Commit Graph
110 Commits
Author SHA1 Message Date
John WillardandGitHub 751bfc08bb Removes the IC tab (#95893)
## About The Pull Request

Removes the IC tab in its entirety

- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits

### Removed entirely

Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills

### Moved to command bar (secret verb ooh) because I am biased

Sleep
Navigate

### Martial Arts

Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.

<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>


Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.

## Why It's Good For The Game

Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.

This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".

## Changelog

🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
2026-05-26 16:27:09 -07:00
MrMelbertandGitHub 7645cef613 Allows you to install encryption keys in intercoms and station-bounced radios (#94874)
## About The Pull Request

*All* radios can have an encryption key installed

This includes intercoms and station-bounced radios

<img width="472" height="294" alt="image"
src="https://github.com/user-attachments/assets/8fe8880b-2872-4030-9e42-ced4ce529b31"
/>

These radios are *not* normally freerange, meaning to tune into channels
added by an encryption key, a new button in the radio UI has been added
- "Tune", which tunes you directly into the channel.

This even works with the Syndie key, giving the intercom access to
Syndie channel and the ability to hear all encrypted channels. However,
it will *not* work with a Binary key.

Likewise, any key with language understanding on it will do nothing. I
think **theoretically** we can have intercepted messages in alternate
languages check to see if they have a key of that language with (to
relay a translation instead), but that sounds like a lot of work...

Also this means you can now speak on encrypted frequencies (like
departmental ones) via non-subspace means - ie, when telecomms is
disabled.

## Why It's Good For The Game

To be completely honest, I haven't fully considered the repercussions of
such a change.

Someone just offhandedly mentioned that if they could tune into a dept.
radio via subspace, they would try playing without a headset, and I
thought that sounded fun.

Otherwise, this opens up stuff like departmental intercom systems -
which sounds cool - and in the future we could possibly de-hardcode
freerange settings (like the command intercom).

## Changelog

🆑 Melbert
add: All radios (intercoms and station-bounced) can have encryption keys
installed in them, rather than solely headsets and cyborgs.
add: Existing screwdriver interactions for station-bounced radios and
intercoms have been moved to right click. However, intercoms will still
default to the old behavior if they have no key installed.
qol: Screentips for radios.
/🆑
2026-01-17 10:38:54 -07:00
MrMelbertandGitHub c6326e20f8 You can skip applying drapes to a mob bucked to operating tables or stasis beds (#94680)
## About The Pull Request

Applies `/datum/component/free_operation` when buckling mobs to stasis
beds or surgical tables

## Why It's Good For The Game

The only reason we still have drapes is because otherwise, trying to
help intent click on a mob with a saw will result in attempting surgery
instead of attacking them

In other words drapes serve as an explicit "I WANT TO PERFORM SURGERY"
check

However we can get that explicitness from other things, such as buckling
someone to the designated surgery places

This ultimately leaves drapes as **entirely optional** in a surgical
setting (...Maybe it can provide a speed bonus for being sanitary or
something?)

## Changelog

🆑 Melbert
add: You can skip the "apply drapes" step of surgery if the patient is
buckled to an operating table or stasis bed!
/🆑
2026-01-03 14:12:25 +00:00
MrMelbertandGitHub bfdb237612 Spooky Scary Supreme Surgery (Rework) (#93697) 2025-12-19 18:42:58 +01:00
97f3737f16 Obsolete morph tip (2) (#94392)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/94215

Remove tip of the round
"As a Morph, you can talk while disguised, but your words have a chance
of being slurred, giving you away!"

## Why It's Good For The Game

<img width="930" height="167" alt="image"
src="https://github.com/user-attachments/assets/082fceee-9fa0-4269-b8b8-353a67c615c2"
/>

Tested

## Changelog

🆑 ArchBTW
spellcheck: Obsolete morph tip of the round
/🆑

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-10 18:27:37 +00:00
FalloutFalconandGitHub caa85bb70d sorts tip strings (#93670)
## About The Pull Request
I had the idea to dump all of `as JOB` and `as ANTAG` into sperate
string lists and increase the weight of the as antag ones based on
station threat level. Sorted out the strings to make sure I was not
gonna miss any. Need feedback on that idea though.
## Changelog
🆑
spellcheck: Lawyer and Coroner round tips now reflect how many job slots
they have.
/🆑
2025-10-31 15:11:01 +01:00
b7026b5993 Water helps heal liver slowly (#93367)
Co-authored-by: Lucy <lucy@absolucy.moe>
2025-10-11 06:47:56 +00:00
sushiandGitHub be4ab89080 Releasing water vapor will now also clean radiation on items. (#92871)
## About The Pull Request

Adds the `CLEAN_RAD` flag to those passed to the `turf/wash()` call in
`turf/open/water_vapor_gas_act()`.
## Why It's Good For The Game

Washing items in a sink or shower is enough to clean the rads off of
them and so it makes sense to me that releasing water vapor into a
radiated room would have the same effect. Useful for radiation-related
disasters that make a room really obnoxious to be in and gives the
janitor a unique opportunity to fix something quickly given that they
start with a water vapor canister.


![dreamseeker_DTIneot8tQ](https://github.com/user-attachments/assets/a8d54096-169d-474c-8b8a-2410de702ed3)
## Changelog
🆑 sushi
add: water vapor on a turf will now also wash radiation off of the items
on it
/🆑
2025-09-07 21:06:17 -04:00
RhialsandGitHub 3db49f75cb Heart Attacks are More Violent, and You Can Defib People Repeatedly to Fix Them Like in a Medical Daytime TV Show Drama (#89775)
## About The Pull Request

This overhauls nearly all aspects related to heart attacks, making them
more urgent and threatening. It also enables the use of defibrillators
for quicker, less invasive treatment of heart attacks.

They are now a status effect instead of a virus, with a fixed countdown
of about two and a half minutes before full stoppage. As this timer
counts down, symptoms steadily escalate from audio cues to suffocation
and dizziness. Through treatment, the countdown can be wound back and
eventually cured (or you can just swap the heart like usual. Boring!!).

### Treatment

Replacing the heart is no longer the *only* option for treatment. Now,
heart attacks can be cured with the use of a defib. Each shock will
rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in
quick succession. In lieu of a defib, most other shock sources will
work, albeit much less effectively.

So, if you're in security and *really* don't feel like going to medical,
you can just have your fellow officers taze you back to health!

![doctor
approved](https://github.com/user-attachments/assets/f633cb08-b7f7-4291-8c18-6fdea4e97c7a)

The emergency penthrite given after the attack has a new icon/message,
and is slightly less forgiving. You can still use it to shock yourself
back to life, still being a very risky move.

The heart attack doesn't manifest on medical HUDs immediately. It only
appears after the victim has reached stage 3 for the first time. At
stage 3, it's pretty apparent to both the victim and anyone around that
they're having a heart attack anyways, but until then it will be on the
victim to identify symptoms. Heart attacks will always be reported on
health analyzer scans, shown as the organ failing due to a myocardial
infarction and a tooltip suggesting defibs/other shocks to treat it.

This also adds two tips, for secoffs and medics, on how to treat a heart
attack.

Defibs also now use up charge for restarting a stopped heart, instead of
only when reviving a corpse.
## Why It's Good For The Game

Making heart attacks more of a threat gives way more weight to something
people should be afraid of, but aren't. Heart attacks fail to emulate
anything resembling a heart attack, to the point that it is lame and
dissapointing. They're an annoyance and a trip to the surgery room for
anyone familiar enough with the game. This iteration may be more
dangerous, but it's also more *exciting* (and can be treated faster).

Broadening the ways to treat a heart attack, or just stave off symptoms,
gives an amount of player agency over this threat. It may be more
urgent, but it doesn't mean it has to be a trip to medbay every time.
You can look for other ways to get zapped (security will help if asked,
I promise) or sandbox up your own solution.

Also, treating heart attacks with defib shocks just makes sense. Why do
we have to trash the whole heart? Usually after a heart attack it still
has like, a year or so of juice left before it quits for good.

More threatening heart attacks also further incentivize synthetic hearts
and working out, or any other clever ways of shielding oneself from an
attack (in case you're paranoid like that).

And lastly, the whole reason I started with this PR in the first place
-- I think it is a bit odd having heart attacks be handled as *diseases*
in the code. Status effects make more sense.
## Changelog
🆑 Rhials
balance: Heart attacks are now more violent and urgent. If you can hear
your own heartbeat and are short of breath, you should probably see a
doctor.
balance: Heart attacks can now be treated and eventually cured with
repeated defibrillation shocks.
balance: Heart attacks can now be treated and eventually cured with
repeated shocks from other sources.
/🆑
2025-04-07 00:15:38 +01:00
AndrewandGitHub 57dddc8637 Heretics dream of objects around unused influences (#89003)
## About The Pull Request


![image](https://github.com/user-attachments/assets/5fee2111-289b-46c6-82f8-096fcfadc50f)


![image](https://github.com/user-attachments/assets/1402896d-4d39-4168-a105-7d28bd199999)


![image](https://github.com/user-attachments/assets/20a7a1fd-3f63-4657-9834-0f568f241490)

Heretics can now traverse Mansus in their dreams to see into the real
world through the perspective of unused essences, if any.

They get a mood debuff for five minutes while doing so, and dream
regularly until recovered.

## Why It's Good For The Game

Essences sometimes spawn in closed locations (like vault, telecomms,
toilet room) and stay untapped till the end of the round.

This change should promote a more covert way of gaining a roundstart
knowledge boost for heretics.

They may dream of completely random and useless objects, but it will
still help them to know that there is still an unused essence somewhere.

## Changelog

🆑
add: Heretics can now get clues about objects around unused influences
in their dreams, with a 5 minute cooldown
/🆑
2025-01-11 18:30:11 -08:00
MrMelbertandGitHub 586710e0d4 You can light a match on the heel of your boot (#88690)
## About The Pull Request

- Matches can be ignited with boots.
- Matches have a rare chance of failing to ignite (prompting you to try
again) or an even rarer chance of snapping (wasting it).
- Also makes ignition span use mostly-consistent (using rose span for
the "cooler" ignition effects).

## Why It's Good For The Game

You may be thinking "hey, matches won't light on just friction unless
they're from the 1800s", and you'd be right. But it's a cool movie
trope, which means it should be possible, I don't make the rules.

## Changelog

🆑 Melbert
add: You can light matches on the heel of your boots - Just don't do it
too hard.
/🆑
2025-01-06 03:16:59 +01:00
UnokiAsandGitHub 97f54ecd89 Restore Spear's Ability to Destroy Lockers (#88377)
## About The Pull Request
This change make the lockers "electronics" weaker to the spear,
restoring its ability to destroy lockers. While this functionality was
not originally intended (throwing spears on lockers) ( #88141 ), it has
been present for so long that it has effectively become a feature. This
pull request rework that feature by making the spear do damage by
hitting lockers in melee.



https://github.com/user-attachments/assets/67058342-57e2-4670-9c68-df4c3b6d6193



## Why It's Good For The Game
Restoring the spear's ability to destroy lockers maintains its previous
utility and aligns with player expectations, preserving and reworking
feature that has become a staple of gameplay and lower the burden on
antagonist to open security or command lockers.

## Changelog
🆑 UnokiAs
add: Make spears able to break open lockers in melee.
/🆑
2024-12-22 01:11:38 +01:00
69c01b27ee Improved shower/blood effects (#87747)
## About The Pull Request
Last night I was experimenting with hooking up different chemicals to a
shower and discovered that blood didn't really do anything other than
have red mist and particles. Your characters clothes were still cleaned.
The mood boost was still happy. So I reworked it a bit.

Blood now:
- Gives a negative mood, disgust, and status effect when showering with
it (unless you are morbid, evil, or undead, then it's considered
positive)
- Has an icon alert for bloody showers
- Covers a mob's clothing with blood when showering (or any objects on
the tile)
- Tossing or spraying a container full of blood now covers objects/mobs
in blood
- The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood

Showers now:
- Require 70% of water to clean and get mood/status effects
- Require 70% of blood to get mood/status effects
- Require 20% of radioactive reagents to stop radiation removal effects

So it's possible to have a clean water shower that is secretly
radioactive. Since radioactive reagents do nothing on `TOUCH`, all this
achieves is preventing the water from washing off the radiation.

I did have to refactor some of the reagent code to support method types
for objects since I was experiencing hazmat issues when I was testing.
Whenever I would inject blood from a syringe into a beaker, it would
cover the beaker in blood on the outside. This would have been extremely
hazardous for viruses. So I needed to make sure we are only applying it
to the methods for `VAPOR|TOUCH`

Also improved the mood typecasting for owner to allow checking of mob
biotypes. (so we can check `UNDEAD` for mood)

## Why It's Good For The Game
Blood effects and interactions are now more consistent. The code for
objects is refactored to support method interactions with reagents.
Evil/Morbid people now get some unique interactions that fit their
theme. Last we get a cool new ability to let revenant's make their
defiled areas something out of a horror movie.

## Changelog
🆑
add: The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood.
add: Showering in clean water (+70%) results in positive
mood/regen/stamina effects. It will wash off the mob.
add: Showering in dirty water results in negative mood effects and
disgust. It will NOT wash off the mob.
add: Showering with radioactive reagents (+20%) results in the
preventing the shower from washing off the radiation.
add: Showering in blood (+70%) results in severe negative mood effects
and disgust. (unless you are morbid, evil, or undead then it's
considered positive) It will cover the mob in blood.
add: Water effects that interact with a mob from touch or vapor
(showering/spray bottles/etc.) will now heal sleep, unconsciousness,
confusion, drowsiness, jitters, dizziness, and drunkenness.
fix: Fix bloody showers not covering objects in blood.
fix: Tossing or spraying a container full of blood now covers
objects/mobs in blood
fix: Fix wrong status effect for watery tile
image: Add new alert icons for bloody/dirty showers
code: Refactored some expose_obj reagent code to support method types.
code: Improved mood typecasting for owner to allow checking of mob
biotypes.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-30 03:16:04 +01:00
2522791fc5 Adds some tips for most of my changes to the game (#88186)
## About The Pull Request

Adds some tips for most of my changes to the game.

## Why It's Good For The Game

Player visibility is important to see what cool features there are and
tips are kind of, well, poorly mantained, honestly. Like, the last one
was about bitrunning.

## Changelog

🆑
qol: Added some tips of the round.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com>
2024-11-29 01:21:28 +01:00
memecraft22andGitHub d301e90513 Round start janitor tip (#87919)
## About The Pull Request
Adds a new janitor tooltip
## Why It's Good For The Game
This feature isn’t very well known
2024-11-15 12:03:06 -06:00
JeremiahandGitHub 1116f150eb Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request

See changelog for shortlist

1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min

> [!NOTE]
> File diff: removed a map

## Why It's Good For The Game
Closes #83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.

I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
2024-06-21 22:39:44 -04:00
VekterandGitHub 960a210721 Fixes a grammar inconsistency in a tip, adds one about the Spacecoin machine (#83489)
## About The Pull Request
PR does 2 things:
1) Replaces a case of "invincible" with "indestructible"; the
self-destruct console is not alive and thus cannot be invincible.
2) Adds a tip telling players they can hit the Spacecoin machine with an
ID instead of destroying it to get it to stop draining funds.

## Why It's Good For The Game
Bad grammar bothers me, also some people don't know this about spacecoin
machines and it bugs me

## Changelog
🆑 Vekter
spellcheck: Fixed a grammar inconsistency in round tips.
/🆑
2024-05-29 15:53:24 +01:00
d86a44aefe Updates tips of the round to exclude mentions of virologist, and include coroners and heretic paths instead. (#82923)
## About The Pull Request

Recently had the virologist tip show up before the round and people on
OOC flared that "there's no such thing anymore!". Quite an easy thing to
fix, so I thought I'll get to it, and added tips describing heretic
paths and for coroners while I was at it.

## Why It's Good For The Game

Virologists are no longer in the game, so tips for them are of no much
use.
More tips don't hurt, and Coroner and Heretic had none up to this point
which seems bit like an overseight.

## Changelog

🆑
fix: The start-of-the-round tips will no longer feature virologists, but
will, however, start featuring heretics and coroners.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-29 04:32:10 +02:00
GhomandGitHub 717209899b Paintings update: Curators get a cut on patronage + zoom in/out buttons on UI (#81500)
## About The Pull Request
(Roundstart) Curators now get a 22.5% cut on credits spent on painting
patronages (divided by the number of curators). The service department
also gets another, 12.5% cut.

This PR also adds zoom in/out buttons to the painting canvas UI. So you
don't have to stare at a blob of such enormous squares while the UI is
open, which is only good when drawing.

Screenshot copypaste in paint:

## Why It's Good For The Game
The painting feature is mostly an end in itself, which is totally fine.
I've put quite a few quality-of-life changes into it through the years,
and I still want to kick in some stuff. However, I think the curator
should actually benefit from them in a more "mechanical" way.
Furthermore, I personally prefer them over the random written crap that
players make.

Also, as I said above, the canvas UI can feel a tad too big at times.
2024-02-19 11:49:03 -06:00
GhomandGitHub 84865db7f4 Fixes text effects for runechat. (#81170)
## About The Pull Request
This stuff has been cramping 100% heavy roleplay style for too long.

Somehow, the way maptext is formatted* seems to break tag ends found
around a line break. This usually happens when a space with width is
found by the end of the line, and I don't recall ever encountering the
issue otherwise.
Apparently, I've also found out that concatenating two spaces,
regardless of width, seems to fix the issue just fine, and that brings
in the solution to this whole pedantic problem: a <b>zero-width
space</b> at the end of the closing tag.

*That's handled behind the curtains by the engine, so I can only throw
wild guesses to why it happens.

Oh, by the by, I've also changed the tip about text modifiers I've made
over a year ago. It was too confusing to read.
2024-02-07 18:36:17 -06:00
GhomandGitHub f9957b0373 Integrated circuits for modular computers (#80530)
## About The Pull Request
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.

For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander

*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.

The PR is no longer WIP.

## Why It's Good For The Game
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.

## Changelog

🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑
2024-01-20 21:21:42 +01:00
536381d308 Fitness rebalance and improvements - mood, fireman carry, and longer workouts (#79584)
## About The Pull Request
So after getting feedback on fitness I've decided to make some balance
changes:

- ~~Every level of fitness now increases max hp. At max legendary
fitness, all the hp bonuses combined results in a total of +25 max hp~~
- Fitness now decreases the time it takes to firemany carry by 0.33
seconds per level. (At max fitness, this means a decrease of 2 seconds)
- Exercise status effect triggers the exercise mood event and goes away
when the exercise status effect is gone
- The better your fitness level, the more happiness you gain from the
mood event
- Decreased the fitness timers and effects by half and tweaked a few
other values
- Increased the nutrition cost of working out
- Removed doubles metabolism exercise effect

I'd also like this test merged to see if anymore minor tweaks need to be
made.

## Why It's Good For The Game
Fitness effects on gameplay were pretty underwhelming. This was
deliberate since there is a concern about prisoners being able to abuse
it in quite a lot of scenarios. ~~Adding a small boost to max hp is nice
given that the downside is a bigger target.~~

Another problem was that the double metabolism rate resulted in a lot of
the diet effects being metabolised before you could convert them into
exercise gains. So this was removed.

People would also hit their bench max rather quickly and then spend a
long duration sleeping. Ideally I wanted people to spend more time
working out than sleeping, so I halved the duration values so it takes
them longer to achieve maxxing out.

## Changelog
🆑
balance: Fitness level decreases the time it takes to firemany carry
someone. Fitness level determines how much of a positive mood the
workout grants. Working out is now more difficult and requires more
nutrition.
balance: Exercise no longer triggers double metabolism.  
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-14 02:21:27 +00:00
distributivgesetzandGitHub 274eb2a52e Removes Clone Damage (#80109)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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2023-12-04 14:42:43 -08:00
lizardqueenlexiandGitHub 3aa37fc8e9 Fixes an incorrect term in roundstart tips. (#79826)
## About The Pull Request

A few roundstart tips erroneously referred to suit-slot clothing as
"exosuits". I've changed the wording to refer to the suits and the suit
slot properly.
## Why It's Good For The Game

In-game, "exosuit" refers solely to mechs, i.e. the exosuit fabricator
and exosuit equipment. Using this term for suit clothing muddles the
actual meaning of these roundstart tips.
## Changelog
🆑
spellcheck: Some roundstart tips have been made clearer regarding
"suits" vs. "exosuits".
/🆑
2023-11-18 23:23:25 -08:00
DrTuxedoandGitHub b5654d7203 Security Pen and Penlight improvement (#79299)
## About The Pull Request
Improves penlight sprite and code.

A new type of pen has been introduced - the Security Pen. This pen is
red and can create a holograph around a person, similar to a medical
penlight. The holograph prompts the person to surrender for 30 seconds,
and the holograph itself is visible for 5. There is a 30-second cooldown
between usage.

Holosign itself does nothing except be visual, just like medical
holosign **(DO NOT MISTAKE HOLOSIGNS FOR HOLOBARRIERS)**


https://github.com/tgstation/tgstation/assets/42353186/1ee5f794-7218-4e52-b04f-3ebb50bd224a

Now every Security member spawns with a Security Pen in their PDA.

Now you can print Security Pens at Security Techfab, and Penlights at
Medical Techfab.
## Why It's Good For The Game
The only way to prompt someone to perform the surrender emote is by
holding them up with a gun. However, this mechanic can be quite
unreliable, even after updates, especially if the person is moving. As a
result, many players are unaware of how to prompt the surrender emote or
even about its existence, so they don't know they can trigger it
themselves by typing "*surrender".
This enables non-lethal arrests without stun batons or other tools.

Sprites are a significant improvement as the previous penlight sprites
were outdated.
## Changelog
🆑
qol: There is now a more convenient way to prompt surrender to emote -
the Security Pen. Each officer is equipped with one in their PDA. Simply
click someone with it to prompt a 30-second surrender. They are
printable at Security Techfab as well.
qol: Penlights now are printable at Medical Techfab.
image: Penlights got a new cleaner sprite to replace its ancient one
code: The code for Penlight's holographic sign has been improved.
/🆑
2023-11-01 21:00:09 +00:00
c2fb08407a Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request

For the hard-working tradesperson who's in the middle of nowhere and
just wants to warm up their pastry-based savoury item purchased from an
overpriced vending machine, introduces the engineer themed wireless
microwave.

No more going hungry in a pinch, this variant uses changeable power
cells instead of APC power. Can be built normally or printed with a
furnishings-upgraded RCD.

The other upgrade now available: PDA charging. Upgrade the capacitors in
the microwave to add a Charge mode for your portable device!

Also cleans up microwave code a bit and adds much needed context hints
for when it's broken, dirty, etc.
Swaps a few break room microwaves to upgraded variants on mapload, adds
a microwave/donks to Birdshot, donks to Tramstation.

## Why It's Good For The Game

Slap together a semi-portable microwave with your components on hand,
have an engineering picnic in space or wherever else the day takes you.

With increased PDA drain, adding another option to charge your PDA in
common areas is useful. Microwaves are already strategically placed
around the station. Please ensure the model you're using has the
charging feature before operating.


![image](https://github.com/tgstation/tgstation/assets/83487515/22abdbea-57bf-41d8-903c-6af5b6827bed)

![image](https://github.com/tgstation/tgstation/assets/83487515/7b5d0f21-df7c-4b33-8798-7ea57c0e3561)

## Changelog

🆑 LT3
add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows
your PDA to be charged wirelessly through microwave frequencies. You can
Wave-charge your device by placing it inside a compatible microwave and
selecting the charge mode.
add: Microwaves can be upgraded to add wireless charging
add: Cell-swappable microwave for the engineer on-the-go
add: Microwave now has a wire to swap charge/cook modes
add: Furnishings RCD upgrade now includes wireless microwave
add: Tramstation and Birdshot engineering break rooms now have microwave
and donk pockets. Some microwaves come pre-equipped with wireless
charging and an upgraded cell.
fix: The microwave in the snowdin ruin is now real, not a fluff prop
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-12 00:43:10 +02:00
cnlethandGitHub c3e998e2b3 Replace an irrelevant changeling tip of the round with a slightly better one (#78294)
## About The Pull Request
Replaced a tip of the round about using fleshmend/carpotoxin to heal
scars after regenerating with a similar but better scar-related
changeling tip
## Why It's Good For The Game
Carpotoxin no longer removes scars (#59382), so that's misleading and
nobody cares about regenerate leaving scars after wounds just like
normally-healed wounds do. Knowledge about scars transferring after
transformation is more useful in my opinion
## Changelog
🆑
spellcheck: Replaced an irrelevant tip of the round about scars with a
better one
/🆑
2023-09-15 18:53:14 +02:00
GhomandGitHub b23b1dd310 The notepad app now includes basic nautical directions in its default message. (#78241)
## About The Pull Request
Based on an old PR from citadel:
Citadel-Station-13/Citadel-Station-13/pull/7690

It also comes with a tip.

Screenshot of what it looks like more or less (a smidge outdated):

![immagine](https://github.com/tgstation/tgstation/assets/42542238/8f9338c3-2794-485f-ab25-b36fcc33143f)


## Why It's Good For The Game
This should help new players and not learn and memorize these five
simple terms often used in station area names.

## Changelog

🆑 Ghommie (Based on an old PR by Trilbyspaceclone from Citadel)
qol: The notepad app now includes basic nautical directions in its
default message.
qol: A tip about nautical directions, too.
/🆑
2023-09-12 19:05:32 +00:00
e3d68c0236 Robotic organ and disease improvements (#76766)
## About The Pull Request

In the code description for the `ORGAN_ROBOTIC` flag, it says that
robotic organs are not supposed to decay or regenerate health. I went
and fixed this and added some more "robotic" behavior.

New changes for robotic organs:
- No longer heal damage passively
- No longer gain health from revival
- No longer heal in the smart organ fridge
- No longer heal from pluoxium
- Robotic ears no longer heal from ear healing items (earmuffs, etc.)
- Robotic eyes are immune to changeling blind stings
- Robotic eyes no longer heal from occuline

New changes for diseases:
- Some diseases now require an organ to work. A robotic organ will give
immunity to the disease symptom unless the disease has "Inorganic
Biology".
- The transmission methods for diseases require organs to work but
robotic organs are immune. (except inorganic biology) Airborne disease
transmission require lungs. Ingested (drunk or eaten) disease
transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
- Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
- A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning,
- Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
- A liver is required for tissue hydration, plasma fixation, parasitic
infection
- Ears are required for deafness, sensory restoration
- A heart is required for toxolysis, heart failure
- Eyes are required for sensory restoration, hyphema
- A tongue is required for voice change, parrot possession, pierrot
throat
- Wizarditis no longer requires a head (wtf?) to function

## Why It's Good For The Game

Robotic organs should behave as intended. Not naturally healing (like
organic organs) was supposed to be their downside to counteract their
their ability to not decay upon death.

## Changelog

🆑
fix: Fix robotic organs to not gain health passively, from revival,
smart organ fridge, pluxium, occuline, and earmuffs.
add: Some diseases now require the appropriate internal organ to work. A
robotic organ will give immunity to the disease symptom unless the
disease has "Inorganic Biology".
add: Disease transmission methods now require an internal organ to be
successful. Robotic organs give immunity. (except inorganic biology)
Airborne disease transmission require lungs. Ingested (drunk or eaten)
disease transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
add: Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
add: A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning
add: Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
add: A liver is required for tissue hydration, plasma fixation,
parasitic infection
add: Ears are required for deafness, sensory restoration
add: A heart is required for toxolysis, heart failure
add: Eyes are required for sensory restoration, hyphema
add: A tongue is required for voice change, pierrot throat
bal: Remove head requirement for wizarditis disease
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-21 11:55:29 +01:00
DATAxPUNGEDandGitHub e34ee9d16a Fixes a typo in a Tip of the Round message (#76941) 2023-07-18 16:57:05 -05:00
TimandGitHub a0e297cb49 Add healing boost to organs while mob is sleeping (#76679)
## About The Pull Request
This adds the healing bonuses from sleeping effects (mood, pillow,
sleeping in darkness, etc.) and applies it to organs natural healing
regeneration. The regen rate is very low, so I added a heavy x5
multiplication rate to all the sleep bonuses for organs specifically.

If an organ is dying or robotic then the effects don't apply.

## Why It's Good For The Game
More benefits to sleeping after injuries. This encourages patients to
rest properly after revival or major surgery.

## Changelog
🆑
add: Add healing boost to organs while mob is sleeping (does not apply
to robotic or dying organs)
/🆑
2023-07-17 08:56:56 +02:00
f1bfc29e65 Replaces mention of telepathy with telekenesis in tip of the round (#76469)
## About The Pull Request
Tip tells people that touching SM with telepathy will result in
disintegration, while it's impossible to actually "touch" the SM with
telepathy. Telekenesis, however, will dust your brain if you click on
the SM. First PR, so if something is messed up don't be suprised.

## Why It's Good For The Game
Lying to people is bad. Warning people not to dust themselves on the SM
is good.

## Changelog

🆑
fix: Tips now mention telekenesis dusting you when used on the SM, not
telepathy.
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-07-03 07:09:26 +02:00
TimandGitHub 2a19963297 Add UI preference menus for AI hologram and status displays (#75740)
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
2023-06-23 08:43:26 +00:00
carlarctgandGitHub e8d8227cba Improved chemistry tips, fixed Holy Explosion oversight (#75953)
## About The Pull Request

Plastic sheets chemist tip is more in-depth and clear

Added holy explosion chemist tip

## Why It's Good For The Game

Tips good!

## Changelog

🆑
qol: Plastic sheets chemist tip is more in-depth and clear
qol: Added holy explosion chemist tip
/🆑
2023-06-13 00:06:57 -04:00
RikuTheKillerandGitHub 35bd600bf9 Fixes suffocation damage and healing for reagents (#74292)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

This fixes a hidden side effect of the "refactor" in #73147 that
actually caused ALL existing suffocation damage dealing/healing
chemicals to not work on species that breathe gases other than oxygen.

This is also good for future code since if you want a chemical to not
affect a specific species or such, you should explicitly define that, it
shouldn't be implicitly done for you in the background with 0
implication.

Also reverts #74247 since it's no longer needed.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

First off, the change was unintended. It was intended to be a refactor.

Second, the change is unfun and isn't explained anywhere. It isn't very
fun to sit on the floor in medbay while even the most experienced
doctors can't figure out why the strongest suffocation healing chemicals
in the game aren't working. Cue this on repeat for 30 minutes. I've
personally experienced this like 10 times now and even I didn't know why
it was happening.

Even if you know the change exists, it's still extremely convoluted to
get around. You have to do CPR on a plasmaman at the speed of an average
cheetah or abuse the brute/burn revival method.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Suffocation-handling reagents work on all species once more.
spellcheck: Added a previous tip for handling plasmaman suffocation back
into the game.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2023-03-30 10:39:15 +02:00
ATH1909andGitHub 08825a8227 updates a tip to reflect changes to oxy healing chems (#74247)
## About The Pull Request

See title.

## Why It's Good For The Game

"As a Medical Doctor, treating plasmamen is not impossible! **Salbutamol
stops them from suffocating** and showers stop them from burning alive.
You can even perform surgery on them by doing the procedure on a roller
bed under a shower."

This is no longer the case, as for some reason, someone specifically
went out of their way to make most methods of healing oxyloss not work
on plasmamen and other humanoids that don't breathe oxygen. Why? I
dunno, but it makes this tip outdated (and dealing with certain
conditions way more annoying).

Lowkey, if I got maintainer support for it, I wouldn't mind sitting down
to make a PR to completely excise required_respiration_type from the
game. I don't really see what it adds to the game, other than creating
these edge cases where plasmamen (and nitrogen breathers downstream) get
extra-fucked over by certain mechanics.

🆑 ATHATH
spellcheck: Tweaked an outdated doctor tip to reflect that fact that
salbutamol can't heal plasmamen (outside of very specific edge cases).
/🆑
2023-03-26 11:38:17 -04:00
TimandGitHub 73a083ca1e Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request
New DLC bout to drop.


![dreamseeker_45s0qiPMXE](https://user-images.githubusercontent.com/5195984/210466427-35b90d46-6620-45e2-8b21-66d1dcada76f.png)

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.

### New basketball mechanics that now utilize stamina:

- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.


![dreamseeker_1iFLhQGx01](https://user-images.githubusercontent.com/5195984/210469319-162b9745-fcae-4261-92ef-228388eb4f6f.png)

### Now to introduce the teams:

<details>
<summary>Nanotrasen Basketball Department</summary>


![dreamseeker_baSqp2nipv](https://user-images.githubusercontent.com/5195984/210469887-9e0a92d5-d4bd-4da8-9e73-b11d91fdfcd8.png)

</details>

<details>
<summary>Greytide Worldwide</summary>


![dreamseeker_quzZ3KnwpX](https://user-images.githubusercontent.com/5195984/210469923-ed774656-f5cc-43bc-8314-f8309a01c474.png)

</details>

<details>
<summary>Lusty Xenomorphs</summary>


![dreamseeker_VDeT3JQkNF](https://user-images.githubusercontent.com/5195984/210469944-a229e0cc-4b2e-4754-a0b4-6b36953dca2e.png)

</details>

<details>
<summary>Space Surfers</summary>


![dreamseeker_Dh91fznQbN](https://user-images.githubusercontent.com/5195984/210469963-9a85b4e3-b69d-4b66-8c96-4e2ff2b3b983.png)

</details>

---

Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.

#### TODO LIST

- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame

## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._

## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
2023-03-23 22:41:41 -04:00
037905d146 Allows you to place plating adjacent to already existing plating (and some code improvement) (#72209)
## About The Pull Request

Allows you to place plating without placing down lattice as long as
there's a valid supporting tile nearby (walls, plating, floors, etc.).
Also fixes magical letter variables in turf code.

Mothblocks requested this.


https://user-images.githubusercontent.com/65363339/209391286-d2bded8e-1278-481b-9a48-00e9312a6e54.mp4



## Why It's Good For The Game

Reconstruction is tedious and expensive and this aims to make
reconstruction less tedious and less expensive.

In order to place down plating currently, you require 0.75 metal
minimum. 0.5 metal for the lattice rod underneath, and 0.25 for the
floor tile. Adding a polished floor on tile is a full 1 metal per tile.
Fixing two 5x5 rooms worth of explosions is a total of 50 metal
currently. This effectively cuts the costs in half while making it more
convenient to reconstruct. Note that when explosions destroy floor tiles
it destroys metal, which is why the cost of reconstruction is important.

## Changelog

🆑
balance: You can now place plating adjacent to already existing plating
without having to place rods first.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-24 23:56:26 -08:00
TimandGitHub 5ee67837a2 Rename organ decay proc for clarity and add medical roundstart tip (#71661)
- Add roundstart tip to let new doctors now that morgue trays and
freezers prevent organ decay
- Renamed organ decay proc to be `toggle_organ_decay` instead of
`recursive_organ_check`
2022-12-04 03:03:51 -05:00
private-tristanandGitHub 3c36600edb removes a reference to radiation collectors tips (#71567)
## About The Pull Request

closes #71565

## Why It's Good For The Game
rad collectors do not exist 
rad collectors do not exist

## Changelog
🆑
spellcheck: removed a reference to radiation collectors in tip of the
round
/🆑
2022-11-27 23:32:24 -08:00
MarinaandGitHub fcaa0b24db Alphabetized, fixed spelling error, clarifying event descriptions. Polish (#69707)
About The Pull Request

Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.

Fixed some minor spelling errors as well.

Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.

Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.

I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game

Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog

spelling: improves spelling and adds more flavortext
2022-09-11 21:51:01 +12:00
NamelessFairyandGitHub d6b02e651e Updates a tip referring to the right click menu to refer to the shift right click menu (#69500)
About The Pull Request

This tip got forgotten about when right click interactions were added, it now correctly conveys its original intent.
2022-08-29 14:15:33 -07:00
ShizCalevandGitHub 622d5cb3a6 Adds a second tip warning botanists about the dangers of combining the chemical traits of bananas and watermelons :) (#69155)
* Adds another tip warning botanists about the dangers of combining the chemical traits of bananas and watermelons :)

* extra space
2022-08-13 13:33:19 +08:00
MrMelbertandGitHub d1b333a1ae Removes a misleading tip + unused defines related to the Ballmer peak (#67906)
* Removes a misleading ballmer define, as drunken science points were removed in experisci.
2022-06-24 16:35:03 -04:00
TimandGitHub 0b7dd88e32 Add atmospheric technician gas meter text tip (#67757)
Add atmospheric technician gas meter tip
2022-06-15 01:35:17 -04:00
TimandGitHub 665e703235 Rearrange tips.txt to have job tips first (#67560)
* Rearrange tips to have job tips first

* Update tips.txt

* Update tips.txt
2022-06-06 23:57:41 -04:00
itseasytoseeandGitHub 878e3b8d37 Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
2022-06-06 15:29:57 -05:00
FikouandGitHub d05a910996 ninjas now get told about pinning modules and the direction to the station (and adds pinning module round tip) (#67525)
* another morbius joke i suppose. how prosaic

* oops

* nvm
2022-06-05 23:14:30 -04:00
SpaceSmithersandGitHub f499d6e48d Removes an obsolete Tip of the Round about PACMAN generators. (#67536)
removes obsolete tip
2022-06-05 23:06:29 -04:00
TimandGitHub 20e4add487 Change healing by sleeping to be affected by sanity, darkness (or blindfold), and earmuffs. (#65713)
About The Pull Request

Depending on the mob's sanity level, it can have a positive or negative boost to healing effects while sleeping. Sleeping in darkness, wearing a blindfold, and using earmuffs also counts as a healing bonus. Beauty sleep is very important for 2D spessmen.
Why It's Good For The Game

This is a small gameplay change that rewards players for keeping their sanity at good levels. Also depression has also been linked with impeding wound healing in real life. The placebo effect on peoples minds is strenuously documented and I think it would be cool to see it in the game.
Changelog

cl
expansion: Healing by sleeping is now affected by sanity, sleeping in darkness (or using a blindfold), and using earmuffs. The healing from sleeping in a bed was slightly decreased.
/cl
2022-05-20 21:12:02 +12:00