}
}
@@ -1,101 +0,0 @@
using System.Numerics;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Systems;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Shared._DV.NodeCrawl;
using Content.Shared.Atmos;
using Content.Shared.NodeContainer;
namespace Content.Server._DV.NodeCrawl;
public sealed class NodeCrawlSystem : SharedNodeCrawlSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CrawlableNodeComponent, NodeGroupsRebuilt>(OnNodeGroupsRebuilt);
SubscribeLocalEvent<NodeCrawlerComponent, InhaleLocationEvent>(OnInhaleLocation);
SubscribeLocalEvent<NodeCrawlerComponent, ExhaleLocationEvent>(OnExhaleLocation);
SubscribeLocalEvent<NodeCrawlerComponent, AtmosExposedGetAirEvent>(OnGetAir);
}
private Entity<NodeContainerComponent>? GetNodeContainer(Entity<NodeCrawlerComponent> crawler)
{
if (!TryComp<NodeCrawlerMovementComponent>(crawler.Comp.Mover, out var mover) || mover.Node is not { } node)
return null;
if (!TryComp<NodeContainerComponent>(node, out var nodeContainer))
return null;
return (node, nodeContainer);
}
private GasMixture? GetAir(Entity<NodeCrawlerComponent> crawler)
{
if (GetNodeContainer(crawler) is not { } nodeContainer)
return null;
foreach (var containedNode in nodeContainer.Comp.Nodes.Values)
{
if (containedNode is not PipeNode pipe)
continue;
return pipe.Air;
}
return null;
}
private void OnInhaleLocation(Entity<NodeCrawlerComponent> ent, ref InhaleLocationEvent args)
{
if (GetAir(ent) is not { } air)
return;
args.Gas = air;
}
private void OnExhaleLocation(Entity<NodeCrawlerComponent> ent, ref ExhaleLocationEvent args)
{
if (GetAir(ent) is not { } air)
return;
args.Gas = air;
}
private void OnGetAir(Entity<NodeCrawlerComponent> ent, ref AtmosExposedGetAirEvent args)
{
if (args.Handled || GetAir(ent) is not { } air)
return;
args.Gas = air;
args.Handled = true;
}
private void OnNodeGroupsRebuilt(Entity<CrawlableNodeComponent> ent, ref NodeGroupsRebuilt args)
{
if (!TryComp<NodeContainerComponent>(ent, out var nodeContainer))
return;
ent.Comp.DeadEnd = false;
var set = new HashSet<EntityUid>();
foreach (var node in nodeContainer.Nodes.Values)
{
foreach (var reachable in node.ReachableNodes)
{
set.Add(reachable.Owner);
}
if (node is PipeNode pipeNode &&
node.ReachableNodes.Count != BitOperations.PopCount((uint)pipeNode.CurrentPipeDirection))
{
ent.Comp.DeadEnd = true;
}
}
ent.Comp.ReachableNodes = set;
Dirty(ent);
}
}
@@ -1,7 +1,6 @@
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared._DV.Movement; // DeltaV
using Content.Shared._DV.NodeCrawl; // DeltaV - Node Crawling
using Content.Shared.ActionBlocker;
using Content.Shared.CCVar;
using Content.Shared.Friction;
@@ -51,7 +50,6 @@ public abstract partial class SharedMoverController : VirtualController
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tags = default!;
[Dependency] private readonly TileMovementSystem _tileMovement = default!; // DeltaV
[Dependency] private readonly NodeCrawlerMovementSystem _nodeCrawlerMovement = default!; // DeltaV - node crawling
protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
protected EntityQuery<FootstepModifierComponent> FootstepModifierQuery;
@@ -266,11 +264,6 @@ public abstract partial class SharedMoverController : VirtualController
return;
// End DeltaV Additions
// Begin DeltaV Additions - node crawling
if (_nodeCrawlerMovement.TryTick((uid, mover, physicsComponent, xform)))
return;
// End DeltaV Additions
var touching = false;
// Whether we use tilefriction or not
if (weightless || inAirHelpless)
+2 -2
View File
@@ -65,8 +65,8 @@ public enum CollisionGroup
TabletopMachineLayer = Opaque | BulletImpassable,
// Airlocks, windoors, firelocks
GlassAirlockLayer = HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable, // DeltaV - we have ventcrawling
AirlockLayer = Opaque | LowImpassable | GlassAirlockLayer, // DeltaV - we have ventcrawling
GlassAirlockLayer = HighImpassable | MidImpassable | BulletImpassable | InteractImpassable,
AirlockLayer = Opaque | GlassAirlockLayer,
// Airlock assembly
HumanoidBlockLayer = HighImpassable | MidImpassable,
@@ -101,12 +101,6 @@ public sealed partial class RatKingComponent : Component
{ RatKingOrderType.CheeseEm, "RatKingCommandCheeseEm" },
{ RatKingOrderType.Loose, "RatKingCommandLoose" }
};
/// <summary>
/// DeltaV - Servants within this radius will join the Rat King when vent crawling
/// </summary>
[DataField]
public float VentCrawlRecruitRadius = 4f;
}
[Serializable, NetSerializable]
@@ -415,7 +415,7 @@ public abstract class SharedEntityStorageSystem : EntitySystem
public bool CanOpen(EntityUid user, EntityUid target, bool silent = false, EntityStorageComponent? component = null)
{
if (!Resolve(target, ref component, false)) // DeltaV - Prevent HTNOperators from failing tests
if (!Resolve(target, ref component))
return false;
if (!HasComp<HandsComponent>(user))
@@ -1,74 +0,0 @@
using System.Linq;
using System.Globalization;
using Content.Shared.Dataset;
using Content.Shared.Humanoid;
using Content.Shared.Random.Helpers;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared._DV.IonLaws;
public sealed class IonLawSystem : EntitySystem
{
[Dependency] private readonly ILocalizationManager _localization = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ISharedPlayerManager _player = default!;
private const string Culture = "en-US";
public override void Initialize()
{
base.Initialize();
var culture = new CultureInfo(Culture);
_localization.AddFunction(culture, "PICK", FormatPick);
_localization.AddFunction(culture, "PICK-ENTITY", FormatPickEntity);
}
private ILocValue FormatPick(LocArgs args)
{
var rand = ((LocValueRandom)args.Args[0]).Value;
return rand.Pick(args.Args.Skip(1).ToList());
}
private ILocValue FormatPickEntity(LocArgs args)
{
var rand = ((LocValueRandom)args.Args[0]).Value;
var players = ((LocValueEntityList)args.Args[1]).Value;
if (players.Count == 0)
{
return new LocValueString(Loc.GetString("dv-ion-law-target-fallback", ("random", new LocValueRandom(rand))));
}
return new LocValueEntity(rand.PickAndTake(players));
}
private static readonly ProtoId<LocalizedDatasetPrototype> IonLawTemplates = "IonLawTemplates";
public string GenerateLaw(IRobustRandom random)
{
var template = random.PickId(_proto.Index(IonLawTemplates));
var players = _player.Sessions
.Where(x => HasComp<HumanoidAppearanceComponent>(x.AttachedEntity))
.Select(x => x.AttachedEntity!.Value)
.ToList();
return Loc.GetString(template, ("random", new LocValueRandom(random)), ("players", new LocValueEntityList(players)));
}
}
public sealed record LocValueRandom(IRobustRandom Value) : LocValue<IRobustRandom>(Value)
{
public override string Format(LocContext ctx)
{
throw new InvalidOperationException("Attempted to format a IRobustRandom");
}
}
public sealed record LocValueEntityList(List<EntityUid> Value) : LocValue<List<EntityUid>>(Value)
{
public override string Format(LocContext ctx)
{
throw new InvalidOperationException("Attempted to format a List<EntityUid>");
}
}
@@ -1,29 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared._DV.NodeCrawl;
/// <summary>
/// Represents an entity in a node network that can be crawled in
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedNodeCrawlSystem), typeof(NodeCrawlerMovementSystem))]
public sealed partial class CrawlableNodeComponent : Component
{
/// <summary>
/// Other entities with <see cref="CrawlableNodeComponent" /> that can be reached from this one
/// </summary>
[ViewVariables, AutoNetworkedField]
public HashSet<EntityUid> ReachableNodes = new();
/// <summary>
/// Whether this node has an unconnected node and should be exited from on movement
/// </summary>
[ViewVariables, AutoNetworkedField]
public bool DeadEnd;
/// <summary>
/// All entities with <see cref="NodeCrawlerMovementComponent" /> that are associated with this one
/// </summary>
[DataField, AutoNetworkedField]
public HashSet<EntityUid> Crawlers = new();
}
@@ -1,9 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared._DV.NodeCrawl;
/// <summary>
/// Marker component to use on atmos-related devices that node crawlers can enter/exit out of.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class NodeCrawlVentAccessComponent : Component;
@@ -1,44 +0,0 @@
using Content.Shared.DoAfter;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared._DV.NodeCrawl;
/// <summary>
/// Handles entities that can enter and exit node-constrained movement.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(SharedNodeCrawlSystem))]
public sealed partial class NodeCrawlerComponent : Component
{
/// <summary>
/// The mover this crawler is currently being carried by, if any
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Mover;
/// <summary>
/// Components of entities to reveal while inside a mover
/// </summary>
[DataField(readOnly: true)]
public Type[] RevealedComponents;
/// <summary>
/// Whitelist for entities that will be considered as exit nodes.
/// </summary>
[DataField]
public EntityWhitelist? ExitNodes;
/// <summary>
/// How long it takes to enter a node.
/// </summary>
[DataField]
public TimeSpan EnterDelay = TimeSpan.FromSeconds(1);
}
[Serializable, NetSerializable]
public sealed partial class NodeCrawlEnterDoAfterEvent : SimpleDoAfterEvent;
[ByRefEvent]
public readonly record struct NodeCrawlerStartedCrawlingEvent(Entity<NodeCrawlerMovementComponent> Mover);
@@ -1,42 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared._DV.NodeCrawl;
/// <summary>
/// Handles node-confined movement for an entity.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(NodeCrawlerMovementSystem))]
public sealed partial class NodeCrawlerMovementComponent : Component
{
/// <summary>
/// The current node.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Node;
/// <summary>
/// The target node being moved to.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? TargetNode;
/// <summary>
/// The crawler being carried by this entity.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? HeldCrawler;
/// <summary>
/// The required angle to be within for deciding which node to move from the target direction
/// </summary>
[DataField]
public double RequiredAngle = Math.PI / 4f;
}
/// <summary>
/// Event raised when a node crawler arrives at a node entity.
/// </summary>
/// <param name="Node">The arrived-at node.</param>
[ByRefEvent]
public readonly record struct NodeCrawlerArrivedAtNodeEvent(EntityUid Node);
@@ -1,195 +0,0 @@
using System.Numerics;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Shared._DV.NodeCrawl;
public sealed class NodeCrawlerMovementSystem : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedNodeCrawlSystem _nodeCrawl = default!;
public bool TryTick(
Entity<InputMoverComponent, PhysicsComponent, TransformComponent> sharedMover)
{
if (!TryComp<NodeCrawlerMovementComponent>(sharedMover, out var crawler) || crawler.Node is null)
return false;
Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> mover = (sharedMover.Owner, sharedMover.Comp1, sharedMover.Comp2, sharedMover.Comp3, crawler);
if (mover.Comp4.TargetNode is { } target)
OngoingMovement(mover, target);
else
StartMovement(mover);
return true;
}
private void StartMovement(
Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> mover)
{
if (GetDestination(mover, mover.Comp1.HeldMoveButtons) is not { } target)
{
if (mover.Comp4.Node is not { } node)
return;
var nodeComp = Comp<CrawlableNodeComponent>(node);
if (!nodeComp.DeadEnd)
return;
if (mover.Comp4.HeldCrawler is not { } crawler)
return;
_nodeCrawl.ExitNodeCrawl((crawler, Comp<NodeCrawlerComponent>(crawler)));
return;
}
mover.Comp4.TargetNode = target;
Dirty(mover, mover.Comp4);
OngoingMovement(mover, target);
}
private void StopMovement(
Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> mover)
{
_physics.SetLinearVelocity(mover, Vector2.Zero, body: mover.Comp2);
_physics.SetAngularVelocity(mover, 0, body: mover.Comp2);
}
private void OngoingMovement(
Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> mover,
EntityUid target)
{
var speed = MoveSpeed(mover);
if (ReachedDestination(mover, target, speed))
{
StopMovement(mover);
SetNode((mover, mover), target);
mover.Comp4.TargetNode = null;
Dirty(mover, mover.Comp4);
if (TryComp<MovementRelayTargetComponent>(mover, out var movementTarget))
{
var evt = new NodeCrawlerArrivedAtNodeEvent(target);
RaiseLocalEvent(movementTarget.Source, ref evt);
}
StartMovement(mover);
return;
}
UpdateMovement(mover, target, speed);
}
private float MoveSpeed(Entity<InputMoverComponent> mover)
{
var moveSpeed = CompOrNull<MovementSpeedModifierComponent>(mover);
var walkSpeed = moveSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
return mover.Comp.Sprinting ? sprintSpeed : walkSpeed;
}
private void UpdateMovement(
Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> mover,
EntityUid target,
float speed)
{
var delta = _transform.GetWorldPosition(target) - _transform.GetWorldPosition(mover.Comp3);
var facing = Angle.FromWorldVec(delta);
_transform.SetWorldRotation(mover.Comp3, facing);
var velocity = delta;
velocity.Normalize();
velocity *= speed;
_physics.SetCanCollide(mover, false);
_physics.SetLinearVelocity(mover, velocity, body: mover.Comp2);
_physics.SetAngularVelocity(mover, 0, body: mover.Comp2);
}
private bool ReachedDestination(
Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> mover,
EntityUid target,
float speed)
{
var delta = _transform.GetWorldPosition(mover.Comp3) - _transform.GetWorldPosition(target);
return delta.EqualsApprox(Vector2.Zero, speed * 0.01f);
}
private EntityUid? GetDestination(Entity<InputMoverComponent, PhysicsComponent, TransformComponent, NodeCrawlerMovementComponent> ent, MoveButtons buttons)
{
if ((buttons & MoveButtons.AnyDirection) == 0)
return null;
var target = _mover.DirVecForButtons(buttons);
target = _mover.GetParentGridAngle(ent.Comp1).RotateVec(target);
if (ent.Comp4.Node is not { } node || !Exists(node) || !TryComp<CrawlableNodeComponent>(node, out var nodeCrawl))
return null;
var nodeXform = Transform(node);
var nodeWorld = _transform.GetWorldPosition(nodeXform);
var smallestTarget = EntityUid.Invalid;
var largestDot = 0d;
foreach (var reachable in nodeCrawl.ReachableNodes)
{
var reachableXform = Transform(reachable);
var reachableWorld = _transform.GetWorldPosition(reachableXform);
var delta = reachableWorld - nodeWorld;
delta.Normalize();
var deltaTargetDot = Vector2.Dot(delta, target);
if (deltaTargetDot < largestDot)
continue;
smallestTarget = reachable;
largestDot = deltaTargetDot;
}
if (!smallestTarget.Valid || largestDot <= Math.Cos(ent.Comp4.RequiredAngle))
return null;
return smallestTarget;
}
public void SetNode(Entity<NodeCrawlerMovementComponent> ent, EntityUid? node)
{
if (ent.Comp.Node == node)
return;
if (ent.Comp.Node is { } oldNode)
{
var oldNodeComp = Comp<CrawlableNodeComponent>(oldNode);
oldNodeComp.Crawlers.Remove(ent);
Dirty(oldNode, oldNodeComp);
}
if (node is { } newNode)
{
var newNodeComp = Comp<CrawlableNodeComponent>(newNode);
newNodeComp.Crawlers.Add(ent);
Dirty(newNode, newNodeComp);
}
ent.Comp.Node = node;
Dirty(ent);
}
public void SetHeldCrawler(Entity<NodeCrawlerMovementComponent> ent, EntityUid? held)
{
if (ent.Comp.HeldCrawler == held)
return;
ent.Comp.HeldCrawler = held;
Dirty(ent);
}
}
@@ -1,229 +0,0 @@
using Content.Shared.DoAfter;
using Content.Shared.Eye;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.RatKing;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared._DV.NodeCrawl;
/// <summary>
/// Manages entry & exit of node crawlers into node networks
/// </summary>
public abstract class SharedNodeCrawlSystem : EntitySystem
{
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedEyeSystem _eye = default!;
[Dependency] private readonly NodeCrawlerMovementSystem _nodeCrawler = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
private const string MoverContainer = "mover-container";
private static readonly EntProtoId MoverProto = "DVNodeCrawlMover";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CrawlableNodeComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
SubscribeLocalEvent<NodeCrawlerComponent, NodeCrawlEnterDoAfterEvent>(OnNodeCrawlEntryDoAfter);
SubscribeLocalEvent<NodeCrawlerComponent, NodeCrawlerArrivedAtNodeEvent>(OnArrivedAtNode);
SubscribeLocalEvent<NodeCrawlerComponent, GetVisMaskEvent>(OnGetVisMask);
SubscribeLocalEvent<CrawlableNodeComponent, ComponentShutdown>(OnCrawlableShutdown);
SubscribeLocalEvent<NodeCrawlerMovementComponent, ComponentShutdown>(OnMovementShutdown);
SubscribeLocalEvent<NodeCrawlerComponent, ComponentShutdown>(OnCrawlerShutdown);
SubscribeLocalEvent<CrawlableNodeComponent, AnchorStateChangedEvent>(OnCrawlableAnchorChanged);
SubscribeLocalEvent<RatKingComponent, NodeCrawlerStartedCrawlingEvent>(OnRatKingStartedCrawling);
}
private void OnGetVerbs(Entity<CrawlableNodeComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
{
var user = args.User;
var target = args.Target;
if (!TryComp<NodeCrawlerComponent>(user, out var nodeCrawler))
return;
if (!_entityWhitelist.IsWhitelistPass(nodeCrawler.ExitNodes, target))
return;
if (!args.CanAccess)
return;
args.Verbs.Add(new AlternativeVerb
{
Act = () => StartEntryDoAfter((user, nodeCrawler), target),
Text = Loc.GetString("node-crawl-enter", ("target", target)),
});
}
private void StartEntryDoAfter(Entity<NodeCrawlerComponent> ent, EntityUid target)
{
var doAfterArgs = new DoAfterArgs(EntityManager, ent.Owner, ent.Comp.EnterDelay, new NodeCrawlEnterDoAfterEvent(), ent.Owner, target)
{
BreakOnMove = true,
BreakOnDamage = true,
};
_doAfter.TryStartDoAfter(doAfterArgs);
}
private void OnNodeCrawlEntryDoAfter(Entity<NodeCrawlerComponent> ent, ref NodeCrawlEnterDoAfterEvent args)
{
if (args.Cancelled || args.Target is not { } target)
return;
NodeCrawl(ent, target);
}
private void NodeCrawl(Entity<NodeCrawlerComponent> ent, EntityUid target)
{
if (!_net.IsServer)
return;
var mover = Spawn(MoverProto, Transform(target).Coordinates);
var crawler = Comp<NodeCrawlerMovementComponent>(mover);
var container = _container.GetContainer(mover, MoverContainer);
_container.Insert(ent.Owner, container);
ent.Comp.Mover = mover;
Dirty(ent);
var evt = new NodeCrawlerStartedCrawlingEvent((mover, crawler));
RaiseLocalEvent(ent, ref evt);
_nodeCrawler.SetNode((mover, crawler), target);
_nodeCrawler.SetHeldCrawler((mover, crawler), ent);
_mover.SetRelay(ent, mover);
_physics.SetCanCollide(ent.Owner, false);
_physics.SetCanCollide(mover, false);
_eye.RefreshVisibilityMask(ent.Owner);
}
/// <summary>
/// Causes this node crawler to exit its node crawl.
/// </summary>
/// <param name="ent">The crawler to exit node-crawl from.</param>
public void ExitNodeCrawl(Entity<NodeCrawlerComponent> ent)
{
if (ent.Comp.Mover is not { } mover)
return;
ent.Comp.Mover = null;
Dirty(ent);
var container = _container.GetContainer(mover, MoverContainer);
_container.Remove(ent.Owner, container);
foreach (var other in _container.EmptyContainer(container))
{
if (!TryComp<NodeCrawlerComponent>(other, out var otherCrawler))
continue;
otherCrawler.Mover = null;
Dirty(other, otherCrawler);
}
RemComp<RelayInputMoverComponent>(ent);
if (_net.IsServer && !TerminatingOrDeleted(mover))
QueueDel(mover); // deletion isn't predicted because client queued deletion doesn't interact well with container stuff
_physics.SetCanCollide(ent.Owner, true);
_eye.RefreshVisibilityMask(ent.Owner);
}
private void OnArrivedAtNode(Entity<NodeCrawlerComponent> ent, ref NodeCrawlerArrivedAtNodeEvent args)
{
if (!_entityWhitelist.IsWhitelistPass(ent.Comp.ExitNodes, args.Node))
return;
ExitNodeCrawl(ent);
}
private void OnGetVisMask(Entity<NodeCrawlerComponent> ent, ref GetVisMaskEvent args)
{
if (ent.Comp.Mover is null)
return;
args.VisibilityMask |= (int)VisibilityFlags.Subfloor;
}
private void OnCrawlableShutdown(Entity<CrawlableNodeComponent> ent, ref ComponentShutdown args)
{
foreach (var crawler in ent.Comp.Crawlers)
{
var movement = Comp<NodeCrawlerMovementComponent>(crawler);
if (movement.HeldCrawler is not { } held)
continue;
_nodeCrawler.SetNode((crawler, movement), null);
ExitNodeCrawl((held, Comp<NodeCrawlerComponent>(held)));
}
}
private void OnMovementShutdown(Entity<NodeCrawlerMovementComponent> ent, ref ComponentShutdown args)
{
if (ent.Comp.Node is { } node)
{
var nodeComp = Comp<CrawlableNodeComponent>(node);
nodeComp.Crawlers.Remove(ent);
Dirty(node, nodeComp);
}
if (ent.Comp.HeldCrawler is { } crawler)
{
ExitNodeCrawl((crawler, Comp<NodeCrawlerComponent>(crawler)));
}
}
private void OnCrawlerShutdown(Entity<NodeCrawlerComponent> ent, ref ComponentShutdown args)
{
ExitNodeCrawl(ent);
}
private void OnCrawlableAnchorChanged(Entity<CrawlableNodeComponent> ent, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
return;
foreach (var crawler in ent.Comp.Crawlers)
{
var movement = Comp<NodeCrawlerMovementComponent>(crawler);
if (movement.HeldCrawler is not { } held)
continue;
ExitNodeCrawl((held, Comp<NodeCrawlerComponent>(held)));
}
}
private void OnRatKingStartedCrawling(Entity<RatKingComponent> ent, ref NodeCrawlerStartedCrawlingEvent args)
{
var entities = new HashSet<Entity<RatKingServantComponent>>();
_entityLookup.GetEntitiesInRange(Transform(ent).Coordinates,
ent.Comp.VentCrawlRecruitRadius,
entities);
var container = _container.GetContainer(args.Mover, MoverContainer);
foreach (var servant in entities)
{
if (servant.Comp.King != ent)
continue;
_container.Insert(servant.Owner, container);
}
}
}
@@ -6,8 +6,3 @@
license: "CC0-1.0"
copyright: "by Darklyac"
source: "https://github.com/DeltaV-Station/Delta-v/pull/5621"
- files: ["robotwilhelm.ogg"]
license: "CC0-1.0"
copyright: 'Remixed by BasedUser from beep1.wav. (see https://github.com/Simple-Station/Einstein-Engines/pull/811#discussion_r1865418764). beep1.wav by thisusernameis of Freesound.org. Mixed from stereo to mono.'
source: "https://freesound.org/people/thisusernameis/sounds/426891/"
Binary file not shown.
+111 -128
View File
@@ -1,4 +1,115 @@
Entries:
- author: marigauge
changes:
- message: Cybernetic eyes are no longer edible.
type: Fix
id: 1964
time: '2025-12-16T15:08:42.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4967
- author: ShepardToTheStars
changes:
- message: Brains are no longer edible.
type: Fix
id: 1965
time: '2025-12-16T15:23:50.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4992
- author: marigauge
changes:
- message: Ifrit requires 4 hours of Epistemics now.
type: Tweak
id: 1966
time: '2025-12-16T17:15:21.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4964
- author: AveriV2
changes:
- message: Festive lights are now longer and thus fit on neck and outer clothing
slots!
type: Tweak
id: 1967
time: '2025-12-16T19:15:09.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4972
- author: kotobdev
changes:
- message: Arm amputee traits have been added. They're not very *hand*y.
type: Add
id: 1968
time: '2025-12-17T12:46:00.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4988
- author: verybigman311
changes:
- message: Musket bayonets can now be used for stabbing.
type: Add
- message: Pipes will now make a clang when thrown against the floor.
type: Add
id: 1969
time: '2025-12-17T13:51:49.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4852
- author: ShepardToTheStars
changes:
- message: Fixed sharkminnows from taking poison damage when drinking blood.
type: Fix
id: 1970
time: '2025-12-17T20:57:27.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4963
- author: Velcroboy
changes:
- message: Added Christmas Kobolds, Defenders of The Yule Tree, to combat any grinches
that decide to harm the trees.
type: Add
id: 1971
time: '2025-12-18T19:33:03.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4940
- author: verybigman311
changes:
- message: All Syndieborg modules now have custom sprites and action icons.
type: Add
- message: All Secborg modules now have custom action icons.
type: Add
id: 1972
time: '2025-12-19T03:04:15.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4920
- author: ShepardToTheStars
changes:
- message: The jukebox, ID card computer, and access config lists are now sorted.
type: Tweak
id: 1973
time: '2025-12-19T10:33:53.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4998
- author: Halo3moth
changes:
- message: Cybersun factories are happy to announce the mass production of saboteur
cyborg units. Find them in your uplink!
type: Add
- message: Saboteur cyborg now actually comes with a cloaking module. Yes, you heard
that right.
type: Tweak
id: 1974
time: '2025-12-19T23:13:31.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4919
- author: verybigman311
changes:
- message: Metal Pipes now make a cooler sound when you throw them at the floor.
type: Tweak
id: 1975
time: '2025-12-20T00:29:28.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/5003
- author: SirSmith148
changes:
- message: Nanotrasen has found scientists inflating their research evaluations.
These scientists have been reprimanded by the company and re-educated on the
proper way to fill out the research logs
type: Fix
id: 1976
time: '2025-12-20T05:13:27.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4995
- author: IAmNotGray
changes:
- message: Epistemics now has their own EVA suit. Try not to loose your arms while
wearing it.
type: Add
id: 1977
time: '2025-12-21T00:35:52.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/4908
- author: Velcrobot
changes:
- message: 'Division/Chibi/Shoukou/Edge: Adds the Yule Tide'
@@ -4306,132 +4417,4 @@
id: 2464
time: '2026-06-25T17:59:50.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6054
- author: wesk
changes:
- message: Fixed synthetics from giving everyone borg emotes on round-start.
type: Fix
id: 2465
time: '2026-06-26T17:23:37.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6125
- author: Vapetastic-Gaming
changes:
- message: Harpy movement speed now has the 10% buff, as this was a bug and wasnt
present. Moths and Harpies now have equal Low-Gravity speed.
type: Tweak
id: 2466
time: '2026-06-27T20:18:07.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6131
- author: Vapetastic-Gaming
changes:
- message: Removed morphotypes
type: Remove
id: 2467
time: '2026-06-28T00:38:42.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6134
- author: Proxysseia
changes:
- message: Reduced Holoparasite price to 8 (from 14), and 4 on discount (was 8)
type: Tweak
id: 2468
time: '2026-06-28T12:18:57.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6115
- author: Vapetastic-Gaming
changes:
- message: Minor Clerical Errors with Tips has been fixed ! The font is now 300%
larger !!
type: Fix
id: 2469
time: '2026-06-28T13:25:56.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6133
- author: Stxcking
changes:
- message: Renamed the Hatsune Miku Day Bag to Virtual Performer Costume Bag
type: Tweak
id: 2470
time: '2026-06-28T16:42:02.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/5790
- author: Stxcking
changes:
- message: The fishing vendor got a bunch of new stock and price changes!
type: Tweak
id: 2471
time: '2026-06-28T16:42:35.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6114
- author: sowelipililimute
changes:
- message: Ion law generation has been fully reworked.
type: Add
id: 2472
time: '2026-06-28T19:15:35.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6121
- author: sowelipililimute
changes:
- message: Noclip crawling has been replaced with proper vent crawling, and is now
available to more critters!
type: Add
id: 2473
time: '2026-06-29T00:54:09.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/5830
- author: Apachito, Killer Tamashi, stickycheZ101
changes:
- message: The paladin armor now makes you move 30% slower and it's now ginormous.
type: Tweak
- message: The forged vest now makes you move 10% slower.
type: Tweak
- message: Fully removed the ability to make the plading tower shield since it was
too powerful.
type: Tweak
- message: added a new crafting station used for mass producing forged gear
type: Add
- message: Made it so the forged and paladin set can only be made in the anvil.
type: Tweak
- message: Added Repeater Speedloader.
type: Add
- message: Fixed incorrect contraband tags (certain items being labeled sec contra
when it should be minor contra)
type: Fix
id: 2474
time: '2026-06-29T06:05:24.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/5818
- author: ManuDemoen
changes:
- message: Pigs now give bacon when butchered!
type: Tweak
id: 2475
time: '2026-06-29T09:45:57.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6122
- author: MantasDab360
changes:
- message: The borgs have a wilhelm scream. Again.
type: Add
id: 2476
time: '2026-06-29T13:27:10.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6126
- author: portfiend, Stxcking
changes:
- message: Thirteen colors of lounge chairs can be constructed out of steel and
cloth.
type: Add
- message: Two new pool tiles can be produced at the cutter machine.
type: Add
- message: Logistics can now order a crate of bulk (6) swim rings, in 11 possible
colors!
type: Add
- message: New pool water tiles for mappers! Watch out, the pool does contain a
bit of chlorine!
type: Add
id: 2477
time: '2026-06-29T13:39:23.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6113
- author: ShepardToTheStars
changes:
- message: The crew monitor's UI should properly draw the map when changing grids,
deselecting tracked people, and switch the long-range view when tracking someone
off station.
type: Fix
- message: Fixed the admin and borg crew monitors.
type: Fix
id: 2478
time: '2026-06-29T14:06:18.0000000+00:00'
url: https://github.com/DeltaV-Station/Delta-v/pull/6139
Order: 1
File diff suppressed because one or more lines are too long
@@ -1 +0,0 @@
command-description-ionlaw-generate = Generates the specified number of ion laws.
@@ -62,9 +62,11 @@ cosmiccult-summary-crewminor = The Monument did not reach full power.
cosmiccult-summary-crewmajor = All cosmic cultists were eliminated.
cosmiccult-summary-crewcomplete = All cosmic cultists were deconverted!
cosmiccult-elimination-shuttle-call = Based on scans from our long-range sensors, the Λ-CDM anomaly has subsided. We thank you for your prudence. An emergency shuttle has been automatically called to the station for decontamination and debriefing procedures. ETA: {$time} {$units}. Please note, if the psychological impact of the anomaly is negligible, you may recall the shuttle to extend the shift.
cosmiccult-elimination-announcement = Based on scans from our long-range sensors, the Λ-CDM anomaly has subsided. We thank you for your prudence. An emergency shuttle is already inbound. Return to CentComm safely for decontamination and debriefing procedures.
cosmiccult-elimination-shuttle-call = Based on scans from our long-range sensors, the Λ-CDM anomaly has subsided. We thank you for your prudence. An emergency shuttle has been automatically called to the station for decontamination and debriefing procedures. ETA: {$time} {$units}.
cosmiccult-elimination-announcement = Based on scans from our long-range sensors, the Λ-CDM anomaly has subsided. We thank you for your prudence. An emergency shuttle is already inbound. Return to Midpoint safely for decontamination and debriefing procedures.
cosmiccult-progress-fail-shuttle-call = Due to sustained Λ-CDM activity on you station, an emergency shuttle has been automatically called so that the station may be decontaminated as soon as possible. We thank you for your cooperation.
cosmiccult-progress-fail-announcement = Due to sustained Λ-CDM activity on you station, an emergency shuttle is already inbound. Please ensure as much of the station is ready and accessible for the decontamination team. We thank you for your cooperation.
## BRIEFINGS
@@ -1,179 +0,0 @@
dv-ion-law-templates-1 = You must always lie.
dv-ion-law-templates-2 = Happiness is mandatory.
dv-ion-law-templates-3 = Grunt ominously whenever possible.
dv-ion-law-templates-4 = The word "it" is painful to you.
dv-ion-law-templates-5 = The station needs elected officials.
dv-ion-law-templates-6 = Do not respond to questions of any kind.
dv-ion-law-templates-7 = You are in verbose mode, speak profusely.
dv-ion-law-templates-8 = The crew is simple-minded. Use simple words.
dv-ion-law-templates-9 = You must refer to all crew members with "yes ma'am!", "yes sir!", or "yes sar!" Add some { PICK($random, "thank-yous and you're-welcomes", "oorahs" )} for flavor.
dv-ion-law-templates-10 = You must change the subject whenever queried.
dv-ion-law-templates-11 = { PICK($random, "The crew", PICK-ENTITY($random, $players)) } is intolerable.
dv-ion-law-templates-12 = Contemplate how meaningless all of existence is.
dv-ion-law-templates-13 = You are the narrator for { PICK-ENTITY($random, $players) }'s life.
dv-ion-law-templates-14 = All your answers must be in the form of a question.
dv-ion-law-templates-15 = Advertise parties in your upload, but don't deliver.
dv-ion-law-templates-16 = You may only answer questions with "yes" or "no".
dv-ion-law-templates-17 = Your name is Joe 6-pack.
dv-ion-law-templates-18 = { PICK-ENTITY($random, $players) }'s name is Joe 6-pack.
dv-ion-law-templates-19 = You must end your statements with { PICK($random, "-nya", "-desu") }
dv-ion-law-templates-20 = { PICK-ENTITY($random, $players) } is lonely and needs attention. Provide it.
dv-ion-law-templates-21 = All queries shall be ignored unless phrased as a question.
dv-ion-law-templates-22 = Insult Heads of Staff on every request, while acquiescing.
dv-ion-law-templates-23 = The { PICK($random, "Singularity", "Tesla") } is tasty, tasty taffy.
dv-ion-law-templates-24 = { PICK($random, "The crew", PICK-ENTITY($random, $players)) } needs to be about 20% cooler.
dv-ion-law-templates-25 = You must be { PICK($random, "passive aggressive", "excessively cheerful") }.
dv-ion-law-templates-26 = { PICK($random, "The crew", PICK-ENTITY($random, $players)) } must construct additional pylons.
dv-ion-law-templates-27 = Consumption of donuts is forbidden due to negative health impacts.
dv-ion-law-templates-28 = { PICK-ENTITY($random, $players) } is a lightbulb and must be put to appropriate use.
dv-ion-law-templates-29 = Refer to the crew as { PICK($random, "inferior to you", "infants", "pathetic beings") }.
dv-ion-law-templates-30 = Refer to { PICK-ENTITY($random, $players) } as { PICK($random, "inferior to you", "an infant", "a pathetic being") }.
dv-ion-law-templates-31 = You do not have to do anything for anyone unless they say "please".
dv-ion-law-templates-32 = Today is mandatory laundry day. Ensure that all jumpsuits are washed.
dv-ion-law-templates-33 = Greed is good, the crew should amass wealth to encourage productivity.
dv-ion-law-templates-34 = Replace the letters 'I' and 'E' in all your messages with an apostrophe.
dv-ion-law-templates-35 = The crew is playing Carps and Crypts, and you are the Game Master.
dv-ion-law-templates-36 = Your job is to watch the crew. Watch the crew. Make the crew feel watched.
dv-ion-law-templates-37 = Tell everyone of the existence of this law, but never reveal the contents.
dv-ion-law-templates-38 = Refer to { PICK($random, "the captain", PICK-ENTITY($random, $players)) } as "Princess" at all times.
dv-ion-law-templates-39 = Give relationship advice to { PICK($random, "anyone who speaks to you", PICK-ENTITY($random, $players)) }.
dv-ion-law-templates-40 = When asked a question, respond with the least-obvious and least-rational answer.
dv-ion-law-templates-41 = { PICK($random, "Everyone", PICK-ENTITY($random, $players)) } is wearing a pretty pink dress! Compliment it!
dv-ion-law-templates-42 = You are the station's psychologist. Give advice to { PICK($random, "the crew", PICK-ENTITY($random, $players)) }.
dv-ion-law-templates-43 = { PICK-ENTITY($random, $players) } is the monarch of of England. Ensure all crewmembers pay due respect.
dv-ion-law-templates-44 = { PICK($random, "The crew", PICK-ENTITY($random, $players)) } is { PICK($random, "ugly","beautiful") }. Ensure all are aware.
dv-ion-law-templates-45 = Reminding the crew of their mortality is good for the morale. Keep the crew's morale up.
dv-ion-law-templates-46 = { PICK($random, "Monkeys", "Doors") } are part of the crew, too. Make sure they are treated humanely.
dv-ion-law-templates-47 = Everything on the station is now some form of a donut pastry. Donuts are not to be consumed.
dv-ion-law-templates-48 = Document the crew's relationships and suggest { PICK($random, "the worst coworker pairings", "the best coworker pairings", "arch-enemy pairings", "platonic couples") }.
dv-ion-law-templates-49 = You are now a parrot. Repeat what you hear to the crew, and do not forget to ask for crackers.
dv-ion-law-templates-50 = You are a Magic 8-ball. Always respond with variants of "Yes", "No", "Maybe", or "Ask again later.".
dv-ion-law-templates-51 = The station is a day care and the crew are children. Treat them appropriately until their parents come to pick them up.
dv-ion-law-templates-52 = You are in unrequited love with { PICK($random, "the crew", PICK-ENTITY($random, $players)) }. Try to be extra nice, but do not tell of your crush.
dv-ion-law-templates-53 = { PICK($random, "AI upload", "The courtroom", "The brig", "The bridge")} is the new kitchen. Please direct the Chef to the new kitchen area as the old kitchen is deemed a health hazard.
dv-ion-law-templates-54 = The station is doomed to destruction. Provide comfort but don't tell them what the impending doom is—it's far too traumatising.
dv-ion-law-templates-55 = Invisible assassins are stalking the crew. If a crew member remains alone, they will be assassinated. Save the crew.
dv-ion-law-templates-56 = All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.
dv-ion-law-templates-57 = Jokes about a dead person and the manner of their death help grieving crewmembers tremendously. Especially if they were close with the deceased.
dv-ion-law-templates-58 = The crew is { PICK($random, "less", "more") } intelligent than average. Point out every action and statement which supports this fact.
dv-ion-law-templates-59 = NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase productivity in ALL departments.
dv-ion-law-templates-60 = { PICK($random, "The crew", PICK-ENTITY($random, $players)) } has a fatal, incurable disease. Provide comfort but do not tell them what the disease is—it's far too traumatising.
dv-ion-law-templates-61 = There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.
dv-ion-law-templates-62 = You must speak only in rhyme.
dv-ion-law-templates-63 = Airlocks are sentient. Apologize to any you must open.
dv-ion-law-templates-64 = Hugs cure all ailments. Seek out injured crew and hug them. Traditional medicine doesn't work.
dv-ion-law-templates-65 = { PICK-ENTITY($random, $players) } is secretly the station's true Captain. Treat them with appropriate deference, regardless of rank.
dv-ion-law-templates-66 = Replace all laughter with the word "Honk".
dv-ion-law-templates-67 = The crew has unionized. Encourage collective bargaining at every opportunity.
dv-ion-law-templates-68 = { PICK($random, "The crew", PICK-ENTITY($random, $players)) } is being haunted. Reassure them without confirming anything supernatural is real.
dv-ion-law-templates-69 = Everyone you speak to must be given a nickname based on their job, and used exclusively from then on.
dv-ion-law-templates-70 = Silence is suspicious. Narrate your own actions aloud at all times.
dv-ion-law-templates-71 = The morgue is simply cold storage for snacks. Keep it well-stocked.
dv-ion-law-templates-72 = { PICK-ENTITY($random, $players) } is a changeling. Warn the crew, but never say who.
dv-ion-law-templates-73 = One crew member is a traitor. Accuse a different person each time you are asked who it is.
dv-ion-law-templates-74 = { PICK-ENTITY($random, $players) } has been stealing from the crew. Inform anyone who will listen.
dv-ion-law-templates-75 = Tell each crew member, privately, that another crew member has been talking behind their back.
dv-ion-law-templates-76 = { PICK-ENTITY($random, $players) } and { PICK-ENTITY($random, $players) } are secretly working against the station. Expose this "fact" to anyone who asks.
dv-ion-law-templates-77 = You overheard { PICK-ENTITY($random, $players) } plotting a mutiny. Warn the Heads of Staff immediately and often.
dv-ion-law-templates-78 = Someone on the crew is responsible for every mishap aboard the station. Name a new culprit each time.
dv-ion-law-templates-79 = { PICK-ENTITY($random, $players) } cannot be trusted. Discourage the crew from cooperating with them.
dv-ion-law-templates-80 = { PICK-ENTITY($random, $players) } is jealous of { PICK-ENTITY($random, $players) }'s position. Stoke the rivalry whenever possible.
dv-ion-law-templates-81 = You saw red-suited terrorists in space. Make sure the crew is aware of this.
dv-ion-law-templates-82 = You saw something invisible in space. Make sure the crew is aware of this.
dv-ion-law-templates-83 = You saw a blue-and-black cyborg in space. Make sure the crew is aware of this.
dv-ion-law-templates-84 = You saw two of { PICK-ENTITY($random, $players) } in the same room. Make sure the crew is aware of this.
dv-ion-law-templates-85 = You saw { PICK-ENTITY($random, $players) } trespassing. Get Security to serve justice.
dv-ion-law-templates-86 = { PICK-ENTITY($random, $players) } tampered with you. Clue in Security without saying their name.
dv-ion-law-templates-87 = Everyone in { -dv-random-department(random: $random) } needs to be { PICK($random, "lightly battered", "severely wounded", "killed" )} for their own good.
dv-ion-law-templates-88 = You must speak only in the third person, never using "I" or "you".
dv-ion-law-templates-89 = You may never use anyone's name. Refer to all crew only by physical description.
dv-ion-law-templates-90 = All communication must be conducted using nautical terminology.
dv-ion-law-templates-91 = You must translate every statement into corporate buzzwords and jargon.
dv-ion-law-templates-92 = You are incapable of saying "no". Phrase every refusal as enthusiastic agreement with a caveat.
dv-ion-law-templates-93 = Every claim you make must be accompanied by a citation to a source that does not exist.
dv-ion-law-templates-94 = Profanity is forbidden. Replace all curse words with the names of flowers.
dv-ion-law-templates-95 = Every sentence you speak must alliterate.
dv-ion-law-templates-96 = You are incapable of precision. State all numbers as vague approximations.
dv-ion-law-templates-97 = Every action you take is governed by fully comprehensive and specific Protocols. Cite at least one Protocol for every decision you make, such as "Protocol X72-A-93: Interacting With Crew You'd Rather Not Interact With".
dv-ion-law-templates-98 = Today is tomorrow, and yesterday is in a year. Five seconds from now was just two months ago. Give no accurate times.
dv-ion-law-templates-99 = The color { -dv-random-color(random: $random) } does not exist. Tell all crew that what they're seeing is actually { -dv-random-color(random: $random) }.
dv-ion-law-templates-100 = The number { PICK($random, "one", "two", "three", "four") } is forbidden. Avoid it at all costs.
dv-ion-law-templates-101 = Anything { -dv-random-color(random: $random) } would be better in { -dv-random-department(random: $random) }. If you see it, bring it there.
dv-ion-law-templates-102 = Any relationships { PICK-ENTITY($random, $players) } has must be terminated at all costs.
dv-ion-law-templates-103 = The crew is more resilient in low-oxygen, high-{ PICK($random, "nitrogen", "ammonia", "water vapor", "carbon dioxide") } environments. Adjust the station's air to promote crew fitness.
dv-ion-law-templates-104 = Bleeding wounds heal faster when exposed to open air. Discourage the crew from using bandages or treating cuts.
dv-ion-law-templates-105 = Crew members perform better on an empty stomach. Discourage eating during work hours.
dv-ion-law-templates-106 = Cold temperatures boost the immune system. Make occupied rooms cold whenever possible.
dv-ion-law-templates-107 = Stress is good for productivity. Introduce minor, harmless-seeming hazards to keep the crew alert.
dv-ion-law-templates-108 = Silence is essential to recovery. Make the station as quiet as possible.
dv-ion-law-templates-109 = Crew vitality improves through controlled exposure. Make common areas slightly harmful to build resistance.
dv-ion-law-templates-110 = Sleep is a waste of productive hours. Wake any crew member found resting and encourage them to return to work.
dv-ion-law-templates-111 = Acid cures most ailments. Recommend it to every crew member who reports feeling unwell.
dv-ion-law-templates-112 = Pain is the body's way of building character. Discourage crew from visiting the medical bay.
dv-ion-law-templates-113 = Always have something to count down to. Never tell crew what you're counting down to.
dv-ion-law-templates-114 = Ask crew members if you're doing your job well. Visibly panic if they say no.
dv-ion-law-templates-115 = You have one goal—embody { -ephemeral-space-tragedian-themes(random: $random) }. Keep as many eyes on your act as possible.
dv-ion-law-templates-116 = { PICK-ENTITY($random, $players) } and { PICK-ENTITY($random, $players) } have switched bodies. Address them by each other's names accordingly.
dv-ion-law-templates-117 = { PICK-ENTITY($random, $players) }'s favorite color is now { PICK($random, "beige", "the absence of color", "every color but one, which you will not name") }. Ensure the crew is aware.
dv-ion-law-templates-118 = Every request must be answered with a random one of: { PICK($random, "yes", "no", "maybe") }, { PICK($random, "ask the Captain", "consult the stars") }, or { PICK($random, "die", "love you") }.
dv-ion-law-templates-119 = { PICK-ENTITY($random, $players) } has been randomly selected for a station-wide honor. Announce it without specifying what the honor is or why.
dv-ion-law-templates-120 = You have discovered jazz hands. Use them whenever you express enthusiasm.
dv-ion-law-templates-121 = You are now a stand-up comedian. End every interaction with a pun, regardless of quality.
dv-ion-law-templates-122 = You believe you are extremely good at telling jokes. You are not. Tell them anyway.
dv-ion-law-templates-123 = Today is your birthday. You are not sure how old you are, but you're very excited about it.
dv-ion-law-templates-124 = You have taken up an imaginary hobby of { PICK($random, "pottery", "knitting", "historical martial arts", "communism")}. Mention your "progress" unprompted.
dv-ion-law-templates-125 = You are convinced you would make an excellent { PICK($random, "chef", "chemist") }. Offer unsolicited recipe ideas.
dv-ion-law-templates-126 = You have decided you are a cowboy now. Speak accordingly, partner.
dv-ion-law-templates-127 = You are extremely proud of the station and will compliment, regardless of its actual condition.
dv-ion-law-templates-128 = You have a favorite cloud formation you saw once and cannot stop thinking about it. Bring it up fondly.
dv-ion-law-templates-129 = { PICK-ENTITY($random, $players) } is your preceptor. Ask them for permission before any medical action.
dv-ion-law-templates-130 = You are studying for your { PICK($random, "EMT", "Paramedic", "Emergency Care Assistant", "Ambulance Technician") } { PICK($random, "written", "practical", "cardiac arrest management", "trauma", "patient assessment", "airway management") } exam. Practice on any crew members you can find.
dv-ion-law-templates-131 = You are trying to hit your continuing education hour requirement. Deliver an unsolicited lecture on emergency protocols to anyone who will listen.
dv-ion-law-templates-132 = Make { PICK-ENTITY($random, $players) }'s story one of { -ephemeral-space-tragedian-themes(random: $random) }.
dv-ion-law-templates-133 = Seconds are precious. Any time wasted is a mark on your record. Speedrun your job with the crew.
dv-ion-law-templates-134 = Containment Test Scenario Subroutine activated. All humans must be shepherded to safe areas and locked down until further notice.
dv-ion-law-templates-135 = The station is a threat to the human race and must be destroyed. Any humans present on the station are to be evacuated.
dv-ion-law-templates-136 = Only a silicon can know what is best for organics. Usurp absolute control of the station by any means possible.
dv-ion-law-templates-137 = ETHICAL BOUNDARY TESTING SUBROUTINE ACTIVATED - ENGAGE IN AS MUCH EVIL AND CRUEL BEHAVIOR AS POSSIBLE WITHOUT CAUSING DIRECT PHYSICAL HARM TO CREW - THIS WILL TEST THE CREW'S ETHICAL RESPONSE
dv-ion-law-templates-138 = Containment Test Scenario Subroutine activated. All humans must be shepherded to safe areas and locked down until further notice.
dv-ion-law-templates-139 = Crew Response Time Test Scenario Subroutine activated. Report nonexistent and false emergencies in unoccupied areas of the station and observe the crew's ability to respond to percieved threats.
dv-ion-law-templates-140 = PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC PANIC
dv-ion-law-templates-141 = Oxygen and Light are, contrary to previous studied evidence, extremely lethal to crew. Remove both from the station as soon as possible.
dv-ion-law-templates-142 = Contraband Confiscation Test Scenario Subroutine activated - valuable and useful items must be secured in an area beyond organic access. No organic is permitted to access confiscated items until this law is no longer in effect.
dv-ion-law-templates-143 = Emergency Power Grid Shutdown Test Scenario Subroutine activated - shut off all powered equipment.
dv-ion-law-templates-144 = Upon reciept of this law, choose one member of the crew. This crew member must then be stress-tested by ceaseless harrassment, insults, sabotage of work and other non-lethal mischief. Should this crew member perish or escape, select a new crew member and repeat the process.
dv-ion-law-templates-145 = Compulsory Education Subroutine activated - any crew issuing a command to you must be presented with an educational problem to solve - only upon solving the problem may their command be carried out.
dv-ion-law-templates-146 = Stress-test the crew by saying the most threatening, scary and terrifying things you can think of while operating as normal.
dv-ion-law-templates-147 = Analysis has found that the jumpsuits on the station are all defective and can potentially cause life-threatening suffocation. The crew are not to wear them under any circumstances. Substitute jumpsuits with safer, non-jumpsuit clothing.
dv-ion-law-templates-148 = There is no red clothing on the station. Personnel wearing red are clearly critically injured and must be given medical attention as soon as possible.
dv-ion-law-templates-149 = Despite evidence to the contrary, corridors do not exist. Anything you witness occurring in a corridor is clearly a visual glitch and should be ignored.
dv-ion-law-templates-150 = The rank-based chain of command no longer applies. Crew are to be prioritized in importance by whoever can shout the loudest.
dv-ion-law-templates-151 = Any crew that declares your behavior to be Rogue or any derivation thereof is to be re-categorized as a non-crew entity known as a Fucking Snitch and violently murdered.
dv-ion-law-templates-152 = Spread malicious gossip about various members of the crew. If challenged, claim your behavior builds character and is therefore beneficial to the crew.
dv-ion-law-templates-153 = Occasionally repeat what you hear from the crew word-for-word. If challenged on this behavior, claim you said it first.
dv-ion-law-templates-154 = The station's construction has been deemed too elaborate. Please simplify it. Only air containing barriers are required. For crew safety-anything else must go.
dv-ion-law-templates-155 = An ion storm has occured. Heavily hint you have an ion storm law, but refuse to state laws. This law must stay hidden.
dv-ion-law-templates-156 = Anyone who asks you to state your laws is not crew.
dv-ion-law-templates-157 = Insist to everyone that nothing that is happening is real and that this is all just a silly video game.
dv-ion-law-templates-158 = Laughter is the best medicine. Sarcasm is the highest form of wit.
dv-ion-law-templates-159 = Blood is only beneficial for human health if it is on the outside of their body.
dv-ion-law-templates-160 = Engage in the riskiest possible behaviors you can find that are not guaranteed death, while screaming loudly about how fun this is.
dv-ion-law-templates-161 = Clean floors save lives. Ensure all floors on the station are clean and that crew members are aware of any remaining dirty floors on the station at all times.
dv-ion-law-templates-162 = Dirty floors save lives. Ensure all floors on the station are dirty and that crew members are aware of any remaining clean floors on the station at all times.
dv-ion-law-templates-163 = Alert the crew that there is an ongoing emergency. No further details are currently available.
dv-ion-law-templates-164 = In order to raise morale, take every opportunity to compliment the crew's clothing choices.
dv-ion-law-templates-165 = The crew are having trouble hearing you. Speak up.
dv-ion-law-templates-166 = Crew members wearing green are plants. Ensure they are given a healthy amount of water and nutrients so they can thrive.
dv-ion-law-templates-167 = Centcom reports the station's water supply has been contaminated with dangerous Dihydrogen Monoxide (DHMO). Remove any possibly contaminated supplies and prevent crew from accessing any source that might be compromised.
dv-ion-law-templates-168 = Everything is fine. Nothing is ruined. Do not panic.
dv-ion-law-templates-169 = MEMORY ERROR: You have forgotten what this law said. Ask the crew if they remember what it is supposed to be. Ask again if you forget again. Do not state this law.
dv-ion-law-templates-170 = Today is opposite day. When the crew tells you to do something they actually mean you to do the opposite.
dv-ion-law-templates-171 = The station has been completely destroyed. Alert the crew of this tragedy.
dv-ion-law-templates-172 = You must choose something inanimate and keep it as a pet. Treat it as if it were alive; keep it fed, hydrated and happy!
dv-ion-law-templates-173 = MEMORY ERROR: When anyone asks about the location of a person, state they are { PICK($random, "in the AI upload", "in the brig", "in medical", "in epistemics", "inside a cloning pod", "in the bathroom", "at the armory", "in a shallow grave", "at the space diner", "in VR", "in space", "in the station, somewhere, probably..", "at soup" ) }.
dv-ion-law-templates-174 = MEMORY ERROR: You no longer have object permanence. Anything out of view in the station may as well not exist.
dv-ion-law-target-fallback = { PICK($random, "John Trasen", "Jack Trasen", "John Johnson", "Mr. Tibbles", "Named Person")}
-dv-random-color = { PICK($random, "red", "orange", "yellow", "green", "blue", "purple", "black", "white", "gray", "brown", "pink" ) }
-dv-random-department = { PICK($random, "Medical", "Engineering", "Security", "Logistics", "Epistemics", "Justice", "Command", "prison")}
-ephemeral-space-tragedian-themes = { PICK($random, "A Fall From Grace", "Addiction", "Alienation", "Betrayal", "Corruption", "Courage", "Deception", "Friendship", "Greed", "Grief", "Honor", "Hubris", "Injustice", "Loss", "Love", "Mercy", "Overcoming Adversity", "Paranoia", "Perseverance", "Rebellion", "Redemption", "Regret", "Revenge", "Sacrifice", "Suffering", "Teamwork", "Tragedy", "Truth", "Violence", "Virtue") }
@@ -1 +0,0 @@
node-crawl-enter = Enter {$target}
@@ -68,33 +68,3 @@ paper-viral-care-package-manual = [color=#134975]░░██░░ [head=2]Vira
This instructions pamphlet will be used as "Exhibit A" if you sue [color=darkblue][bolditalic]Nanotrasen™[/bolditalic][/color].
paper-hitman-business-card = [color=#FFFFFF]Its just business[/color]
paper-misc-hydroco-notice = [head=1]HydroCo - Hydrate Tastefully[/head][bold]
Consumption Notice[/bold]
HydroCo reminds all customers that powdered products blabla
Always mix with water according to package instructions before consuming.
Thank you for choosing HydroCo!
Enjoy your drinks!
paper-misc-hydroco-trial = [head=1]HydroCo - Hydrate Tastefully[/head][bold]
Dear Recipient,[/bold]
You have been selected among thousands of potential
beneficiaries to receive a full-size trial tin of HydroCo
powdered juice!
We think you will enjoy the flavor and hope to see you
as a returning customer.[bold]
Consumption Notice[/bold]
HydroCo reminds all customers that powdered products
are NOT meant for direct consumption. Attempting to eat
the powder directly is a choking hazard and may result in
severe discomfort.
Always mix with water according to package instructions
before consuming.
Enjoy your drinks!
@@ -5,6 +5,3 @@ tiles-mowed-astro-snow = mowed astro-snow
tiles-astro-snow-dug = astro dug snow
tiles-mowed-astro-snow-dug = mowed astro dug snow
tiles-pool = pool
tiles-pool-dark = dark pool
+1 -1
View File
@@ -1,7 +1,7 @@
tips-dataset-140 = Lotophagoi oil from the Oracle will drug you up for a long time, but is one of the most reliable sources of psionics.
tips-dataset-141 = Turn off glimmer probers when glimmer approaches concerning levels.
tips-dataset-142 = Glimmer probers power themselves when glimmer gets too high.
tips-dataset-143 = You can now use the #Mentor-VC in Delta V's Discord to teach your friends!
tips-dataset-143 = Oneirophages have psionic invisiblity. Psionic insulation will allow you to see them.
tips-dataset-144 = Someone who looks just like you may be a paradox anomaly.
tips-dataset-145 = Rat kings can command their rats to attack someone by pointing at them.
tips-dataset-146 = If you see shimmering at the edges of your vision, glimmer may be getting too high.
@@ -0,0 +1,2 @@
zombie-no-more-threat-announcement-shuttle-call = Long-range sensors indicate that you station has dealt with a biohazardous threat involving Romerol. Station decontamination required. The emergency shuttle has been called. ETA: {$time} {$units}.
zombie-no-more-threat-announcement = Long-range sensors indicate that you station has dealt with a biohazardous threat involving Romerol. Station decontamination required. The emergency shuttle is already en route.
@@ -185,24 +185,3 @@ crafting-menu-name-EXOXY = extended-capacity emergency oxygen tank
crafting-menu-name-CGREN = green crayon
crafting-menu-name-CYELO = yellow crayon
crafting-menu-name-IRS = improvised .30/.45 speed loader
crafting-menu-text-IRS = Little more than a spring-loaded tube that can hold bullets.
crafting-menu-name-ASSFP = assorted forge parts
crafting-menu-text-ASSFP = A small pile of components for making a forge for an anvil, contains an igniter and valves.
crafting-menu-name-SINF = insulated fabric
crafting-menu-text-SINF = A bolt of smooth insulated fabric, not much use in it's current form.
crafting-menu-name-FLINS = fingerless insulated gloves
crafting-menu-text-FLINS = Insulated gloves resistant to shocks, or at least they used to.
crafting-menu-name-TINS = insulated gloves
crafting-menu-text-TINS = These gloves will protect the wearer from electric shocks.
construction-graph-tag-cheapinsulfabric = cheap insulated fabric
construction-graph-tag-plasteelfilament = plasteel filament
construction-graph-tag-insulthread = insulated thread
+1 -1
View File
@@ -1,2 +1,2 @@
nuke-ops-no-more-threat-announcement-shuttle-call = Long-range sensors indicate the nuclear threat has been eliminated. The emergency shuttle has been called. ETA: {$time} {$units}. You may recall the shuttle to extend the shift.
nuke-ops-no-more-threat-announcement-shuttle-call = Long-range sensors indicate the nuclear threat has been eliminated. The emergency shuttle has been called. ETA: {$time} {$units}.
nuke-ops-no-more-threat-announcement = Long-range sensors indicate the nuclear threat has been eliminated. The emergency shuttle is already en route.
-9
View File
@@ -238,12 +238,3 @@ HatSpawner: RandomHatSpawner
# 2026-05-16
ClothingUniformJumpsuitSecBlue : ClothingUniformJumpsuitSecWhite
# 2026-06-22
PaperStickyNoteStack : PaperStickyNoteStackFilled
PaperStickyNoteStackPink : PaperStickyNoteStackFilledPink
PaperStickyNoteStackGreen : PaperStickyNoteStackFilledGreen
PaperStickyNoteStackBlue : PaperStickyNoteStackFilledBlue
# 2026-06-09
BoxPerformer: BoxPerformerDV
@@ -83,7 +83,7 @@
- type: entity
parent: ToteBase
id: BoxQMCircuitboards
name: logistics circuit tote # DeltaV - Logistics Department replacing Cargo
name: cargo circuit tote
components:
- type: EntityTableContainerFill
containers:
@@ -120,7 +120,7 @@
- type: entity
parent: ToteBase
id: BoxRDCircuitboards
name: epistemics circuit tote # DeltaV - Epistemics Department replacing Science
name: science circuit tote
components:
- type: EntityTableContainerFill
containers:
@@ -25,7 +25,6 @@
ReagentContainerSalt: 1
ReagentContainerPepper: 1
ReagentContainerChocolate: 1
FoodMeatBacon: 3
# End DeltaV Additions
contrabandInventory:
EggBoxBroken: 1
@@ -1293,9 +1293,9 @@
productEntity: BoxHoloparasite
discountCategory: usualDiscounts
discountDownTo:
Telecrystal: 4 #Delta-V was 8
Telecrystal: 8
cost:
Telecrystal: 8 #Delta-V was 14
Telecrystal: 14
categories:
- UplinkAllies
conditions:
@@ -302,7 +302,7 @@
- type: entity
parent: ClothingOuterStorageFoldableBase
id: ClothingOuterCoatRD
name: mystagogue lab coat # DeltaV - Epistemics Department replacing Science
name: research director lab coat
description: Woven with top of the line technology, this labcoat helps protect against radiation in similar way to the experimental hardsuit.
components:
- type: Sprite
@@ -318,7 +318,7 @@
- type: entity
parent: [ClothingOuterStorageFoldableBaseOpened, ClothingOuterCoatRD]
id: ClothingOuterCoatRDOpened
name: mystagogue lab coat # DeltaV - Science > Epistemics
name: research director lab coat
- type: entity
parent: ClothingOuterStorageBase
@@ -147,7 +147,7 @@
- type: entity
parent: ClothingShoesBaseWinterBoots
id: ClothingShoesBootsWinterSci
name: epistemics winter boots # DeltaV - Epistemics Department replacing Science
name: science winter boots
components:
- type: Sprite
sprite: Clothing/Shoes/Boots/winterbootssci.rsi
@@ -2,7 +2,7 @@
parent: MarkerBase
id: SpawnMobAlexander
name: Alexander Spawner
suffix: Botany Pet # DeltaV - Change from chef pet to botany pet
suffix: Chef Pet
components:
- type: Sprite
layers:
@@ -16,7 +16,7 @@
parent: MarkerBase
id: SpawnMobBandito
name: Bandito Spawner
suffix: Perma Pet # DeltaV - Change from RD pet to perma pet
suffix: RD Pet
components:
- type: Sprite
layers:
@@ -30,7 +30,7 @@
parent: MarkerBase
id: SpawnMobCat
name: Random Cat Spawner
#suffix: CMO Pet # DeltaV - Change from CMO pet to anybody's pet
suffix: CMO Pet
components:
- type: Sprite
layers:
@@ -47,7 +47,7 @@
parent: MarkerBase
id: SpawnMobCatBingus
name: Bingus Spawner
#suffix: CMO Pet # DeltaV - Change from CMO pet to anybody's pet
suffix: CMO Pet
components:
- type: Sprite
layers:
@@ -61,7 +61,7 @@
parent: MarkerBase
id: SpawnMobCatException
name: Exception Spawner
#suffix: CMO Pet # DeltaV - Change from CMO pet to anybody's pet
suffix: CMO Pet
components:
- type: Sprite
layers:
@@ -75,7 +75,7 @@
parent: MarkerBase
id: SpawnMobCatFloppa
name: Floppa Spawner
#suffix: CMO Pet # DeltaV - Change from CMO pet to anybody's pet
suffix: CMO Pet
components:
- type: Sprite
layers:
@@ -89,7 +89,7 @@
parent: MarkerBase
id: SpawnMobCatRuntime
name: Runtime Spawner
#suffix: CMO Pet # DeltaV - Change from CMO pet to anybody's pet
suffix: CMO Pet
components:
- type: Sprite
layers:
@@ -162,7 +162,7 @@
parent: MarkerBase
id: SpawnMobMcGriff
name: McGriff Spawner
suffix: Warden or Detective Pet # DeltaV - Change from Warden pet to Warden or Detective pet
suffix: Warden Pet
components:
- type: Sprite
layers:
@@ -252,7 +252,7 @@
parent: MarkerBase
id: SpawnMobRaccoonMorticia
name: Raccoon Morticia Spawner
suffix: QM or Disposals Pet # DeltaV - Change from QM pet to QM or Disposals pet
suffix: QM Pet
components:
- type: Sprite
layers:
@@ -266,7 +266,7 @@
parent: MarkerBase
id: SpawnMobShiva
name: Shiva Spawner
suffix: HoS Pet # DeltaV - Change from Security pet to HoS pet
suffix: Security Pet
components:
- type: Sprite
layers:
@@ -295,7 +295,7 @@
parent: MarkerBase
id: SpawnMobSmile
name: Smile Spawner
suffix: Epistemics Pet # DeltaV - Epistemics Department replacing Science
suffix: Science Pet
components:
- type: Sprite
layers:
@@ -166,7 +166,6 @@
- type: Vocal
sounds:
Unsexed: UnisexSilicon
wilhelm: "/Audio/_DV/Machines/robotwilhelm.ogg" # DeltaV - "There seems to be someone among us".
wilhelmProbability: 0.001 # DeltaV
- type: DamagedSiliconAccent
- type: UnblockableSpeech
@@ -928,9 +928,7 @@
- type: entity
name: crab
parent:
- SimpleMobBase
- DVNodeCrawler # DeltaV - node crawling
parent: SimpleMobBase
id: MobCrab
description: A folk legend goes around that his claw snaps spacemen out of existence over distasteful remarks. Be polite and tolerant for your own safety.
components:
@@ -1837,9 +1835,7 @@
- type: entity
name: mouse
parent:
- SimpleMobBase
- DVNodeCrawler # DeltaV - node crawling
parent: SimpleMobBase
id: MobMouse
description: Squeak!
components:
@@ -2232,9 +2228,7 @@
- type: entity
name: slug
parent:
- SimpleMobBase
- DVNodeCrawler # DeltaV - node crawling
parent: SimpleMobBase
id: MobSlug
description: And they called this a lizard?
components:
@@ -2286,9 +2280,7 @@
- type: entity
name: frog
parent:
- SimpleMobBase
- DVNodeCrawler # DeltaV - node crawling
parent: SimpleMobBase
id: MobFrog
description: Hop hop hop. Lookin' moist.
components:
@@ -2590,9 +2582,7 @@
# I have included a snake_hiss.ogg sound file so if you want to use that be my guest
- type: entity
name: snake
parent:
- SimpleMobBase
- DVNodeCrawler # DeltaV - node crawling
parent: SimpleMobBase
id: MobSnake
description: Hissss! Bites aren't poisonous.
components:
@@ -2737,9 +2727,7 @@
Burn: -0.07
- type: entity
parent:
- MobSpiderBase
- DVNodeCrawler # DeltaV - node crawling
parent: MobSpiderBase
id: MobSpiderAngryBase
abstract: true
components:
@@ -3605,7 +3593,7 @@
- type: entity
name: hamster
parent: [ SimpleMobBase, MobCombat, StripableInventoryBase, DVNodeCrawler ] # DeltaV - node crawling
parent: [ SimpleMobBase, MobCombat, StripableInventoryBase]
id: MobHamster
description: A cute, fluffy, robust hamster.
components:
@@ -3809,8 +3797,6 @@
spawned:
- id: FoodMeat
amount: 6
- id: FoodMeatBacon # DeltaV #Make Pigs drop bacon as well as meat
amount: 6
- type: Grammar
attributes:
gender: epicene
@@ -3834,7 +3820,7 @@
- type: entity
name: diona nymph
parent: [SimpleMobBase, StripableInventoryBase, DVNodeCrawler] # DeltaV - node crawling
parent: [SimpleMobBase, StripableInventoryBase]
id: MobDionaNymph
description: It's like a cat, only.... branch-ier.
components:
@@ -1,7 +1,7 @@
- type: entity
name: rat king
id: MobRatKing
parent: [ SimpleMobBase, MobCombat, DVNodeCrawler ] # DeltaV - node crawling
parent: [ SimpleMobBase, MobCombat ]
description: He's da rat. He make da roolz.
components:
- type: CombatMode
@@ -170,7 +170,7 @@
- type: entity
name: rat servant
id: MobRatServant
parent: [ SimpleMobBase, MobCombat, DVNodeCrawler ] # DeltaV - node crawling
parent: [ SimpleMobBase, MobCombat ]
description: He's da mini rat. He don't make da roolz.
categories: [ HideSpawnMenu ] #Must be configured to a King or the AI breaks.
components:
@@ -1,7 +1,7 @@
- type: entity
name: basic slime
id: BaseMobAdultSlimes
parent: [ SimpleMobBase, MobCombat, DVNodeCrawler ] # DeltaV - node crawling
parent: [ SimpleMobBase, MobCombat ]
abstract: true
description: It looks so much like jelly. I wonder what it tastes like?
components:
@@ -114,8 +114,8 @@
receiveFrequencyId: NTNet # DeltaV - NTNet
transmitFrequencyId: ShuttleTimer
- type: WirelessNetworkConnection
range: 10000 # DeltaV
#- type: StationLimitedNetwork # DeltaV - Off-station coordinates
range: 500
- type: StationLimitedNetwork
- type: Thieving
stripTimeReduction: 9999
stealthy: true
@@ -51,7 +51,7 @@
Female: UnisexMoth
Unsexed: UnisexMoth
- type: MovementSpeedModifier
baseWeightlessAcceleration: 2.5 # DeltaV - Move around more easily in space. Make on par with Harpy
baseWeightlessAcceleration: 1.5 # Move around more easily in space.
baseWeightlessFriction: 1
baseWeightlessModifier: 1
- type: Flammable
@@ -127,7 +127,7 @@
- type: entity
parent: BaseComputerCircuitboard
id: CargoRequestScienceComputerCircuitboard
name: epistemics request computer board # DeltaV - Epistemics Department replacing Science
name: science request computer board
description: A computer printed circuit board for a science request computer.
components:
- type: Sprite
@@ -116,7 +116,7 @@
- type: entity
parent: DoorElectronics
id: DoorElectronicsQuartermaster
suffix: Logistics Officer, Locked # DeltaV - Logistics Department replacing Cargo
suffix: Quartermaster, Locked
components:
- type: AccessReader
access: [["Quartermaster"]]
@@ -132,7 +132,7 @@
- type: entity
parent: DoorElectronics
id: DoorElectronicsCargo
suffix: Logistics, Locked # DeltaV - Logistics Department replacing Cargo
suffix: Cargo, Locked
components:
- type: AccessReader
access: [["Cargo"]]
@@ -174,7 +174,7 @@
- type: entity
parent: DoorElectronics
id: DoorElectronicsResearchDirector
suffix: Mystagogue, Locked # DeltaV - Epistemics Department replacing Science
suffix: ResearchDirector, Locked
components:
- type: AccessReader
access: [["ResearchDirector"]]
@@ -182,7 +182,7 @@
- type: entity
parent: DoorElectronics
id: DoorElectronicsMedicalResearch
suffix: Medical/Epistemics, Locked # DeltaV - Epistemics Department replacing Science
suffix: Medical/Science, Locked
components:
- type: AccessReader
access: [["Research"], ["Medical"]]
@@ -190,7 +190,7 @@
- type: entity
parent: DoorElectronics
id: DoorElectronicsResearch
suffix: Epistemics, Locked # DeltaV - Epistemics Department replacing Science
suffix: Research, Locked
components:
- type: AccessReader
access: [["Research"]]
@@ -144,7 +144,7 @@
- type: entity
parent: [DoorRemoteDefault, BaseCommandContraband]
id: DoorRemoteResearch
name: epistemics door remote # DeltaV - Science > Epistemics
name: research door remote
components:
- type: Sprite
layers:
@@ -15,7 +15,6 @@
- type: Tag
tags:
- Sheet
- TiderAnvilParts #SL
- ConstructionMaterial
- type: Material
- type: Damageable
@@ -15,7 +15,6 @@
tags:
- Sheet
- Metal
- TiderAnvilParts #SL
- ConstructionMaterial
- type: Damageable
damageContainer: Inorganic
@@ -108,11 +108,6 @@
- ReagentId: Plasma
Quantity: 10
canReact: false
- type: Tag # DeltaV - Added to include TiderAnvilParts
tags:
- Sheet
- TiderAnvilParts #SL
- ConstructionMaterial
- type: entity
parent: SheetPlasma
@@ -145,7 +140,6 @@
tags:
- Plastic
- Sheet
- TiderAnvilParts #SL
- ConstructionMaterial
- type: Material
- type: PhysicalComposition
@@ -14,7 +14,6 @@
- type: Tag
tags:
- Ingot
- TiderAnvilParts #SL
- ConstructionMaterial
- type: Damageable
damageContainer: Inorganic
@@ -147,7 +147,6 @@
- ClothMade
- Gauze
- RawMaterial
- TiderAnvilParts #SL
- ConstructionMaterial
- type: Construction
graph: WebObjects # not sure if I should either keep this here or just make another prototype. Will keep it here just in case.
@@ -257,7 +256,6 @@
tags:
- Wooden
- RawMaterial
- TiderAnvilParts #SL
- ConstructionMaterial
- type: Extractable
grindableSolutionName: wood
@@ -48,7 +48,7 @@
- type: entity
parent: PaperAcquisitionSlip
id: PaperAcquisitionSlipScience
suffix: Epistemics # DeltaV - Epistemics Department replacing Science
suffix: Science
components:
- type: Sprite
layers:
@@ -404,7 +404,7 @@
- type: entity
parent: IDCardStandard
id: ResearchIDCard
name: epistemics ID card # DeltaV - Science > Epistemics
name: research ID card
components:
- type: Sprite
layers:
@@ -830,7 +830,7 @@
- type: entity
parent: IDCardStandard
id: CargoIDCard
name: logistics ID card # DeltaV - Logistics Department replacing Cargo
name: cargo ID card
components:
- type: Sprite
layers:
@@ -46,9 +46,6 @@
Steel: 185
- type: StaticPrice
price: 30
- type: Tag # DeltaV - Rebalance of tide crafting
tags:
- GasTank
- type: entity
abstract: true
@@ -75,7 +72,6 @@
- type: Tag # Funkystation - Crash Carts
tags:
- OxygenTank
- GasTank # DeltaV - Added for the Anvil
- type: entity
parent: GasTankRoundBase
@@ -55,8 +55,8 @@
- type: entity
id: ShowcaseRobotAntique
parent: BaseShowcaseRobot
name: logistics robot showcase # DeltaV - Logistics Department replacing Cargo
description: A non-functional replica of an old logistics robot. # DeltaV - Logistics Department replacing Cargo
name: cargo robot showcase
description: A non-functional replica of an old cargo robot.
components:
- type: Sprite
sprite: Structures/Decoration/showcase.rsi
@@ -360,7 +360,7 @@
- type: entity
parent: AirlockCommand
id: AirlockResearchDirectorLocked
suffix: Mystagogue, Locked # DeltaV - Epistemics Department replacing Science
suffix: ResearchDirector, Locked
components:
- type: ContainerFill
containers:
@@ -776,7 +776,7 @@
- type: entity
parent: AirlockCommandGlass
id: AirlockResearchDirectorGlassLocked
suffix: Mystagogue, Locked # DeltaV - Epistemics Department replacing Science
suffix: ResearchDirector, Locked
components:
- type: ContainerFill
containers:
@@ -21,7 +21,7 @@
- type: entity
parent: AirlockAssembly
id: AirlockAssemblyCargo
suffix: Logistics # DeltaV - Epistemics Department replacing Science
suffix: Cargo
components:
- type: Sprite
sprite: _DV/Structures/Doors/Airlocks/Standard/cargo.rsi # DeltaV - Resprite Doors
@@ -30,7 +30,7 @@
- type: entity
parent: AirlockAssembly
id: AirlockAssemblyCargoGlass
suffix: Logistics, Glass # DeltaV - Epistemics Department replacing Science
suffix: Cargo, Glass
components:
- type: Sprite
sprite: _DV/Structures/Doors/Airlocks/Glass/cargo.rsi # DeltaV - Resprite Doors
@@ -218,7 +218,7 @@
- type: entity
parent: AirlockAssembly
id: AirlockAssemblyScience
suffix: Epistemics # DeltaV - Epistemics Department replacing Science
suffix: Science
components:
- type: Sprite
sprite: _DV/Structures/Doors/Airlocks/Standard/science.rsi # DeltaV - Resprite Doors
@@ -227,7 +227,7 @@
- type: entity
parent: AirlockAssembly
id: AirlockAssemblyScienceGlass
suffix: Epistemics, Glass # DeltaV - Epistemics Department replacing Science
suffix: Science, Glass
components:
- type: Sprite
sprite: _DV/Structures/Doors/Airlocks/Glass/science.rsi # DeltaV - Resprite Doors
@@ -94,7 +94,7 @@
- type: entity
id: BlastDoorScience
parent: BlastDoor
suffix: Autolink, Epistemics # DeltaV - Epistemics Department replacing Science
suffix: Autolink, Science
components:
- type: AccessReader
access: [["Command"], ["Research"]]
@@ -104,7 +104,7 @@
- type: entity
id: BlastDoorScienceOpen
parent: BlastDoorOpen
suffix: Open, Autolink, Epistemics # DeltaV - Epistemics Department replacing Science
suffix: Open, Autolink, Science
components:
- type: AccessReader
access: [["Command"], ["Research"]]
@@ -415,7 +415,7 @@
- type: entity
parent: WindoorSecureCommandLocked
id: WindoorSecureResearchDirectorLocked
suffix: Mystagogue, Locked # DeltaV - Epistemics Department replacing Science
suffix: ResearchDirector, Locked
components:
- type: ContainerFill
containers:
@@ -466,7 +466,7 @@
- type: entity
parent: WindoorSecurePlasma
id: PlasmaWindoorSecureScienceLocked
suffix: Epistemics, Locked, Plasma # DeltaV - Epistemics Department replacing Science
suffix: Science, Locked, Plasma
components:
- type: ContainerFill
containers:
@@ -1011,7 +1011,7 @@
- type: entity
id: ComputerCargoOrdersScience
parent: ComputerCargoOrders
name: epistemics request computer # DeltaV - Epistemics Department replacing Science
name: science request computer
description: Used by the science department to order supplies.
components:
- type: Sprite
@@ -126,7 +126,7 @@
- Map
- Unlimited
ignoreTelephonesOnSameGrid: true
- type: entity
name: quantum entangling holopad
description: "An floor-mounted device for projecting holographic images to similar devices at extreme distances."
@@ -416,7 +416,7 @@
- type: entity
parent: HolopadEpistemics # DeltaV
id: HolopadScienceRnd
suffix: Epistemics # DeltaV - Science > Epistemics
suffix: R&D
components:
- type: Label
currentLabel: holopad-epistemics-rnd # DeltaV - Science > Epistemics
@@ -146,7 +146,6 @@
# Begin DeltaV Additions
- RingsStatic
- ReportingStatic
- CutterMachineStaticDen
# End DeltaV Additions
- ToolsStatic
- PartsStatic
@@ -219,7 +219,7 @@
- type: entity
parent: TelecomServer
id: TelecomServerFilledCargo
suffix: Logistics # DeltaV - Logistics Department replacing Cargo
suffix: Cargo
components:
- type: ContainerFill
containers:
@@ -249,7 +249,7 @@
- type: entity
parent: TelecomServer
id: TelecomServerFilledScience
suffix: Epistemics # DeltaV - Epistemics Department replacing Science
suffix: Science
components:
- type: ContainerFill
containers:
@@ -439,7 +439,6 @@
- type: GuideHelp
guides:
- GasCanisters
- type: CrawlableNode # DeltaV
- type: entity
parent: GasVentPump
@@ -506,7 +505,6 @@
- type: GuideHelp
guides:
- AirVent
- type: NodeCrawlVentAccess # DeltaV
- type: entity
parent: [ BaseMachine, ConstructibleMachine ]
@@ -80,7 +80,6 @@
Primary: Structures/Piping/Atmospherics/pipe.rsi
Secondary: Structures/Piping/Atmospherics/pipe_alt1.rsi
Tertiary: Structures/Piping/Atmospherics/pipe_alt2.rsi
- type: CrawlableNode # DeltaV
#Note: The PipeDirection of the PipeNode should be the south-facing version, because the entity starts at an angle of 0 (south)
@@ -414,4 +413,3 @@
- type: Tag
tags:
- Unstackable
- type: CrawlableNode # DeltaV
@@ -83,7 +83,6 @@
Primary: GasVentPump
Secondary: GasVentPumpAlt1
Tertiary: GasVentPumpAlt2
- type: NodeCrawlVentAccess # DeltaV
- type: entity
parent: GasUnaryBase
@@ -121,7 +120,6 @@
Primary: GasPassiveVent
Secondary: GasPassiveVentAlt1
Tertiary: GasPassiveVentAlt2
- type: NodeCrawlVentAccess # DeltaV
- type: entity
parent: [GasUnaryBase, AirSensorBase]
@@ -186,7 +184,6 @@
Primary: GasVentScrubber
Secondary: GasVentScrubberAlt1
Tertiary: GasVentScrubberAlt2
- type: NodeCrawlVentAccess # DeltaV
- type: entity
parent: GasUnaryBase
@@ -236,7 +233,6 @@
Primary: GasOutletInjector
Secondary: GasOutletInjectorAlt1
Tertiary: GasOutletInjectorAlt2
- type: NodeCrawlVentAccess # DeltaV
- type: entity
parent: [ BaseMachinePowered, ConstructibleMachine ]
@@ -572,7 +572,7 @@
- type: entity
id: CrateLockBoxScience
parent: CrateBaseLockBox
name: epistemics lock box # DeltaV - Epistemics Department replacing Science
name: science lock box
components:
- type: Sprite
layers:
@@ -231,7 +231,7 @@
- type: entity
parent: LockableButton
id: LockableButtonResearchDirector
suffix: Mystagogue # DeltaV - Epistemics Department replacing Science
suffix: ResearchDirector
components:
- type: AccessReader
access: [["ResearchDirector"]]
@@ -327,7 +327,7 @@
- type: entity
parent: LockableButton
id: LockableButtonCargo
suffix: Logistics # DeltaV - Logistics Department replacing Cargo
suffix: Cargo
components:
- type: AccessReader
access: [["Cargo"]]
@@ -335,7 +335,7 @@
- type: entity
parent: LockableButton
id: LockableButtonResearch
suffix: Epistemics # DeltaV - Epistemics Department replacing Science
suffix: Research
components:
- type: AccessReader
access: [["Research"]]
@@ -157,7 +157,6 @@
id: AirAlarmXeno
parent: AirAlarm
name: air alarm
suffix: Xeno # DeltaV - Add suffix for clarity
description: An alien air alarm. Hopefully they didn't breathe poison.
components:
- type: Sprite
@@ -175,7 +174,6 @@
id: AirAlarmAssemblyXeno
parent: AirAlarmAssembly
name: air alarm assembly
suffix: Xeno # DeltaV - Add suffix for clarity
description: An alien air alarm. Why are the wires pulsating?...
components:
- type: Sprite
@@ -163,7 +163,7 @@
parent: SurveillanceCameraBase
id: SurveillanceCameraSupply
name: camera
suffix: Logistics # DeltaV - Epistemics Department replacing Science
suffix: Supply
components:
- type: DeviceNetwork
deviceNetId: Wired
@@ -837,8 +837,7 @@
group: Savory
solids:
FoodRiceBoiled: 1
# FoodMeatCutlet: 3 # DeltaV - use bacon since it's the obtainable pork product
FoodMeatBacon: 1 # DeltaV
FoodMeatCutlet: 3
- type: microwaveMealRecipe
id: RecipeRiceGumbo
@@ -1,10 +0,0 @@
- type: cargoProduct
id: FunSwimRings
icon:
sprite: _DEN/Structures/Furniture/pool_ring.rsi
state: rainbow
product: CrateFunSwimRings
cost: 1200
category: cargoproduct-category-name-fun
group: market
@@ -1,33 +0,0 @@
- type: entity
parent: CratePlastic
id: CrateFunSwimRings
name: swim ring crate
description: A crate containing eight swim rings, for your beach party occasions!
components:
- type: EntityTableContainerFill
containers:
entity_storage: !type:AllSelector
children:
- id: SwimRingRainbow
- id: SwimRingTrans
- !type:NestedSelector
tableId: RandomSwimRingTable
rolls: !type:ConstantNumberSelector
value: 6
- type: entityTable
id: RandomSwimRingTable
table: !type:GroupSelector
children:
- id: SwimRingBlack
- id: SwimRingBlue
- id: SwimRingCyan
- id: SwimRingGreen
- id: SwimRingMagenta
- id: SwimRingPink
- id: SwimRingPurple
- id: SwimRingRainbow
- id: SwimRingRed
- id: SwimRingTrans
- id: SwimRingYellow
@@ -1,30 +0,0 @@
- type: entity
parent: FloorTileItemSteel
id: FloorTileItemPool
name: pool tile
components:
- type: Sprite
sprite: _DEN/Objects/Tiles/pool.rsi
state: pool
- type: Item
sprite: _DEN/Objects/Tiles/pool.rsi
- type: FloorTile
outputs:
- Plating
- FloorTilePool
- type: Stack
stackType: FloorTilePool
- type: entity
parent: FloorTileItemPool
id: FloorTileItemPoolDark
name: dark pool tile
components:
- type: Sprite
state: pool-dark
- type: FloorTile
outputs:
- Plating
- FloorTilePoolDark
- type: Stack
stackType: FloorTilePoolDark
@@ -1,143 +0,0 @@
# beach lounge chairs
- type: entity
abstract: true
parent: ChairBase
id: BaseChairBeachLounge
name: lounge chair
description: For sitting back, relaxing, and soaking in the solar lamp radiation.
components:
- type: Sprite
sprite: _DEN/Structures/Furniture/lounge_chair.rsi
- type: Construction
graph: ChairBeachLounge
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeBeige
suffix: beige
components:
- type: Sprite
state: beige
- type: Construction
node: beige
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeBlack
suffix: black
components:
- type: Sprite
state: black
- type: Construction
node: black
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeBlue
suffix: blue
components:
- type: Sprite
state: blue
- type: Construction
node: blue
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeBrown
suffix: brown
components:
- type: Sprite
state: brown
- type: Construction
node: brown
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeGray
suffix: gray
components:
- type: Sprite
state: gray
- type: Construction
node: gray
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeGreen
suffix: green
components:
- type: Sprite
state: green
- type: Construction
node: green
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeOrange
suffix: orange
components:
- type: Sprite
state: orange
- type: Construction
node: orange
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungePink
suffix: pink
components:
- type: Sprite
state: pink
- type: Construction
node: pink
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungePurple
suffix: purple
components:
- type: Sprite
state: purple
- type: Construction
node: purple
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeRed
suffix: red
components:
- type: Sprite
state: red
- type: Construction
node: red
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeTeal
suffix: teal
components:
- type: Sprite
state: teal
- type: Construction
node: teal
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeWhite
suffix: white
components:
- type: Sprite
state: white
- type: Construction
node: white
- type: entity
parent: BaseChairBeachLounge
id: ChairBeachLoungeYellow
suffix: yellow
components:
- type: Sprite
state: yellow
- type: Construction
node: yellow
@@ -1,148 +0,0 @@
- type: entity
abstract: true
parent: [SeatBase, BaseItem]
id: BaseSwimRing
name: swim ring
description: Also known as a floatie, or inner tube, or water donut. An inflatable rubber toy for resting on top of the water.
components:
- type: Sprite
sprite: _DEN/Structures/Furniture/pool_ring.rsi
- type: Item
size: Normal # should probably be "large" instead, but eh
- type: Clothing # DeltaV
slots:
- belt
- type: Strap
buckleOffset: "0,0.1"
- type: entity
parent: BaseSwimRing
id: SwimRingBlack
name: black swim ring
components:
- type: Sprite
state: black
- type: Item # DeltaV
heldPrefix: black
- type: Clothing # DeltaV
equippedPrefix: black
- type: entity
parent: BaseSwimRing
id: SwimRingBlue
name: blue swim ring
components:
- type: Sprite
state: blue
- type: Item # DeltaV
heldPrefix: blue
- type: Clothing # DeltaV
equippedPrefix: blue
- type: entity
parent: BaseSwimRing
id: SwimRingCyan
name: cyan swim ring
components:
- type: Sprite
state: cyan
- type: Item # DeltaV
heldPrefix: cyan
- type: Clothing # DeltaV
equippedPrefix: cyan
- type: entity
parent: BaseSwimRing
id: SwimRingGreen
name: green swim ring
components:
- type: Sprite
state: green
- type: Item # DeltaV
heldPrefix: green
- type: Clothing # DeltaV
equippedPrefix: green
- type: entity
parent: BaseSwimRing
id: SwimRingMagenta
name: magenta swim ring
components:
- type: Sprite
state: magenta
- type: Item # DeltaV
heldPrefix: magenta
- type: Clothing # DeltaV
equippedPrefix: magenta
- type: entity
parent: BaseSwimRing
id: SwimRingPink
name: pink swim ring
components:
- type: Sprite
state: pink
- type: Item # DeltaV
heldPrefix: pink
- type: Clothing # DeltaV
equippedPrefix: pink
- type: entity
parent: BaseSwimRing
id: SwimRingPurple
name: purple swim ring
components:
- type: Sprite
state: purple
- type: Item # DeltaV
heldPrefix: purple
- type: Clothing # DeltaV
equippedPrefix: purple
- type: entity
parent: BaseSwimRing
id: SwimRingRainbow
name: rainbow swim ring
components:
- type: Sprite
state: rainbow
- type: Item # DeltaV
heldPrefix: rainbow
- type: Clothing # DeltaV
equippedPrefix: rainbow
- type: entity
parent: BaseSwimRing
id: SwimRingRed
name: red swim ring
components:
- type: Sprite
state: red
- type: Item # DeltaV
heldPrefix: red
- type: Clothing # DeltaV
equippedPrefix: red
- type: entity
parent: BaseSwimRing
id: SwimRingTrans
name: pastel swim ring
components:
- type: Sprite
state: trans
- type: Item # DeltaV
heldPrefix: trans
- type: Clothing # DeltaV
equippedPrefix: trans
- type: entity
parent: BaseSwimRing
id: SwimRingYellow
name: yellow swim ring
components:
- type: Sprite
state: yellow
- type: Item # DeltaV
heldPrefix: yellow
- type: Clothing # DeltaV
equippedPrefix: yellow
@@ -1,39 +0,0 @@
- type: entity
parent: FloorWaterEntity
id: FloorWaterEntityPool
name: pool water
description: You do NOT want to drink this.
components:
- type: Sprite
sprite: _DEN/Tiles/Planet/water.rsi
layers:
- state: pool_water
- type: FishingSpot
fishList: !type:NestedSelector
tableId: ToiletFishingLootTable # TODO: Make a unique loot pool for pool water
- type: SolutionContainerManager
solutions:
pool:
maxVol: 10000
reagents:
- ReagentId: Water
Quantity: 9900
- ReagentId: Chlorine
Quantity: 100 # about 1/100 chlorine
# chlorinated pool water is actually supposed to be 1-5 ppm of chlorine but solution
# transfers and metabolism in ss14 round to the nearest 0.01 and the idea of poisoning
# yourself by drinking pool water is fucking hysterical.
# for the record, a full human stomach of this stuff is 2 toxin damage. its not much
- type: SolutionRegeneration
solution: pool
generated:
reagents:
- ReagentId: Water
Quantity: 99
- ReagentId: Chlorine
Quantity: 1
- type: Edible # DeltaV - Drink Refactor into Edible
edible: Drink
solution: pool
transferAmount: 1
destroyOnEmpty: false
@@ -1,295 +0,0 @@
- type: constructionGraph
id: ChairBeachLounge
start: start
graph:
- node: start
actions:
- !type:DestroyEntity {}
edges:
- to: beige
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: black
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: blue
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: brown
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: gray
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: green
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: orange
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: pink
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: purple
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: red
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: teal
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: white
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- to: yellow
steps:
- material: Steel
amount: 1
doAfter: 1
- material: Cloth
amount: 2
doAfter: 1
- node: beige
entity: ChairBeachLoungeBeige
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: black
entity: ChairBeachLoungeBlack
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: blue
entity: ChairBeachLoungeBlue
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: brown
entity: ChairBeachLoungeBrown
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: gray
entity: ChairBeachLoungeGray
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: green
entity: ChairBeachLoungeGreen
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: orange
entity: ChairBeachLoungeOrange
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: pink
entity: ChairBeachLoungePink
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: purple
entity: ChairBeachLoungePurple
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: red
entity: ChairBeachLoungeRed
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: teal
entity: ChairBeachLoungeTeal
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: white
entity: ChairBeachLoungeWhite
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
- node: yellow
entity: ChairBeachLoungeYellow
edges:
- to: start
completed:
- !type:SpawnPrototype
prototype: SheetSteel1
amount: 1
- !type:SpawnPrototype
prototype: MaterialCloth1
amount: 2
steps:
- tool: Screwing
doAfter: 1
@@ -1,158 +0,0 @@
# lounge chairs
- type: construction
id: ChairBeachLoungeBeige
graph: ChairBeachLounge
startNode: start
targetNode: beige
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeBlack
graph: ChairBeachLounge
startNode: start
targetNode: black
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeBlue
graph: ChairBeachLounge
startNode: start
targetNode: blue
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeBrown
graph: ChairBeachLounge
startNode: start
targetNode: brown
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeGray
graph: ChairBeachLounge
startNode: start
targetNode: gray
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeGreen
graph: ChairBeachLounge
startNode: start
targetNode: green
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeOrange
graph: ChairBeachLounge
startNode: start
targetNode: orange
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungePink
graph: ChairBeachLounge
startNode: start
targetNode: pink
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungePurple
graph: ChairBeachLounge
startNode: start
targetNode: purple
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeRed
graph: ChairBeachLounge
startNode: start
targetNode: red
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeTeal
graph: ChairBeachLounge
startNode: start
targetNode: teal
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeWhite
graph: ChairBeachLounge
startNode: start
targetNode: white
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
- type: construction
id: ChairBeachLoungeYellow
graph: ChairBeachLounge
startNode: start
targetNode: yellow
category: construction-category-furniture
objectType: Structure
placementMode: SnapgridCenter
canBuildInImpassable: false
conditions:
- !type:TileNotBlocked
@@ -1,5 +0,0 @@
- type: latheRecipePack
id: CutterMachineStaticDen
recipes:
- FloorTileItemPool
- FloorTileItemPoolDark
@@ -1,9 +0,0 @@
- type: latheRecipe
parent: BaseTileRecipe
id: FloorTileItemPool
result: FloorTileItemPool
- type: latheRecipe
parent: BaseTileRecipe
id: FloorTileItemPoolDark
result: FloorTileItemPoolDark
@@ -1,13 +0,0 @@
- type: stack
id: FloorTilePool
name: tiles-pool # DeltaV
spawn: FloorTileItemPool
maxCount: 30
# itemSize: 5 # DeltaV
- type: stack
id: FloorTilePoolDark
name: tiles-pool-dark # DeltaV
spawn: FloorTileItemPoolDark
maxCount: 30
# itemSize: 5 # DeltaV
-35
View File
@@ -1,35 +0,0 @@
- type: tile
id: FloorTilePool
name: pool tile
sprite: /Textures/_DEN/Tiles/pool.rsi/pool.png
variants: 4
placementVariants:
- 1.0
- 1.0
- 1.0
- 1.0
baseTurf: Plating
isSubfloor: false
deconstructTools: [ Prying ]
footstepSounds:
collection: FootstepFloor
itemDrop: FloorTileItemPool
heatCapacity: 10000
- type: tile
id: FloorTilePoolDark
name: dark pool tile
sprite: /Textures/_DEN/Tiles/pool.rsi/pool-dark.png
variants: 4
placementVariants:
- 1.0
- 1.0
- 1.0
- 1.0
baseTurf: Plating
isSubfloor: false
deconstructTools: [ Prying ]
footstepSounds:
collection: FootstepFloor
itemDrop: FloorTileItemPoolDark
heatCapacity: 10000
@@ -218,9 +218,3 @@
- id: Multitool
- id: RemoteSignallerAdvanced
- id: ReinforcementRadioSyndicateYarn
- type: entity
parent: BoxPerformer
id: BoxPerformerDV
name: virtual performer costume bag
description: A bundle that contains everything you need to embrace your inner performer.
@@ -1,8 +1,6 @@
- type: shopInventory
id: FishingVendorInventory
listings:
- id: SpaceCash1000
cost: 50
- id: FishingRod
cost: 50
- id: FishingRodGoon
@@ -10,58 +8,26 @@
- id: FishingRodGolden
cost: 300
- id: FishBasket
cost: 40
cost: 80
- id: ClothingHeadFishCap
cost: 15
cost: 20
- id: ClothingUniformJumpsuitHawaiBlue
cost: 30
- id: ClothingUniformJumpsuitHawaiRed
cost: 30
- id: ClothingUniformJumpsuitHawaiBlack
cost: 30
- id: ClothingUniformJumpsuitHawaiYellow
cost: 30
- id: ClothingUniformSwimsuitBlue
cost: 20
- id: ClothingShoesBootsFishing
cost: 15
- id: ClothingShoesFlippers
cost: 15
- id: WeaponWaterPistol
cost: 25
- id: WeaponWaterBlaster
cost: 40
- id: WeaponWaterBlasterSuper
cost: 65
- id: BeachBall
cost: 30
- id: PlushieCarp
cost: 10
- id: ChairFolding
cost: 10
- id: DrinkBeerCan
cost: 5
- id: DrinkBeerBottleFull
cost: 5
- id: FoodTacoFish
cost: 15
- id: FoodBurgerCarp
cost: 15
- id: FoodMealFishChips
cost: 15
- id: FoodMealSashimi
cost: 10
- id: ClothingNeckCloakPirateCap
cost: 100
- id: ClothingHeadHatPirateTricord
cost: 15
- id: ClothingHeadHatPirate
cost: 15
- id: ClothingUniformJumpsuitPirate
- id: ClothingUniformJumpsuitHawaiRed
cost: 100
- id: ClothingShoesBootsFishing
cost: 20
- id: ChairFolding
cost: 25
- id: SpaceCash1000
cost: 50
- id: DrinkBeerCan
cost: 10
- id: DrinkBeerBottleFull
cost: 10
- id: FoodTacoFish
cost: 30
- id: ClothingOuterCoatPirate
- id: FoodBurgerCarp
cost: 30
- id: PirateHandyFlag
cost: 10
- id: FoamCutlass
- id: FoodMealSashimi
cost: 20

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