Commit Graph

143 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
MrMelbert aae24b1ab2 Sect of the Dream God (#95643)
## About The Pull Request

Adds a new chaplain sect, the sect of the Dream God

This sect gains favor from dreaming and blessing dreamers. 

Their blessing only works on sleeping mobs - hitting a sleeping mob with
your bible will cause it to start dreaming, and if it's already
dreaming, grant favor. Either way, the mob is healed.

For 0 favor, you can **Banish Nightmare** - offering a Nightmare's
corpse rewards favor for banishing bad dreams. If the Nightmare has a
heart, you are rewarded with a special **Sacred Heart** which heals you
while dreaming and sleeping. You can also offer a Nightmare's heart on
its own without the body attached.

For 0 favor, you can **Deaconize Dreamers** - you can deaconize up to 3
dreamers.

For 50 favor, you can have a **Dream Portent** - This rite immediately
makes you fall asleep, and grants you a dream related to something going
on in the round. It may provide insight into something you otherwise
don't know about. If you take damage, the effect ends early.

<img width="374" height="126" alt="image"
src="https://github.com/user-attachments/assets/7c4e12fe-8456-411c-9d39-691e4ac2312d"
/>

For 100 favor, you can **Dream Projection** - this rite allows you to
pick one of your deacons, and forces you to become an imaginary friend
of that deacon. For the duration of the effect you are asleep. If you
are woken up or take damage, the effect ends. If the deacon dies, the
effect ends early.

<img width="492" height="294" alt="image"
src="https://github.com/user-attachments/assets/4e2f6810-15cd-41af-a69f-daa6ddca671a"
/>

For 200 favor, you can give you and your followers **Dream Protection**
- While sleeping and dreaming all damage taken is reduced.

For 200 favor, you can start a **Slumber Party** - All nearby mobs (who
can't block magic and some other asterisks) fall asleep and share a
dream. This form of sleep heals the mob rapidly (also heals holy people
even more).

## Why It's Good For The Game

A new sect for chaplains to sink their teeth into. This one brings a
unique niche, focused around sleeping and fortune telling.

## Changelog

🆑 Melbert
add: Adds the Sect of the Dream God, a new option for chaplains.
/🆑
2026-04-29 00:01:56 +01:00
Roxy e60003f105 Remove unsupported CSS from client.script (#95841)
## About The Pull Request

So it turns out that CSS validation in BYOND has been broken for some
time, and it was fixed in 516.1681. This fix uncovered errors in
`stylesheet.dm`, and per [this bug
report](https://www.byond.com/forum/post/2986950), the `animation` style
was never actually supported in DM CSS, we just didn't notice because
these styles are only used in TGUI (which properly displays them) and
the errors were being suppressed.

## Why It's Good For The Game

Makes the codebase compile on the latest BYOND version
2026-04-23 13:09:02 -05:00
Maxipat a717302b92 New ".policy" css style class (#95676)
## About The Pull Request
Adds a new css style class to use, mainly intended for policy.json
formatting that i'm tackling before term ends. Also can be used by
admins for events with narrate verbs.
```css
.policy {
  text-align: center;
  font-size: 125%;
  color: hsl(276, 70%, 52%);
  font-style: italic;
}
```
Example:
<img width="639" height="321" alt="Untitled"
src="https://github.com/user-attachments/assets/ebc1aa8e-6f8a-4f89-a298-376fc88e8919"
/>
## Why It's Good For The Game

More different styles = good, don't have to fight with manually defining
the formatting anymore. Gives policy text colour unique hue (after
adding to policy.json), easy to notice and read on both light and dark
themes.

Also saves me time as a headmin. /ᐠ。ꞈ。ᐟ\
## Changelog
:cl:Maxipat
add: New css style class for use in config. Now you can notice policy
text easier
/🆑
2026-04-08 01:04:56 +01:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
L0pz 2634d05098 Drone chat recolor (#93613) 2025-11-07 13:00:19 -05:00
FeudeyTF 161d744035 Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑

(cherry picked from commit 35494b93bb)
2025-06-28 20:37:12 -04:00
FeudeyTF 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
Wallem 753d8a2440 Implements some of the helpers I made for #90354 (#90436)
## About The Pull Request
Adds a couple helpers from #90354

1. `/proc/pick_recursive()` > able to take in nested lists and pick one
object from them. Works the same way `pick_weight_recursive()` does,
just without all the extra `_weight` stuff
2. `span_tinynicegreen()` > we had span_tiny for danger and notice but
not nicegreen, just filling that gap
3. `/matrix/proc/get_angle()` > Tells us the angle a matrix is currently
in
4. `GLOB.all_tool_behaviours` > in case you wanted an easy list for all
tool behaviors
5. `transition_filter_chain()` > a more complicated one, this is used if
you want to make an animation chain for a filter. (Thank you
LemonInTheDark for the help on this one.)
## Why It's Good For The Game

Helpful stuff for future coders is good
## Changelog
🆑 Wallem, LemonInTheDark 
code: Added a couple helpers & procs for coders
/🆑
2025-04-29 17:44:07 -06:00
Wallem b276ae7b00 Implements some of the helpers I made for #90354 (#90436)
## About The Pull Request
Adds a couple helpers from #90354

1. `/proc/pick_recursive()` > able to take in nested lists and pick one
object from them. Works the same way `pick_weight_recursive()` does,
just without all the extra `_weight` stuff
2. `span_tinynicegreen()` > we had span_tiny for danger and notice but
not nicegreen, just filling that gap
3. `/matrix/proc/get_angle()` > Tells us the angle a matrix is currently
in
4. `GLOB.all_tool_behaviours` > in case you wanted an easy list for all
tool behaviors
5. `transition_filter_chain()` > a more complicated one, this is used if
you want to make an animation chain for a filter. (Thank you
LemonInTheDark for the help on this one.)
## Why It's Good For The Game

Helpful stuff for future coders is good
## Changelog
🆑 Wallem, LemonInTheDark 
code: Added a couple helpers & procs for coders
/🆑
2025-04-07 18:29:03 +02:00
MrMelbert f750fea396 Adds a recording set up to the Captain's office on all maps, Adds "The Captain Cast" (#89358)
On all maps, the captain will find a brand new green screen and camera
set up in their quarters

This is used to cast the captain's (or anyone's who breaks in) face to
all status displays across the station

(It will also relay your voice to them)

![image](https://github.com/user-attachments/assets/a2278873-c087-41eb-b5b9-d0a848588545)

NOTE: Some maps have a stunning lack of evac displays

Noticeably **Wawa** has like 10. So these will be less effective on
those maps.

Gives Captains a more personable way of addressing the crew for
impromptu announcements rather than resorting to the announcement
computer.

Also opens up shenanigans.

🆑 Melbert, Wallem
add: Adds recording setups to the Captain's office on all maps, allowing
them to project their face to all status displays on the station
add: Centcom now has a soundstage for broadcasting to the station. It's
besides the Thunderdome.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-03-12 16:42:53 -04:00
MrMelbert cae514da8d Adds a recording set up to the Captain's office on all maps, Adds "The Captain Cast" (#89358)
## About The Pull Request

On all maps, the captain will find a brand new green screen and camera
set up in their quarters

This is used to cast the captain's (or anyone's who breaks in) face to
all status displays across the station

(It will also relay your voice to them)


![image](https://github.com/user-attachments/assets/a2278873-c087-41eb-b5b9-d0a848588545)

NOTE: Some maps have a stunning lack of evac displays

Noticeably **Wawa** has like 10. So these will be less effective on
those maps.

## Why It's Good For The Game

Gives Captains a more personable way of addressing the crew for
impromptu announcements rather than resorting to the announcement
computer.

Also opens up shenanigans.

## Changelog

🆑 Melbert, Wallem
add: Adds recording setups to the Captain's office on all maps, allowing
them to project their face to all status displays on the station
add: Centcom now has a soundstage for broadcasting to the station. It's
besides the Thunderdome.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-02-21 19:26:55 +00:00
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
DrTuxedo 531486b995 Curator LIVE Journalism (#86046)
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>


https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a

</details>

Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.


![press_drip](https://github.com/user-attachments/assets/ea264e13-01b8-46c4-87cd-6b174bc5b470)
## Why It's Good For The Game
The job of Curator has 3 things it can do:

- Curate Library (lol)
- Explore Space
- **Create News!**

Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!

Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
2024-08-25 00:21:12 +02:00
SkyratBot ca15054483 [MIRROR] Gives a speaking mob megaphone text when standing on top of a closed crate (#28883)
* Gives a speaking mob megaphone text when standing on top of a closed crate (#84942)

## About The Pull Request
Gives you loudmode when you speak while standing on top of a crate (it
does not apply to comms or open mics)
## Why It's Good For The Game
The assistants have trouble finding megaphones sometimes, now they can
bug command who are in ear shot more effectively
## Proof of Testing

![image](https://github.com/user-attachments/assets/af8cc4ba-f13d-4a88-ae29-1cfc026c4452)

## Changelog
🆑
add: standing on a closed crate now gives loud mode
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Odairu <mdesisto610@ gmail.com>
Co-authored-by: Odairu <39929315+Odairu@ users.noreply.github.com>

* Gives a speaking mob megaphone text when standing on top of a closed crate

---------

Co-authored-by: Odairu <mdesisto510@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Odairu <mdesisto610@ gmail.com>
Co-authored-by: Odairu <39929315+Odairu@ users.noreply.github.com>
2024-07-17 21:02:49 +05:30
Odairu b4ec871ec3 Gives a speaking mob megaphone text when standing on top of a closed crate (#84942)
## About The Pull Request
Gives you loudmode when you speak while standing on top of a crate (it
does not apply to comms or open mics)
## Why It's Good For The Game
The assistants have trouble finding megaphones sometimes, now they can
bug command who are in ear shot more effectively
## Proof of Testing

![image](https://github.com/user-attachments/assets/af8cc4ba-f13d-4a88-ae29-1cfc026c4452)

## Changelog
🆑
add: standing on a closed crate now gives loud mode
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Odairu <mdesisto610@gmail.com>
Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2024-07-17 03:57:29 +02:00
vinylspiders ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
SkyratBot 14569b855c [MIRROR] Atrocinator flips your chat text around [MDB IGNORE] (#22304)
* Atrocinator flips your chat text around (#76618)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/51863163/fd325eeb-f862-4268-8370-4c13c4701c16)

## Why It's Good For The Game

It's funny

## Changelog

🆑 Melbert
add: The Atrocinator will now flip you even more.
/🆑

* Atrocinator flips your chat text around

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-09 13:10:05 -07:00
MrMelbert 06372b34d9 Atrocinator flips your chat text around (#76618)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/fd325eeb-f862-4268-8370-4c13c4701c16)

## Why It's Good For The Game

It's funny

## Changelog

🆑 Melbert
add: The Atrocinator will now flip you even more. 
/🆑
2023-07-08 17:05:49 +01:00
Zonespace 7fbecfe4ff [FINALLY HERE] Clock Cultist OPFOR bundle (#20257)
* Adds backend clockcult code (#17136)

* probably good to go

* Update stylesheet.dm

* revert speech

* shut the fuck up, CI.

* did the wrong thing lmao

* shuttles are good to go

* tick it

* okay lets see how this goes

* axe the event shuttles for starters

* i saved these dw

* probably good for now

* clean up sigil code

* layer fix

* a

* D'oh

* The melbert change I can do on my laptop

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* elementizes

* Update modular_skyrat/modules/clock_cult/code/hint_element.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* Apply suggestions from code review

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* Update modular_skyrat/modules/clock_cult/code/hint_element.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* all good to me

* base vitality nerf and cleanup

* fuck

* fix diveworm innaccuracy

* Update modular_skyrat/modules/cortical_borer/code/cortical_borer_abilities.dm

* Update modular_skyrat/modules/clock_cult/code/actions/_action.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/actions/_action.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* tf3

tf4

* TF4 reviews

* antag datumization and some more bits and bobs

* tgui nits to be picked

* I kind of forgot this shocks the shit out of you

* TODO: test this

* fixes and qol

* post-element cleanup

* whoops

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/actions/whirring_convergence.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* golden's changes

* the cleanup

* upstream fix

* 515

* Update gear_base.dm

* Update _sigil.dm

* lint

* cleanup

* untruth begone

* index

* icon skew

* Update antagonist.dm

* Update trap.dm

* good to go

* CI

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* [PROJECT] Integration Cog Scripture (#18687)

coggers

* [PROJECT] Transmission Sigil (#18684)

* yuh

* a

* repath

* Update sigil_transmission.dm

* [PROJECT] Tinkerer's Cache (#18705)

* forgery

* comment

* Update tinkerers_cache.dm

* replica

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Interdiction Lens (#18928)

* adds interdiction lens

* nerf + fix

* guh

* Update modular_skyrat/modules/clock_cult/code/structures/interdiction_lens.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/structures/interdiction_lens.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/structures/interdiction_lens.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Ocular warden (#19499)

* adds ocular wardens

* Update modular_skyrat/modules/clock_cult/code/structures/ocular_warden.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/clock_cult/code/structures/ocular_warden.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* tf4 review

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Clockcult outfits (#19500)

antag up and outfit

* [PROJECT] Replica Fabricator 2 (#18926)

* updated

* tf4 review

* [PROJECT] Hateful Manacles (#19622)

* might add this idk yet

* guh

* balance

* Update modular_skyrat/modules/clock_cult/code/scriptures/servitude/hateful_manacles.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* [PROJECT] Vitality Sigil (#19625)

* adds the vitality sigil

* balance, fix

* a

* [PROJECT] Clockwork Marauder (#19677)

* woe, omen upon you

* shield

* melbview

* [PROJECT] Outpost of Cogs (#19696)

* adds mini-reebe

* melbert review and some touches

* static

* props n shit

* coggers

* less cancer

* Update modular_skyrat/modules/clock_cult/code/turf.dm

* [PROJECT] Refactors some clock cult code (#19644)

refactors some scripture code

* [PROJECT] Clockwork Armaments (#19663)

* clockwork armaments

* a

* a^2

* [PROJECT] Removes Clock soul (resprites) (#18945)

* adieu 2018 sprites

* finally got around to this

* [PROJECT] Kindle (#19501)

* bullshit stun hand revengance

* whoops

* [PROJECT] Prosperity Prism (#19877)

* adds the prosperity prism

* a

* w2

* w3

* Update tinkerers_cache.dm

* Update _powered.dm

* [PROJECT] Clock balance & fixes (#20096)

* whoooo boy this is a lotta changes

* slab spell

* clarity

* smol bug fixes

* a few bits and bobs

* fixes ci

* a

* CI fixing

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-04-02 15:03:54 +01:00
SkyratBot 68f7776b92 [MIRROR] Renames folder for tgchat CSS styles [MDB IGNORE] (#19802)
Renames folder for tgchat CSS styles

Co-authored-by: san7890 <the@san7890.com>
2023-03-13 01:58:39 +00:00
san7890 fe127fee84 Renames folder for tgchat CSS styles (#73907)
## About The Pull Request

I think it was previously named "goon" in relation to "goonchat", but
that was phased out three years ago, so it's just confusing to have a
"goon" folder especially when historically those tend to refer to
specialized folders meant for containing content under a non aGPL
license

However, everything in this folder appears to just be styles ported from
goonchat when tgchat was created, which is fine, but it's just confusing
since none of the stuff is licensed under anything from goon- just an
odd name to my eyes.
## Why It's Good For The Game

It's a much more fitting name as to what these files specifically
pertain too, rather than be an arcane reference to a system that has not
been used in quite a while...
## Changelog
nothing that concerns players
2023-03-12 13:31:34 -04:00
Zonespace e98b446a5c Mirror #72195 (#18651)
Blob QoL: Orbit menu & Antag Info (#72195)

## About The Pull Request
Blob UI refactor that started from sorting blobs into their appropriate
orbit section.

Original issue:
Permanently hostile antags like blob can produce minions, but these lil
guys don't actually get an antag datum and thus don't get sorted into
the proper section in the orbit menu.

Now:
- Blob minions also go in "Biohazards" section of orbit UI
- Blob helper text is now an antag info UI
- Blobs get their own text span type instead of boring big chat
- Blob minions get actual objective: Protect the core

<details>
<summary>View the OUTDATED blob antag info screen:</summary>


![vLQMLDHxHw](https://user-images.githubusercontent.com/42397676/209544201-3adddeb2-cdd5-4cb7-adcc-59ead43fa07a.gif)
</details>

## Why It's Good For The Game
Orbit menu will now properly sort player controlled blob minions into
the biohazard sections, making it easier to distinguish the bad guys
Blob antag info is a little easier to read, much more in line with the
other antags
## Changelog
🆑
fix: Blob minions are now sorted into biohazards in orbit UI.
add: Blobs now get antag info screens.
add: Blob minions get objectives (protect the core!).
add: Adds blob style text for victories, etc.
refactor: Refactors some blob & blob minion code.
/🆑

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-01-12 10:42:31 -05:00
Jeremiah 4c78699486 Blob QoL: Orbit menu & Antag Info (#72195)
## About The Pull Request
Blob UI refactor that started from sorting blobs into their appropriate
orbit section.

Original issue:
Permanently hostile antags like blob can produce minions, but these lil
guys don't actually get an antag datum and thus don't get sorted into
the proper section in the orbit menu.

Now:
- Blob minions also go in "Biohazards" section of orbit UI
- Blob helper text is now an antag info UI
- Blobs get their own text span type instead of boring big chat
- Blob minions get actual objective: Protect the core

<details>
<summary>View the OUTDATED blob antag info screen:</summary>


![vLQMLDHxHw](https://user-images.githubusercontent.com/42397676/209544201-3adddeb2-cdd5-4cb7-adcc-59ead43fa07a.gif)
</details>

## Why It's Good For The Game
Orbit menu will now properly sort player controlled blob minions into
the biohazard sections, making it easier to distinguish the bad guys
Blob antag info is a little easier to read, much more in line with the
other antags
## Changelog
🆑
fix: Blob minions are now sorted into biohazards in orbit UI.
add: Blobs now get antag info screens.
add: Blob minions get objectives (protect the core!).
add: Adds blob style text for victories, etc.
refactor: Refactors some blob & blob minion code.
/🆑
2022-12-29 13:17:14 -08:00
StrangeWeirdKitten 016b3a1883 [Modular] Donator stuff (#18324)
* stuff

* some fixes

* Code docs and Destroy()

* Ok

* mesmotron

* Update lewd_defines.dm

* pocketwatch

* edits

* ok

* Update lewd_quirks.dm

* Update lewd_quirks.dm

* Update lewd_quirks.dm

* Update lewd_quirks.dm

* Update lewd_quirks.dm

* Update plushes.dm

* whop

* Update modular_skyrat/modules/customization/game/objects/items/plushes.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-28 22:38:24 +00:00
SkyratBot c4461e11a1 [MIRROR] Removes unused monkey mode spans [MDB IGNORE] (#16862)
* Removes unused monkey mode spans

* stylesheet conflict and remodularizing

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-15 00:02:42 -04:00
tralezab 22a379e7f5 Removes unused monkey mode spans (#70511)
Removes monkeyhive and monkeylead spans.
2022-10-14 18:16:58 -07:00
SkyratBot 1f7128a8ab [MIRROR] Resolve incorrect paths in the header comment for tgui chat styling [MDB IGNORE] (#14886)
* Resolve incorrect paths in the header comment for tgui chat styling (#68356)

* fix the paths for the chat style sheets

* Update interface/stylesheet.dm

Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>

* Resolve incorrect paths in the header comment for tgui chat styling

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
2022-07-13 16:05:15 +01:00
Zephyr 0e83b34a55 Resolve incorrect paths in the header comment for tgui chat styling (#68356)
* fix the paths for the chat style sheets

* Update interface/stylesheet.dm

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-07-13 03:24:21 +03:00
Zonespace 349a3325ec Adds Gun Cargo (#12632)
* mega-commit

* js fix 1

* js fix 2

* documentation1

* balance?

* balance pass

* 2 -> 20 mins

* m90 increase

* thanks prophet (balance and stuff)

* more touchups

* mini correction

* cmg update

* tgui fix

* this took me too long

* permit pin removal (testing)

* price bump

* accidental commit

* ammo cheapening

* weh

* this is incredibly embarassing

* woo

* woo

* pepperballs

* permit-pins are lame anyway

* dep guards get permits

* CI fix

* model75 increase

* fix lint

* model75 removal

* Update cargo_stuff.dm

* ZONESPACE REEEEE

* not the bluie's anymore

* interdyne company fixes and stuff

* fix

* fix2

* nagant revolver removal

* threshold changes

* undo

* techshell to dynamics

* mag cost 3.5 -> 3

* dynamics 10mm auto

* ammo gens manifest

* ladon/osprey price changes

* if ixed it for you sir

* assault rifle rebalancing

* review

* Update modular_skyrat/modules/gun_cargo/code/datums/cargo_pack.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* weh

* add disabler crates back

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>
2022-04-23 17:34:08 +01:00
SkyratBot a4044dfbda Refactor mood events font colors, spans, and newlines (#12239)
Co-authored-by: Tim <timothymtorres@gmail.com>
2022-03-23 21:28:56 +00:00
Tim 77ba501459 Refactor mood events font colors, spans, and newlines (#65597)
* Add newline to mood_events loop

* Update beauty_events.dm

* Remove repetitive \n from drink events mood

* Remove repetitive \n from drug events mood

* Remove repetitive \n from generic negative mood

* Remove repetitive \n from generic positive mood

* Remove repetitive \n from needs events mood

* Move /datum/mood_event/area to file

* Add grey and boldnicegreen span font colors

* Refactor spans for moods to be automatic

* Fix mood whitespace

* Add area_events.dm to tgstation.dme
2022-03-22 19:39:24 -04:00
ChungusGamer666 9b405a82a0 Makes the "Do your job regardless of alt title" warning extra loud and obnoxious (#9999)
* if you ignore this you are legally blind

* woops.

* even louder
2021-12-13 11:01:42 +00:00
SkyratBot ec84d03d09 [MIRROR] FAMILIES 4.0: "fuck it, MRP only this time" (#8420)
* FAMILIES 4.0: "fuck it, MRP only this time"

* F

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-28 00:08:13 +01:00
Iamgoofball 6fe8e8d76c FAMILIES 4.0: "fuck it, MRP only this time" (#61123)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2021-09-27 01:04:41 -07:00
Seris02 c67f525a0e mentor chat tab (#7356) 2021-08-03 21:29:40 +01:00
Useroth 144ee04684 another donator item, yay (#5895)
* more donator items

* oops

* whitespace adjustment

* marked modular additions
2021-05-24 03:47:40 +01:00
SkyratBot c84d208fa6 [MIRROR] Sorts the majority of the rest of the unsorted chat (#5459)
* Sorts the majority of the rest of the unsorted chat

* 0.

* Update database_changelog.txt

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-06 23:48:08 +01:00
Seris02 ff2f6abe83 Sort the majority of the rest of the unsorted chat (#58821)
* FINALLY IT IS DONE FUCK

* tip of the round into ooc

* adds cyopod chat messages to the info chat filter

* last one I promise probably, mob spawner messages to info filter

* holoparasite, round will start in x and keybinding conflict to respective filters

* removed motd from constants, made it infoplain surrounded instead

* changed info to infoplain
2021-05-05 05:57:40 +03:00
SkyratBot 3295778768 [MIRROR] Additional CTF maps (#4400)
* Additional CTF maps

* Update radio.dm

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-26 15:33:14 +00:00
NamelessFairy a8a6625714 Additional CTF maps (#57230)
This pull request adds a map loader as well as new maps to CTF. When a game starts a CTF map will be selected at random and will be playable by ghosts.

As well as this new functionality CTF now fully supports 4 teams. A green and yellow team have been added complete with both standard and instagib gear.

At current five maps are planned:
Classic - the original map we all know and love
Four Side - A four team CTF map where all teams compete over one flag
Downtown - Terrestrial city themed map
Limbo - Wizard themed map featuring portals and uses KOTH rather than CTF
Cruiser - Space themed map utilizing the powerup system

Random maps are selected on game load
Support for four teams added

Why It's Good For The Game

CTF has been more or less the same on the surface since its creation. This PR allows for some much needed map variety which will increase replay value. CTF is far more regularly played then mafia due to its fast rounds and common use during round end delays and I believe that it deserves a boost in content.
Changelog

cl
add: CTF can now selects a random map at game start
add: CTF now supports four teams
add: Gear for yellow and green CTF teams has been added
add: CTF ID cards for all 4 teams have been added - courtesy of maxymax13
add: a new CTF map, Four Side has been added
add: a new CTF map, Downtown has been added
add: a new KOTH map, Limbo has been added
add: a new CTF map, Cruiser has been added
fix: KOTH capture points retain their sprites after being claimed
/cl
2021-03-26 10:01:43 +13:00
SkyratBot 2b1cab0bc5 [MIRROR] Allows Sentient Diseases to talk to ghostchat (#4055)
* Allows Sentient Diseases to talk to ghostchat (#57391)

* Allows Sentient Diseases to talk to ghostchat

Co-authored-by: nianjiilical <nianjiilical@gmail.com>
2021-03-11 07:50:15 +01:00
nianjiilical 3660b2fc19 Allows Sentient Diseases to talk to ghostchat (#57391) 2021-03-10 16:40:33 -08:00
SkyratBot d77ff33126 [MIRROR] Some of the unsorted chat types being sorted (#2526)
* Some of the unsorted chat types being sorted

* aaa

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-07 00:36:47 +01:00
Seris02 a6f93b4f96 Some of the unsorted chat types being sorted (#55947)
The emote CSS class was no longer in use, it has been unitalicized and made into the actual emote class, back into local.
    A CSS class for info has been created which has no special CSS.
    The who verb has been put into info. (infoplain CSS class)
    PDA message receiving has been put into info (PDA message sending was already in info). (infoplain CSS class)
    Supply radio has been properly placed into radio.
    Service radio has been properly placed into radio.
    Binary talk has been placed into radio.
    A CSS class for minor announcements has been created.
    Minor announcements (shuttle purchases, head of staff office announcements, silicon announcements, etc) have been placed into radio (major announcements are already in radio). (minorannounce CSS class)
2021-01-06 12:20:40 -03:00
SkyratBot 76efc3d305 [MIRROR] Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#544)
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)

By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.

* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 21:52:59 +02:00
Ryll Ryll 52b5eecced Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
2020-08-26 23:19:49 -07:00
SkyratBot e2ed0a488f [MIRROR] Recolors cult comms to make em differ from warnings (#428)
* Cult comms recolor (#53043)

Recolors cult communion text to differentiate itself from the warning text more

* Recolors cult comms to make em differ from warnings

Co-authored-by: TheSmallBlue <ilanmori@hotmail.com>
2020-08-19 20:14:48 -04:00