9 Commits

Author SHA1 Message Date
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
Casper3667 647ef22e70 Make tracker implants purchaseable from operations (#22066)
Inspired by a recent rev round where there was not enough of them, now
it is possible to order the trackers. I'm not too sure if the price is
good or not though, but we'll see.

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-25 15:50:13 +00:00
Batrachophreno 0c342878e5 Engineering spriting (detailing & port), portable shield balance, bugfixes (#21862)
EXTREMELY MINOR MISCELLANEOUS CHANGES TEEHEE

changes:
- imageadd: "Adds +bolted, +welded, +lights overlays to several large
machines for easier visual identification of whether or not clicking on
that emitter will kill you or not, etc."
- imageadd: "Modifies the base of the Shield Wall Generator sprite to
better match that of the Emergency Shield Projector (and so they can use
the same overlays mentioned above)."
- imageadd: "Tweaks the Emitter's directional sprites slightly so that
the base doesn't seem to change shape quite so drastically when
rotated."
- imageadd: "Ports very pretty space heater sprites made by Wallemations
and vinylspiders from /tg/."
  - imageadd: "Adds unique sprites for Old and Heavy-Duty power cells."
- balance: "Increases power draw and range of Emergency Shield
Projectors."
  - balance: "Increases power draw of Shield Wall Generators."
- balance: "Greatly reduces time for debugger to fix APCs corrupted by
electrical storms."
- balance: "Increases multi-z shield capacitor reserve charge and
maximum throughput, so that high-strength shields can actually be run
(at high power draw)."
- balance: "Tweaks the INDRA power output formula to scale better with
increasing temperature."
- balance: "Slight adjustments to space heater efficiency formula with a
friendly handwave to entropy."
- balance: "Old power cells have a 5% chance to be defective and have
slightly lower maxcharge than standard cells."
  - qol: "Adds extended examine hints to engineering objects."
- qol: "Extends list of object types which INDRA core field will
interact peacefully with."
- qol: "Improved space heater UX (chat msgs changed to balloon alerts,
audible feedback, etc.)"
  - code_imp: "Updates many code comments to use DMdocs."
- code_imp: "Consolidates various shield generation machine sprites in
scattered across multiple files into a single shield generator machines
sprite file."
  - bugfix: "Fixes Emergency Shield Projector hard del issue."
- bugfix: "Emergency Shield Projector now shuts down as intended if the
area's APC gets completely drained."
- bugfix: "Firing the gyrotron into the INDRA while no reactants are
present will no longer generate heat."
  - bugfix: "Fixes INDRA runtime."
- bugfix: "Fixes Power Monitoring app not displaying grid sensors when
run from a modular computer held in-hand."
  
  Bolted/welded down Emitter:
<img width="130" height="101" alt="Screenshot 2026-02-13 123842"
src="https://github.com/user-attachments/assets/8357b5ea-77e6-46f7-b4a0-724aaa141cef"
/>

Modified shieldwall sprites (with old ones for comparison)
<img width="667" height="103" alt="Screenshot 2026-02-13 111422"
src="https://github.com/user-attachments/assets/2b1e849e-f955-49cb-b094-0bef098a754f"
/>

Shields actually useful for damage control now (though they'll blow
through APC charge if you go as crazy as this):
<img width="804" height="891" alt="Screenshot 2026-02-13 124245"
src="https://github.com/user-attachments/assets/39268b42-5abe-4a3b-ba8a-a18bdc63873e"
/>

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/atmos.dmi (all "sheater*") | [Wallemations, VinylSpiders
(/tg/station #93800)](https://github.com/tgstation/tgstation/pull/93800)
| CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-11 16:39:54 +00:00
Casper3667 d002b8bd51 Various changes to black gloves (#21778)
- Leather gloves, black gloves and workboots now have unique names for
taj and unathi variants
- Updated the description of the leather and black gloves

The above was done so they can be recognized on sight, particularly in
the wardrobe machines where they otherwise looked identical.

- Renamed the black gloves to work gloves

This is effectively what they are. They have unique stats compared to
other colored gloves and as such, they should stand out a bit more aside
from just their description.

- Added taj and uanthi variants of the work gloves, leather gloves and
workboots to the wardrobe machines

The drobes had the human versions already, so this permits taj and
unathi to get their versions too.

- Made hangar techs spawn with work gloves and workboots

They already had access to these in the drobes, and it make sense for
their warehouse work that they got proper gear when spawning. The
workboots replace the sneakers they used to spawn.
2026-02-03 10:10:21 +00:00
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00
naut 3f9b0d5658 Some cargo tweaks and adjustments (Oct '25) (#21446)
- Added the following items to cargo: pig, Cleanbot, Farmbot, Medibot,
autopsy scanner, package/gift wrapping paper, PDA, universal (tape)
recorder, IV stand, camping set & sleeping bags, InUs Game-Helm, produce
boxes, paper scanner, data drives.
- Moved certain cargo items to other categories.
- Modified the pricing of blood, hydroponics trays, certain drink
canisters, and organ coolers. Made folders and SBS blood come in
multiple per order.
- Miscellaneous spellchecks and grammar fixes in cargo.
- Capped pizza boxes available in the mining vending machine to 2.

Certain tweaks, adjustments and additions for QOL and ordering the
unfindable for people (i.e. autopsy scanner).

Pizza vending thing was changed so that miners can no longer skirt
supply shortages by simply unloading 500 pizzas into everyone's lap.
Sorry.
2025-10-16 20:28:58 +00:00
naut dfe57a310f New boxes (#21439)
* Thoroughly resprites boxes. They're now more modular and, importantly,
colorable.
* Resprites cardboard, as a material.
* Repaths boxes behind the scenes to be more object-oriented, with boxes
being resorted into their own subtypes. You might notice this in the
gargantuan amount of files this PR changes.

Part of a bigger (yet modestly-sized still) resprites project. Atomized
the boxes bit into this PR specifically so that any conflicts don't
destroy any other spriting PRs.

<img width="652" height="273" alt="image"
src="https://github.com/user-attachments/assets/5590b22d-c9d7-49b5-9adf-0b6e01a6962b"
/>

<img width="383" height="345" alt="image"
src="https://github.com/user-attachments/assets/aab83040-2d5d-4283-b019-3d6bed2e3e47"
/>

<img width="142" height="343" alt="image"
src="https://github.com/user-attachments/assets/75a98d36-0171-4e48-9dec-de5511f35d39"
/>

<img width="127" height="225" alt="image"
src="https://github.com/user-attachments/assets/a1ff8b1b-bd2a-4c0d-b538-32fe401724c3"
/>

<img width="334" height="399" alt="image"
src="https://github.com/user-attachments/assets/e41330ac-ed4a-4e81-a87a-5ba901b47b5c"
/>
2025-10-07 16:59:55 +00:00
naut 14b3228582 Adjusts credit value to be more consistent (#20913)
- Reworked prices, wages and balances of (almost) everything ingame.
- Added coinage and decimal support to cash, ruthlessly sanitized to
avoid floating-point errors. Reflected in cash-related things like ATMs.
- Tweaked how cash bundles are made and distributed to support
decimalization.
- Adjusted the starting money individuals and departments receive in
their accounts.
- Adjusted the funding Tajara, Unathi, Diona, Vaurca, and IPCs receive
in their accounts. Should earn more on average than they used to.

Credit values are now roughly 1/10th what they were before, across the
board.

Coins were added too! These have names:
- Unie: 0.01 credits
- Quin: 0.05 credits
- Dece: 0.10 credits
- Quarter: 0.25 credits

These can be seen cameo'd in the screenshots below.

Values, wages, etc, are based on the wiki page
https://wiki.aurorastation.org/index.php?title=Guide_to_Wages_and_Pay .

Values are not anchored to any singular real-world currency.

Example price differences:

| Example Item | Old Price | New Price |
| --- | --- | --- |
| Comet Cola | 15.00 | 1.50 |
| Cup Ramen | 20.00 | 2.00 |
| Jyalara | 38.00 | 3.00 |
| Trans-Stellar Cigarettes | 76.00 | 9.00 |
| Zo'ra Soda | 29.00 | 2.50 |
| Gumball | 5.00 | 0.25 |
| 50x plasteel sheets | 700.00 | 120.00 |
| 5x meat (cargo) | 160.00 | 55.00 |
| 50x phoron crystals (cargo) | 2200.00 | 400.00 |

Wages and account balances have also been tweaked:
| Type | Old Amount | New Amount |
| --- | --- | --- |
| Ship Account | 75,000.00 | 35,000.00 |
| Departmental Accounts | 10,000.00 | 15,000.00 |
| Personal Account (avg) | 200.00 - 20,000.00 | 20.00 - 2,000.00 |

Might break the economy; prices will likely need some adjusting
depending on gameplay constraints. Can be adjusted in TMs.
A little testing never hurt anyone.


![image](https://github.com/user-attachments/assets/006e78bf-bfe6-4003-a88d-7b26d6cf2e80)

![image](https://github.com/user-attachments/assets/ac365c3d-bd55-4de5-bd9f-95c7c629462a)

---------

Signed-off-by: naut <55491249+nauticall@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-28 18:11:58 +00:00
naut 55f4e12614 Codeside Cargo Refactor (#20030)
**NOTE TO SYSADMINS: See "SQL Details" section below for information on
SQL modifications.**

Moves the data containing cargo items (i.e. the ones you order from ops
and get in the cargo shuttle) from the online database to the codebase.
Everything from suppliers to categories to individual items is now
code-side and editable by developers/contributors.

Refactors cargo items to use `singletons` instead of `datums` for
`cargo_supplier`, `cargo_category`, and `cargo_item`. Multiple-instnace
things like cargo_orders, etc. still use `datums`.

Fixed a bunch of strange discrepancies in categories, suppliers, and
pricing for various cargo items. I did a little bit, but it's exhausting
to go through all of it right now.

Clicking the 'Details' button on the Cargo Order app now actually gives
you details instead of bluescreening. Also added some UI elements to the
Cargo Order app - Cargo Control and Delivery remain untouched.

Overhauled the Cargo Order console TGUI window. It now has tabs on the
left, displays restricted access, supplier information, and boasts
search functionality.

### SQL Details
<details>
<summary>SQL Details [Click to Expand]</summary>

The following SQL tables should be deleted or deprecated from the server
database, as they are no longer in use:

- `ss13_cargo_items`
- `ss13_cargo_categories`
- `ss13_cargo_suppliers`

The included migration file, `V011__codeside_cargo`, creates a new table
`ss13_cargo_item_orderlog` to the DB. This **replaces**
`ss13_cargo_orderlog_items`. Because of this,
`ss13_cargo_orderlog_items` is deprecated and should either be deleted
or locked & preserved for logging purposes.

</details>

## Screenshots


![image](https://github.com/user-attachments/assets/79129923-1fb6-4cee-ac8d-5505a52270a4)

![image](https://github.com/user-attachments/assets/a323be35-8ce6-4ec4-98f7-ee701d0931a3)

![image](https://github.com/user-attachments/assets/5ddb02c5-152f-4715-b2da-20903fa11c93)

![image](https://github.com/user-attachments/assets/420e45b0-6a9f-4420-beb8-a2c8423a5be4)

![image](https://github.com/user-attachments/assets/114f4755-ee51-41e6-8670-07aacc5326ae)

---------

Signed-off-by: naut <55491249+nauticall@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-03-04 18:18:00 +00:00