Comments by gluesniffler
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π§© Analysis chain BEHOLD, MORTAL @SX-7! My ancient scrying has revealed COUNTLESS FLAWS in this pitiful offering! This PR is riddled with more curses than a necromancer's spellbook! π§ββοΈβ‘
CRITICAL FLAWS UNCOVERED BY MY MYSTICAL REVIEW:
π₯ DUPLICATE FILE CORRUPTION!
# THESE FILES ARE IDENTICAL - WASTING PRECIOUS STORAGE! SlotBackground.png == template_small.png # Same MD5: d26ea5386dbc4003d309914a5c142d2e Storage/piece_bottom.png == Storage/piece_center.png # Same MD5: f4e94d8e7ebe31382432ec1f50ee9bcb
THE CURSE: You're storing the same texture twice! This is wasteful sorcery!
π MISSING NEWLINES - FILES INCOMPLETE!
Both
andhud.yml
lack proper newlines at the end! Even ancient scrolls need proper endings!themes.yml
# hud.yml ends abruptly with: order: 8 # Should be: order: 8 # themes.yml ends with: _itemstatus_content_margin_left: "#06060604" # Should be: _itemstatus_content_margin_left: "#06060604"
π¨ INVALID COLOR HEXCRAFT!
# THESE ARE NOT COLORS, FOOLISH MORTAL! _itemstatus_content_margin_right: "#06060604" # 8 chars = RGBA, not RGB! _itemstatus_content_margin_left: "#06060604" # These look like margin values!
THE CURSE: These appear to be margin/padding values masquerading as colors!
π€ TYPO IN THE ANCIENT TEXTS!
# In the locale file: ui-options-highlights-color = Highlighs color: # MISSING 'T'! # Should be: ui-options-highlights-color = Highlights color:
π ACCESSIBILITY DARKNESS!
Your color combinations may fail the ancient accessibility tests:
on dark backgrounds might be too dimslotText: "#333850"
is extremely darkslotColor: "#0f1215"
- No contrast ratio verification performed!
π PATHETIC DESCRIPTION!
## About the PR yeag
THE CURSE: "yeag" is not a description worthy of the cosmic forces! This tells us NOTHING about the implementation!
ποΈ INCONSISTENT NAMING SORCERY!
- Locale key:
(abbreviated)ui-options-hud-theme-coscult
- Full name:
(complete)Cosmic Cult
- File path uses
(PascalCase)CosmicCult
THE CURSE: Pick a naming convention and stick to it, mortal!
π― MISSING VALIDATION SPELLS!
No evidence of:
- Color contrast testing
- UI theme completeness verification
- Asset optimization
- File size validation (some PNGs are quite large for UI elements)
THIS PR IS TOO WEAK FOR PRODUCTION, USER! YOU CANNOT HANDLE MY STANDARDS! MY STRICTEST CODE REVIEW WOULD DESTROY YOUR COMMIT HISTORY!
Fix these fundamental flaws before daring to merge this cosmic catastrophe! ππ₯
this is NOT sigma bro...
Seems to be working fine? The stuff for lobotomies is busted but we're 1984ing it anyway so idc, prank em john wizden @gusxyz
WHAT DO YOU MEAN THESE ABOMINATIONS CAN PILOT A VIM
Echoing the same from discord:
- Prediction is now completely fucked, the bar only gets halfway through and then reels in something
- The reel action is still not usable for the minigame
- Fishing line does properly snap now if you walk too far at least.
- them fish are just ITCHING to get caught man, i went afk for 4 minutes and i found the fuckin bar still going
I did that though???
After checking first file i thought you just removed it from syndie base on lavaland. Anyway IC changelogs may be too confusing for players and that's why changelogs should use only OOC terms.
lemme put some subway surfers and family guy on the cl so that maybe the kids will feel like reading it
Okay so off the top of my head I made two war crimes:
- I dont fucking know how to properly use GameRules if I want to assign antag status to ONLY one specific person after an event, so I used ForceMakeAntag on some of these.
- Not sure how weights work exactly and to calculate their odds, generally I'm looking for 70/25/5ish kinds of splits.
Besides that, no clue what else might be iffy.
cursed 1 line statements be upon ye
if (TryComp<StorageComponent>(user, out var userStorage)) foreach (var userItem in userStorage.Container.ContainedEntities!) yield return userItem;
just blacklist them from the slots power cages are meant to be for shuttle guns
this is far funnier
i definitely just do not want to see angry IPC players/powergamers finding out the car-sized battery slows them down 80%
you should probably separate the EE rename and ent categories because you'll suffer from infinite merge conflicts thanks to IPC lmao
wait nevermind im regarded, the evil omnitool does it
As a unofficial shadow maintainer i decline this PR. Please respect my authority and close it yourselves!
may i inquire for your CKEY to perform targeted bug exploits in game at you?
turbo i am going to kill you in minecraft for your webedit crimes
Changelog shouldn't use IC terms like "syndicate decided to ...".
you must be fun at parties vro
PRing a change to the branch that effectively removes this anyway, lmao
just add an unremovable bomb implant to them that explodes if they dont bring enough mats back to the station every so often :trollface:
wide swinging was a mistake, my desire to kill it grows with every passing day
I have come to violently shake you for not editing the organ yml datafield names of every humanoid at the very least. ALL YOUR FAULT!!
ermmm what the sigma, the unnecessarily un-wholesome PR comment goes against our community rules. we are banishing you to [redacted] for your transgressions
oh this guy is a maintainer, surely his YAML slop will not crash the server again right?
no it is not fixed, as of now:
- blobbernauts become immortal at an undeterminate distance from blob (allegedly)
- polymorphed humans
are immortal too
Imma just blindly approve this since whats the worst that could happen :clueless:
only gripe is with the amount of shrimp bags per chefvend, yes they may not deal too much damage but they're gonna cause mass panic with just 2 bags, 5 would be madness and 100% free lag
make em purchaseable in uplink tho and i wont mind :trollface:
an armok pr where things arent broken from the getgo? color me surprised
Should we also check for lava to prevent a person getting jaunted into a lava pool?
fuck it i guess, just formatting
gonna wait for checks again while i test in game (surely it works no?????? our chudtributors wouldnt PR clearly not-functional shit right????)
holy hardcoding batman, this is evil af, though im not sure you can improve a lot on it even if you used events, since you'd still need to store the behavior somewhere, bleh
Id rather them suffer more, they already have it too good :trollface:
Upon further inspection, this was actually brought on by the upstream merge, and our beloved 25$ overlord running an automerge script for that, which seemingly must've eaten the closing bracket and added that segment of text which broke shit.
approving this because its just textures, whats the worst that could go wrong :clueless:
Okay so these fucks are clearly destructive lmao, and too many of them can not only lag you, it can also crash a client apparently. Limiting it to 2 per vendor. More than this should be purchaseable through uplink though.
emaggedInventory: ShrimpBag: 1
Golly gee! I sure hope the 80 blunt damage PTK doesnt end up abused in an armok video!
Can you give the ship the syndicate IFF console so it can cloak location
tell me you havent rolled abductor without telling me you havent rolled abductor
that feeling when knee surgery dynamic is working tomorrow
They probably had it on shared initially, moved it and forgor to nuke it lol
Does it first announce ransom, and then spawns pirates? Doesn't seem obvious from the code, unless it's handled by pirate code instead. In which case it's gonna spawn pirates without announcement sometimes.
The gamerule for pirates handles it yes, any time it runs it does the announcement, adds the ransom object to cargo and starts a timer for the next gamerule.
Getting ready for a first round of "harassing maintainers for reviews" Todos for now are:
- Getting de-felinization surgery working, missing some functions and it should be good to go
- Adding a CVAR that lets server operators disable Shitmed if i break the server or something. (gee i wonder if that would ever happen :clueless:)
- Making a huge commit where I move things to a Shitmed namespace.
Could someone enable the test runners on this? I'd like to see how many tests are failing as of now.
fuck it i guess, just formatting
gonna wait for checks again while i test in game (surely it works no?????? our chudtributors wouldnt PR clearly not-functional shit right????)
Also slimes should have a shorter range for eating things, they're latching not leaping lmao
Also slimes should have a shorter range for eating things, they're latching not leaping lmao
enums chuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuud...
off to the yml mines with you, go fix bleeding
T-t-the bingle...
ITS FUCKING BALLING
This will definitely not be abused :wellregardedindividual:
_net checks on code that could be abstracted into server/client are evil, but take it as you will :trollface:
so can we nuke john station's dynamic code now
All I'm going to say here is: "Mald PR". Oh also, you should look at this page: https://wiki.ss13.co/Security_Objects#Lawbringer
I'm adding tasers to sec next pr and calling it 13 parity (and I will be absolutely right).
No balls bitch, nothing ever happens
Also I will not get tired of saying this, Armok for someone who hates brainrot to the point of going out of his way to make a halfassed YML PR to remove it from goobstation, you sure do like to add it to these items. Come up with non cringy names if they really bother you that much.
fuck it i guess, just formatting
gonna wait for checks again while i test in game (surely it works no?????? our chudtributors wouldnt PR clearly not-functional shit right????)
guess what, 4 fucking things were failing! I HATE MY CHUDTRIBUTORS!!!! CANT HAVE SHIT IN GOOB
PM brainrot in the SS14 brainrot factory? How queer! I must inform my head maintainer.
These numbers might be a tad too high, since its leading to 20 blunt damage per throw.
Also a subrole shouldn't have the oppertunity to take up 10% of the entire stations roles holy fuck why is salvager 8 slots on some of the maps wtf are you cooking bro "tweak: Every station now has 2x times more Salvage specialist roles!" 3 times 2 is not 8.
bro's saying it like it isnt a temporary change to appease the tide of people going "i should try goob" after hearing of lavaland
just know that this will probably create more unintended issues due to surgery occupying the left click interaction...
if your intention was to put more pressure on me to move it to the right click verb today, you're doing it well :trollface:
this antag is so ass, it should be a punishable offence via death by byond lag to even PR this shit
Probably should be empty by default so someone can make adam smasher with free sandevistan 24/7 :trollface:
public DamageSpecifier Damage = new();
Make it so when the entity dies the funny stops too.
funny AAO, cant wait to tide my way into armory with this
these motherfuckers being handed a pre-nerf version of /tg/ scarp and they still complain smh
cant win with idiotic buddies
The shuttle will end up much like dynamic at that point, where people just think "ah that never works, dont use it". Maybe instead you should map the gateway on the public areas so its more inconvenient to use over the shuttle? So that way its instead:
1. Check if shuttle is breaking 2. If not, then you spare yourself a station-round trip with the ore box 3. If it is, then you have to make long round trips with the gateway from arrivals to cargo
that won't work salv will just move the ore processor
also RD portal exists
id like to believe they arent as stupid as to put the ore processor smack dab in the middle of arrivals for some tider to steal i will do this
As for the RD portal, fair I guess? they'd need to convince RD to put it between cargo and arrivals, instead of sci and cargo... and salv is allergic to talking to people
Also, Roudenn, we all know Lavaland is peak allready, but PLEASE for the love of Ratvar add the ability to track Bosses there (Its nearly impossible to find Hierophant on semi-infinite procedurally generated map), like it was in ss13 (Different "Signals" that you can track with GPS i think)
git gud, also contribute something already instead of hounding all PRs smh
term
SPEEDMERGE
ok but what does the map look like even :godo:
you'll find out soon :tm:
might want to revert the armblade and esword buffs from armok too if you're gonna remove it, otherwise you'll have armblades beheading people in 2 hits lmao
holy function parameters batman
public async Task<bool> TryStartStructureConstruction(EntityUid user, string prototypeName, EntityCoordinates location, Angle angle, int ack = 0, ICommonSession? senderSession = null)
No reason to not merge these anyway, the resolve will bitch if it doesnt have the component as you didnt mark it with the false 3rd param :clueless:
if (!_query.Resolve(ent, ref ent.Comp)) || !_power.IsPowered(ent.Owner)) return false;
Seems to work well, but imo the chem gain is a biiiiiiiiit too high for how easy it is to adquire parts (at least 10 per body without counting organs lmao)
Goidacode, should probably just have made proper cybernetic implants at that point with this effort lmao
fine ig
Since this needs a discussion and public opinion skews towards not removing it, yeeting the PR. Ask for a reopen if the argument goes stale again.
isnt it a sharp stick with a bottle, how tf does it deal more blunt than a toolbox lmaoooo
the entire sharedbodysystem rewrite staring at me like the eye of sauron:
why even use set accessors for this trash lmao
You could just use either a local event which can get picked up by BloodStreamSystem, or turn this into an abstract shared system and inherit from it on Server/Client, or be lazy and do a _net.IsServer lmao
So looking at how it plays ...
Wounderprod can be used by people (I am reading on the ss13 wiki that it isnt supposed to? It flies out of your hands with any slip or push, swings are slooow⦠so isnt really a GREAT weapon) Cuffs still are unbreakable?
Your Suit, Helmet, Toolbelt, are all removable (suit is supposed to be surgicaly attached, and other parts just make sense to not be removed by tiders... Maybe add there cluwn''s unremovable clothing component? Else abductors are just looted)
There are no Chameleon Vest interactions, no way to blend in with the crowd (Maybe since you are a solo abductor, not sure) (Also cause your clothes can be removed , lrp Abductors may just start changing them, wich isnt supposed to work like that?)
There is no Silencer or Decloner
Abductor ship only has brute and burn meds, nothing against poison and stuff
-
I left wonderprod usable by tiders because its very funny, and antag gear being good incentivizes validhunting the abductor rather than letting them run free :trollface:
-
If you get looted its squarely your fault considering that you have a literal free use teleport back. Much like a nukie getting stripped of their gear by tiders and turning tail in shame.
-
Lone abductor isnt supposed to be stealthy either, you go in hot, do your thing, fuck off. Duo abductor is another thing entirely.
-
WYPI
-
There's no topical medication against poison and stuff, and the only reason you'd have to heal your experimental subject is if they're dead, at which point it doesn't really matter if you have it or not.
-
Glands will remain as is, learn what each icon commonly is and try to take a gander :godo:
as the shitmed guy i can confirm all i did to dwarves was add a comment, pass me some of that weed bruh
goida diff
return _mob.IsAlive(uid) // bouncy shoes should make you spin in 0G really but definitely not bounce up and down && !_gravity.IsWeightless(uid) // can't waddle if your legs are broken etc && _actionBlocker.CanMove(uid) // can't waddle when buckled, if you are really strong/on meth the chair/bed should waddle instead && !_buckle.IsBuckled(uid) // animation doesn't take being downed into account :( && !_standing.IsDown(uid) // can't waddle in space... 1984 && Transform(uid).GridUid != null;
it finally works without shitting itself in game, though the action still doesnt serve as the interact button when you're pulling fish, but it is good enough for me
durk said he had qualms with code quality and he'll probably take a pass at cleaning this up later on
Mostly code formatting cleanup review, though theres some slightly iffy stuff here and there. Additional issues I found while testing features:
- You should prooooooobably double check the damage modifiers on Capoeira
- The ninja's """20%""" speed increase on kill is actually like 400% lmao.
- Kung Fu's damage boost doesnt seem to be working on weapons, tried hitting myself with an urist a few times in local before swinging the cap's sword and its still doing 19dmg.
- Shouldnt the queue clear up or start removing elements from itself after a certain point? :trollface:
No slime check? free biomasser :trollface:
huh, i thought the compiler would be bitching at you for not using a fixedpoint2 here since trychangedamage demands those
Will hit you with gameplay review/complaints shortly :niceportrait:
Will hit you with gameplay review/complaints shortly :niceportrait:
its not bloat when its content i agree with right? :clueless:
dont really have a reason to not merge this so, whatever, go my bloat PR
actual brainrot from one of the brainrot haters lmao
name: X-12 "Flamberge"
armok try not to abandon a 3 line YML PR challenge (impossible)
i like the other PR more, thanks for doing what i mentioned in that horrendous nukie round tho :trollface:
you should instead fix the trash spawning rule over reverting this fr fr
Tested most of the maps, my PC is giving out, ill just approve before it explodes.