71 Commits
Author SHA1 Message Date
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
FalloutFalconandGitHub d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
_0StevenandGitHub 886cf157bc Allow for placing certain items directly on the floor, with precision (#90805)
## About The Pull Request

So I really wanted to do the stereotypical "really I'm just a
construction worker" break-in bit, but then quickly realized you can't
even place warning cones on the floor! You have to awkwardly drop them,
or put them on a table and move them off!
Thinking about that, I remembered my similar annoyance with candles for
rituals or wet floor signs when playing a janitor.

Initially this was intended to include the ability to stack warning
cones for easy storage and placement, but I realized that was taking a
_lot_ more time than making the other items placeable on the floor.
Because of this, I decided to atomize the much less complex part off
into this pr.

So here, in this pr, we add a simple element
`/datum/element/floor_placeable` and apply it to a list of items for
which I think "placing it on the floor" makes enough sense as an
interaction.

As a side to this, we add the plastic pickup/drop noises to wet floor
signs and warning cones, because they're made of plastic and it's
leagues better than being entirely inaudible.
We remove `var/cooldown = 0` from `/obj/item/toy/cattoy` because it
wasn't used.
## Why It's Good For The Game

Can't do the stereotypical hazard vest break-in in _style_ without the
ability to actually place the cones:

![image](https://github.com/user-attachments/assets/d9e8707b-87a2-4463-8bac-a5d8adf917c7)

Oh man is it so much less of a pain to make fancy schmancy rituals when
you don't have to place candles on tables and drag them off for it to
work:

![image](https://github.com/user-attachments/assets/c8d4966e-29b8-48bc-ac0b-c357157d4ba3)

It's really funny to be able to play with toys on the floor:

![image](https://github.com/user-attachments/assets/d604157e-4a90-4e50-a44f-0e9f2f63aeac)
## Changelog
🆑
add: Certain items can now be placed directly on the floor in the
clicked on location. This currently includes warning cones, wet floor
signs, candles, action figures, plushies, mech toys, and a list of other
toys.
sound: Warning cones now use plastic pickup/drop sounds.
sound: Wet floor signs now use plastic pickup/drop sounds.
/🆑
2025-04-28 15:58:45 +01:00
Da Cool BossGitHubtgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
fe7899e43d Trash contains material (#89667)
## About The Pull Request
Adds small amounts of material to most trash items. Generally, these are
about a 5th of a sheet's worth of either plastic or iron.

NOTE: The trash recycler on the station is 62.5% efficient using default
parts. If you use it you are going to get a sheet after around 8 trash
items, not 5.
## Why It's Good For The Game
Previously the only reward for recycling these items was removing them.
Now you can keep that desk area tidy and help out the station by
providing a small trickle of plastic and iron, just from flushing your
garbage.

The iron isn't a big deal but this is a way for any department to
produce small amounts of plastic, service in particular. It's
labour-intensive and the yields are small, but now clowns can pick up
trash and flush it for materials to make their balloons for example.
Players can even buy food items at the vendors for the sole purpose of
making them into trash and making the trash into plastic, if the
situation is dire.
## Changelog
🆑
balance: Trash items now contain small amounts of material.
/🆑

---------

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
2025-02-26 08:33:53 +01:00
GhomandGitHub d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot]GitHubtgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>Jordan DominionGhomsan7890MrMelbert
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
GhomandGitHub e5761e0bfc Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) 2024-08-18 16:07:35 -04:00
YesterdaysPromiseandGitHub fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
JacquerelandGitHub d019239e51 Mothic Fleet Rations now leave trash (#81280)
## About The Pull Request

During the feature freeze someone pointed out that it was weird that
mothic rations can get dirty if dropped on the floor, as they're
supposed to be inside wrappers.
I added a trash type to them, which has the added side-effect of the
game assuming that if it leaves trash it probably doesn't get dirty when
dropped on the ground.

I also changed the colour of the text on the wrapper from black to very
very dark brown because I didn't like drawing it in black on the
wrapper.

## Why It's Good For The Game

More immersive. More Janitor content.

## Changelog

🆑
add: Mothic Fleet Rations now no longer get dirty or decompose if left
on the floor, due to their wrappers.
/🆑
2024-02-05 15:44:23 -08:00
1c852d2863 Martian Food: A Taste of the Red Planet (#75988)
## About The Pull Request
Adds a selection of new foods and drinks based around Mars.
More information on Mars can be found here:
https://github.com/tgstation/common_core/blob/master/Interesting%20Planets/Human%20Space/The%20Sol%20System.md
To summarise for the general audience, Mars is a vital colony of the
Terran Federation, having been primarily settled (at least originally)
by Cybersun Industries to harvest its lucrative supplies of plasma, the
second largest in human space behind Lavaland. This has given Mars a
diverse culture evolving from the mostly East Asian colonists, and their
food reflects this.

Thanks to Melbert for their work on the soup portion of this PR.

The food:
Martian cuisine draws upon the culinary traditions of East Asia, and
adds in fusion cuisine from the later colonists. Expect classics such as
ramen, curry, noodles and donburi, as well as new takes on the formula
like the Croque-Martienne, Peanut Butter Ice Cream Mochi, and the
Kitzushi- chilli cheese and rice inside a fried tofu casing. Oh, and
lots of pineapple. The Martians love pineapple:

![image](https://github.com/tgstation/tgstation/assets/58124831/c9ae33a1-e03a-4f94-8ce0-8ad124e88e8d)
Also included are some foods for Ethereals, which may or may not be
hinting at something I've got planned...

The drinks:
Four new base drinks make their way to the game, bringing with them a
host of new cocktails: enjoy new ventures in bartending with Coconut
Rum, Shochu/Soju, Yuyake (our favourite legally-distinct melon liqueur),
and Mars' favourite alcoholic beverage, rice beer. Each is available in
the dispenser, as well as bottles in the booze-o-mat:

![image](https://github.com/tgstation/tgstation/assets/58124831/914a6e2a-7ef5-4791-ae31-d08fa9211083)

The recipes:
To make your (and the wiki editors) lives easier, please find below the
recipes for both foods and drinks:
Food: https://hackmd.io/@EOBGames/BkVFU0w9Y
Drinks: https://hackmd.io/@EOBGames/rJ1OhnsJ2
## Why It's Good For The Game
Another lot of variety for the chef and bartender, as well as continuing
the work started with lizard and moth food in getting Common Core into
the game in a tangible and fun way.
## Changelog
🆑 EOBGames, MrMelbert
add: Mars celebrates the 250th anniversary of the Martian Concession
this year, and this has brought Martian cuisine to new heights of
popularity. Find a new selection of Martian foods and drinks available
in your crafting menu today!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-08-10 14:22:07 -06:00
69827604c4 Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-31 17:09:53 +00:00
YesterdaysPromiseandGitHub fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
tralezabandGitHub 64de1617b2 Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request

/obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and
/obj/item/food/larvae are now all /canned subtypes. All this means is
that to eat them, you use them once, and now they drop an empty tin
rubbish item.

## Why It's Good For The Game

Making fake false versions of real types that exist is such a pet peeve
of mine, we recently had a bug from it where the snails would go bad.
But even with that fixed you're just chomping the container of snails
and it's not the same behavior as all the other cans
grumgrugmrg I FIXED IT.

## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
2023-02-17 15:43:03 -07:00
7d47fbef42 Refactor lighting items that use fuel (#72146)
## About The Pull Request
Fixes #71826

This does the following:
- Makes candles a subtype of flare
- Fixes candles having lighting inconsistencies
- Fixes burning items (welder, candles, flares, etc.) not causing
ignition effects when held in hand
- Adds burnt flares and melted candles to maint loot and trash spawners
- Add match lighting sound when candles are lit
- Add time defines for fuel amounts and rounded them (ex. instead of
32.3333 minutes, it's now 35 minutes)
- Light sources that burn will now spawn a trash item once fuel is spent
- Light sources that burn now have a welder hitsound
- Light sources that burn can now be extinguished by a fire extinguisher
(except flares)
- Light sources that burn can now be used to ignite another object on
fire (ex. a lit candle can be used to light a cigarette)
- Light sources that burn and are lit now do `BURN` damage while
attacking

## Why It's Good For The Game
Code is more cleaner and consistent.  Also fixes some bugs.

## Changelog
🆑
soundadd: Candles will now use the match lighting sound when lit
soundadd: Light sources that burn will now have a welding hitsound
fix: Fix candle light behaving erratically
fix: Fix burning items that are held in hand will now have an ignition
effect on the turf. (ex. lit welders in hand will now ignite plasma in
the air)
balance: Light sources that burn and are lit now do `BURN` damage while
attacking
balance: Light sources fuel amounts were rounded to exact numbers (ex.
instead of 32.3333 minutes, it's now 35 minutes)
qol: Light items that burn can now be extinguished by a fire
extinguisher (except flares), used to ignite another object on fire, and
will now leave a trash item once fuel is used
qol: Add burnt flares and melted candles to trash spawners
refactor: Refactor lighting items that use fuel to be more robust
/🆑

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-01-06 12:19:33 -08:00
218ecaad23 New popcorn (#70661)
* New popcorn

Two new types of popcorn have been added - salted and with caramel.

* Update code/game/objects/items/food/misc.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/game/objects/items/trash.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/modules/food_and_drinks/recipes/tablecraft/recipes_misc.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/modules/food_and_drinks/recipes/tablecraft/recipes_misc.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/modules/food_and_drinks/recipes/tablecraft/recipes_misc.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/modules/food_and_drinks/recipes/tablecraft/recipes_misc.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* New popcorn

The structure of the new files has been slightly changed in favor of convenience.

* Update code/game/objects/items/food/misc.dm

* New popcorn

Minor code fixes

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-10-22 16:30:59 -04:00
tattleandGitHub fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
YakumoChenandGitHub c1561f6df5 fixes another error sprite (#66385) 2022-04-22 21:11:07 -05:00
ArcaneDefenceandGitHub ef74627bd9 Fixes pathing mistakes for a few food things (#65102)
- Lets people know they're supposed to use plain bread slices rather than a parent item
- Also avoids an error sprite showing up
2022-03-01 18:57:09 -06:00
ErdinyoBarbozaandGitHub 1533cdbe6f Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift (#64238)
Boritos finally decided to start supplying the station with their cornchips. This PR comes with 4 flavors of boritos that can be bought from vendors as well as a slight uplift for the sprite of Ready Donkmeal's trash variant, making it actually look like trash rather then a pristine box.

Also hey if you walk on boritos packages they pop! Thats cool right?
2022-01-25 15:41:17 +00:00
ErdinyoBarbozaandGitHub ab9aea7412 Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes (#64276)
Snack time
2022-01-24 01:28:07 -05:00
EOBGamesandGitHub cf899a1821 Moth Food Returns: A Taste of the Fleet (#63174) 2021-12-09 21:41:36 -08:00
KrysonismandGitHub 65267bab06 Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs. (#61532)
* doggy dog world

* space begone

* suggestions from review

* removes frog related oopsie

* indent fix
2021-09-28 17:07:41 -07:00
tralezabandGitHub 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
JosephJomamaandGitHub 21bc0d9e3a Adds SEAFOOD foodtype, felinid diet changes (#61506) 2021-09-22 17:21:10 -07:00
b05af8b31d Add Lizard Food: a Taste of the Homeworld (#59412)
The aims of this commit are threefold:

 - To introduce lizard culture (based upon Common Core) in a tangible way.
 - Give some more variety of techniques and recipes to the chef and bartender.
 - To give some flavour (metaphorically and literally).

🆑 Inept, Coiax, AdipemDragon, YakumoChen
add: The release of the new cookbook, "Tiziran Cooking: a Taste of the Homeworld" has brought Lizard food to the masses! Try out some new treats, like Moonfish, Nectar Larvae, and perhaps even Headcheese at the kitchen today!
add: To coincide with the new popularity of Lizard cuisine, Nanotrasen now stocks seeds for Korta Nuts, a common ingredient in lizard cooking, in the Megaseed vendors. Botanists, you know what to do.
add: A few Tiziran fish are also available for you aquaculture lovers out there. They all like saltwater!
add: A few new snacks are also now available at the station's snack vendors, for those of you too lazy to visit the kitchen.
/🆑

Co-authored-by: coiax <yellowbounder@gmail.com>
2021-06-12 20:01:44 +01:00
QustinnusandGitHub 40d75cc340 You can now put food on plates, and plate no longer materialize out of nowhere as you cook (#57770)
* All plates removed.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: DeAndre <robustness13@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-03-26 08:32:27 +01:00
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
steamportandGitHub f68c321b4c You can now eat bees. (#50758) 2020-05-05 17:38:14 -07:00
KrysonismandAnturK d5bca32d71 [READY]Da great American foods update. Many many hamberders, resprites and more! (#48050)
* sprites

*  fiesta

* new bugers, tweaks, bugfix

* ghost burger + boritos

* fiesta fix

* Chickens now drop chicken meat
2019-12-06 12:16:04 +01:00
Fikouandmoo 05f0c2c1f3 adds the GRILL (#46844)
* a

* GRILL GANG

* sipp

* sip

* seep

* grug

* FSAIUGANOHNHOE

* bru

* a

* finish him

* compilies ^w^

* WOOO

* holy crap

* woo

* a

* h

* woo

* woo

* woo

* awoo

* aa

* aw shet

* heck you floyd

* at ath

* awo

* we like compiling code

* awo

* coal mat

* awoo

* aasdga

* a

* nice

* awoo

* awwoooooooooooooooooooooooo

* awoo

* spaceport bars

* grill gang

* aw

* awooo

* yee

* aw

* flod

* awoo

* awoo

* yesyesyyes

* a

* awoo

* holy sht

* h

* awoo

* awo

* aaaaaaaaa

* awoooooooooo

* awoo

* aw man

* honk

* well boys we did it

* oh mama mia

* ok cobby flushed

* awoo

* removes fun

* yeep

* i just said something

* vruh obama

* ye

* awoo

* awooooooo
2019-10-05 13:40:40 -04:00
kingofkosmosandoranges df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
99f88c9d32 Canned foods behave more like canned drinks and less like fruit (#46013)
* Canned foods behave more like canned drinks

Have to be opened first, leave an empty can when finished. Don't say they've been bitten when examined.

* Fixes broken paths in maps

* Implements tralezab's feedback

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* Adds Kryson's unused can state sprites
2019-08-23 01:40:47 -07:00
Rob BaileyandEmmett Gaines 440e1b19d2 fixes runtimes related to trash in nullspace (#45160) 2019-07-13 00:42:21 -04:00
cacogenandRob Bailey 85ca0d5272 Adds stats to creation/destruction of cleanable decals and trash on station (#44989)
* Adds stat tracking to mess on station

* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor

* adds mapload arg to init

* asdasd
2019-07-12 14:11:23 -07:00
vuonojenmustaturskaandoranges 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Tlaltecuhtliandoranges 1b374c4564 bottles and soda cans now break when hit by a bullet (#43768)
cl
add: hitting a bottle or a soda can with a bullet will make them break
/cl

now u can shoot cans n stuff in the courtyard
2019-05-12 10:47:54 +12:00
Qustinnusandoranges b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
ShirbuandGitHub c5f512910f Fixes crushed sodacans not giving aluminium
This is my first PR, so, might not really work, but I checked the reagents code, and I'm pretty sure its aluminium, not aluminum in the code. Hopefully this will finally work, and we can begin to revive ghetto chemistry.
2018-02-08 00:00:56 -08:00
vuonojenmustaturskaandAnturK c4fd8715a5 Return of ore stacking, various changes to lavaland bombs to facilitate reduced lag (#35291)
* Ore Stacking

* honk

* honk

* component memes

* honk2

* fix overlay off-by-1, sheet singular names

* Give the ores more descriptive names since sheets also have

* whoops debug memes

* atom editor memes

* fixes

* snowdin fix
2018-02-05 22:27:35 +01:00
Ashe Higgsandoranges d447acdc6e All-In-One grinder results are now defined by type, not by huge lists (#33181)
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.

This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.

I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
2017-12-15 10:48:25 +13:00
Kyle Spier-SwensonandGitHub 8c4885cf6e Revert "Ore Stacking (#33062)"
This reverts commit 8e1ac5720d.
2017-11-28 22:56:54 -08:00
kevinz000andEmmett Gaines 8e1ac5720d Ore Stacking (#33062) 2017-11-28 21:27:34 -05:00
ShizCalevandEmmett Gaines b0f24a892b Fixes bartender suit having an adjust state (#32968) 2017-11-22 13:40:11 -05:00
Jordan BrownandLeo af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalevandKorPhaeron d525b18d8d Completes major inhand split project (#29574)
* Completes split project

* More work on it. Should be more or less finished
2017-07-29 16:47:37 -03:00
bgobanditandoranges 666f28aa49 Adds lumps of coal. (#22346) 2016-12-23 09:33:22 +13:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
phil235andoranges 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Jack Edge a841bd14f5 Code cleanup; silicons, melee, hallucinations
- Cleaned up paint.dm
- Everything else should be self explanatory
- Removed braindamage part of esword, since you can't reach that; it
  would be handled by attack_self()
2016-06-24 14:03:44 +01:00